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Kayomn

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Everything posted by Kayomn

  1. Disabling AI won't work because it pauses event processing, meaning further hits against the AI aren't processed. All hope is not lost, I've made machines go into a shutdown state whenever they get hit now. It works and actually looks neat.
  2. Disabling AI won't work because it pauses event processing, meaning further hits against the AI aren't processed.
  3. Alright, so new issue: most all robots are immune to knowdowns, meaning paralysis doesn't work on them. I'm trying to find an alternative, like temporarily switching off their AI in a script or making them do some sort of shutdown.
  4. I've fixed the paralysis effect. Just need to add the conditions to it and it should be good. Currently it casts every time regardless, do you want me to add a random chance for the effect to not happen? If so would you like the chance to dictate if the robot stun happens or if the explosion happens at all?
  5. This effect is less than subtle. I think you'll need to substitute the explosion nif with something else once this is finished. I'll leave whatever it is up to you. I the paralysis explosion effect working then I didn't so I'm currently solving that.
  6. Alright, I've got my installation of FO4 working again after a lot of mod updating as well. I'll get back to you tomorrow with a finished EMP explosion effect.
  7. While I've been waiting for F4SE to get an update I've been tinkering with a paralysis AOE effect that applies to machines and power armor only. Once I get a chance I'll check to see how it works. Alright, thanks buddy, have you got a way to make the explosions ignore the player? Won't be fun having your legs broken everytime one of those explosions gets casted :pinch: That's very easy. You just put a condition in the effect that the person being targeted isn't the player and it will simply skip the application of the effect to you.
  8. While I've been waiting for F4SE to get an update I've been tinkering with a paralysis AOE effect that applies to machines and power armor only. Once I get a chance I'll check to see how it works.
  9. Ever since Fallout updated and put my version of F4SE out of date I haven't been able to launch my game. Gonna have to wait until a new version is released, but we've got a electrical distortion effect. Gonna have a go at seeing if it can be made to shut down robots on critical hits.
  10. Someone I know is working on a version that utilizes the Tesla effect. As it turns out the issue isn't exclusively all explosives, it's explosive types. A lot of explosives like ones attached to projectiles aren't placable via generic means. A compromise is being worked, that adds a new AOE tesla effect.
  11. Well I must have been doing something wrong then, because I was doing literally that yesterday. Scriptname kmod_SuperSledgeScript extends activemagiceffect Explosion property lightningExplosion auto event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.PlaceAtMe(lightningExplosion) endevent
  12. Yeah, you can make it fire a projectile. However that's not what you want, is it? EDIT: Yeah, I can make it fire a projectile if you want it to. I'll take a look at it tomorrow. However, be aware that this may make it a very gimmicky weapon.
  13. Alright, so Fallout 4 seems to not like it if you attempt to use an explosive in any way outside of a projectile. Because of this it appears as though it is functionally impossible within the game engine to cast the chain lightning explosion via a weapon. Multiple implementations have been tried. Placing the explosion at the position of the target, casting a spell that spawns the explosion, etc. Everything executes on the effects EXCEPT the explosion. I'd like to say I was able to find away, but after over 6 hours I've had no luck.
  14. Made major headway thanks to some consulting help. Gonna test the proposed implementation now and see if it works.
  15. Having some trouble with the lightning hazard. Stumped right now but looking up as to why.
  16. Well, effect's working, but the range is so bad is may as well not be there. Gonna work on doing some tweaking to make it more effective at chaining. Currently using Shiskebab as a placeholder since its weapon's design architecture is similar to what you're trying to achieve from what I can tell.
  17. Thanks! I'm ready to test as soon as you have something My current implementation plan is to attach the DLC01LightningGunHazardExplosion to an Enchantment via a MagicEffect, and then work on fleshing out any further effects as needed. Of course this will cause the mod to rely in automatron, but unless you can create asset replacement for the explosion then it'll have to for now.
  18. I'll take a look at how the projectile works then make a magic effect for it. That can be applied to an enchantment (for always cast) or a spell (for a crit effect).
  19. There are a couple of other ways to go about this, such as taking notes from the Shishkebab and making it a critical effect, or alternatively making it an old-fashioned enchantment effect with the enchantment holding the bulk of the scripting.
  20. In response to post #48267087. #48273222, #48274802, #48275682, #48276042, #48276792, #48277667, #48277912, #48278582 are all replies on the same post. Mikanoshi it's due to how the forum and the news comments are linked. Everytime I post in the news it creates a post in the forum in the connected thread.
  21. In response to post #48267087. #48273222, #48274802, #48275682, #48276042, #48276792 are all replies on the same post. Nah I didn't. Never use the forum, I've been responding via the news post. If there's a rule against this I'll be happy to move over to the thread you mentioned.
  22. In response to post #48267087. #48273222, #48274802, #48275682 are all replies on the same post. QT has some pretty good themeing capabilities, and it's cross-platform. I think their logic with using Electron is that it's easy to maintain and that resource management isn't all that important, which is great for throwaway software but not so good for software that's assumed to be around for years to come. Electron is not going to get any lighter, and any extensions or libraries are only going to make it heavier. Not saying they should build NMM2 in assembly in Nano but on the same chord they should ideally be optimizing.
  23. In response to post #48267087. Yeah, I'm still not sure what I think about it either. Personally I think there are a lot of great native system frameworks they're neglecting, but they seem pretty sure they've made the right call. If it ends up being a colossal failure there will always be alternatives that will rise from the demand, so I'm hardly putting all my eggs in the NMM2 basket. Also I think this whole themeing thing is personally dumb. From a design perspective a consistent system UI is ideally what you should be going for and I get the reason it's probably being marketed as a feature is because Electron, as of right now, cannot adapt to the system theme.
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