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PJMail

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Everything posted by PJMail

  1. Why not... I'll just add some messages to it (so it doesn't require debug) and see what people think...
  2. Took your insights and modified one of those existing 'NPC' style mannequin mods. Works fine, though I wish I could disable the 'knockback' effect somehow (selectively - not game wide).
  3. Not at all too complex as it gives me ideas if (when) I have to write it myself. Valuable information in fact - SetRestrained (I did not know it would work in combat) and ignorefriendlyhits (a function I distrust but clearly works in this situation). Was hoping someone else had already made a entire mod - as I don't want to spend time Inventing the wheel someone has already (and probably built a car)... Thanks SKK - as always - for giving me a direction if I have to walk that road myself.
  4. I want to make my Vertibird weapons a bit more 'realistic' (maybe 'properly leveled'/'not overpowered' is a better statement). I can find no existing 'practice dummy' type mod to test them on (must be an NPC so I can use 'floating damage' to see the result). Can't use my companions for obvious reasons (they soon hate me). Killed all my captured cats (inconclusive, and too mortal, and I am a cat lover). Dogmeat still loves me but has limited armor so gives odd results. How do people mod their weapon stats to be 'ok'? Especially when working with multiple weapon mods (Laser,Cryo,Beam,impact) Obviously I am not a weapon modder or an "FO4 overhaul" person, and don't have acces to anyone with that experience... Where do I begin? Help!
  5. I don't mean something you can just shoot at, I mean something you can equip armor on and get an indication of the attack damage (by using something like floating damage). Effectively an immoveable, immortal NPC "dummy" you can craft at a settlement and shoot without everyone getting angry... All the mods I have found are just statics (so ignore damage). I want to test different weapons and armors.
  6. I could certainly do that as I have to now monitor the NPC's inventory (so I act on that FusionCore being put in there) anyway. Not sure users can 'cheat' with full Inventory access - but if they can I will consider it. Concerning Bobblehead Stands - Containers can have 'allowed items' formlist so I just assumed it was restricted that way....
  7. My thoughts exactly. However I have decided that is too much trouble and will just give the users a full 'trade' option...
  8. Running a fixed and a variable list is a very good idea - shame I didn't start off using that way... Anyway - done a few more tests and found a very unexpected result (for Bethesda) - they 'merge' the changes (caused by changing the esp) into the active list on game start! ie. if the formlist has 8 entries (6 defined in the esp and 2 added by script at some later time), then you update the formlist in the esp to have 8 entries and restart the game, the formlist then has 10 entries! The 2 'script added' ones are still the last 2! (and no - no script ran to add them back in at game start). Very unexpected but welcome...
  9. Basically I have a formlist pre-populated in my Mod's esp. Script code now adds extra elements to the formlist (so the 'updated' formlist is recorded in my saves). What now happens if I update that original esp with extra elements in that formlist? Are any previous script added elements lost (i.e. does it 'revert') or is the update to the formlist ignored (my save's version of it is used)? I am assuming the second - but am I wrong? Does game code see a new date on the formlist record and 'force' a revert? Thanks everyone for responding to my (many) questions! (my testing is inconclusive - it suggests the former, but the issues with workshop menus suggest the later...)
  10. This whole 'linked workbench container' stuff that workshop 'containers' do appears to be a massive kludge implimented in base game code somewhere (not scripts). E.g. When you link something back to a Workshop container via the keyword "LinkedWorkbenchConatinerKeyword", then activate that something, you get a restricted view of what is in the Workshop container - presumably based on the keyword on the 'something'... (but nothing like a formlist of 'allowed' items). Specifically, the PowerArmor workbench links the PA you are working on to itself via this keyword, then 'activates' the PA, which causes a 'restricted' trade window to appear. The PowerArmor Workbench is similarly linked back to the Settlement Workbench so the same thing happens when you 'activate' the PowerArmor Workbench. This seems to work nothing like a normal "activateLinkedRefOnActivate" where you open a remote container via another activatable object linked to it... Shame this sort of restricted trade interface isn't available in scripting... Back to my original kludge idea...
  11. The filters (addinventoryEventFilter) only work for the onitemadded/removed events, not for openinventory etc. Any way to open a 'restricted' trade menu between Player and another NPC? Similar to what happens when you access the PA Workbench? I suppose last resort is a way to block moving/droping the wrong type objects (like bookshelves etc do) but with NPCs. Is complex 'onitem...' event script code the best way when dealing with NPC's (rather than containers which can have content restricions)? I suppose the other way is opening an 'intermediate' container with content restrictions - are there any gotchas? What 'name' apears for the container? Can I make it something like 'Please transfer some .... to ...."? I have searched through these forums and CK doco but not found anything appropriate. Thanks.
  12. Not strictly what you are asking for, but as I do everything you are trying to do in my "PA Improvements" mod I thought I would pass on a few useful things... - It is simpler (and more immersive) to allow the user to equip what they want to wear (before the Helm is equipped) and re-equip that when they take the helm off (no complex MCM work). - (assuming you have F4SE which you seem to) you can simply detect all the 'headgear' items they are wearing by using (Math.LogicalAnd(Armor.GetSlotMask(), 0xFFF8) == 0) - You then just re-equip all such items when you detect the Helm removal. - Having a 'fixed' item of headgear is also bad because users can change their headgear at any time (via pipboy inventory) - having to go back through the MCM is very un-immersive - One Gotcha (if you want to detect headgear by what is removed when the Helm is equipped) is if this is a PA Helm then the PA code has a bad habit of removing bits of armor as well. - a second Gotcha is be VERY careful that the headgear does NOT have any armor slots as well (which is why I recommend the slotmask method) as equipping this will remove other bits of armor in strange ways. An example is the radiation suit. This does not need any MCM and will work the way users would expect. Directly concerning your issue - when in the MCM the game is in a 'strange' state so I would not trust most of the script functions (particularly ones that use F4SE and look at the Player's state). Edited: I re-read your post and noticed you assume F4SE which simplified my responce. Edit2: Have you considered using a holotape to trigger the "addEquippedItemButton" script instead of MCM? This will work much more reliably as it is in-game. Edit3: Or even better a script attached to 'detectGlasses' item in your inventory (no need to open a holotape/MCM if they change their glasses).
  13. Appears the only thing that will reliably get them out of this state is Moveto (or fast travel etc). Looks like that will have to do as another 'Bethesda bug workaround'... Even "NPCid.moveto NPCid" will fix it.
  14. Thanks for the suggestions but no luck. SetUnconscious and SetMotionType both are acknowleged (you can check they have applied) but they have no effect. The Sneak and Draw operations do nothing - I suspect because they are just Idles and I have already found no Idles seem to work... I don't want to move the Actor to unload them because I have found that can cause the reset bug (on Automatrons at least). Note that my experiments with explosions have suggested this may be a missing animation subgraph issue as it happens reliably on Dogmeat and Automatrons. It occasionally happens on PA wearing humans too - but that may be due to the kludgy way they are swapped to 'PowerArmorRace" - so could be subgraph related too.
  15. I have been testing explosions with no damage, sound, or light, just a lot of 'force', (with or without 'stagger') and I have found only 'human' type NPC's are effected (i.e. Humans, Synths, PA wearers) - not Robots or Dogmeat. Does someone know what I am missing here? I am using the 'EXPGenericImpactSet' if that is relevent... Is there some part of the Subgraph that implements 'explosive push'?
  16. I know this is a curly question but... If somehow the furniture an NPC is 'sitting' on is removed (like deleted/disabled) the animation state becomes confused and all the normal ways of getting the NPC out of that sitting state (such as Dismount, PlayIdle actioninteractionexit) no longer work. Does anyone know of a function/Package/condition/idle that will get them out of this state? I don't want to do a 'resetactor' type function as it messes up more than it fixes. Same with Disable+Enable. A console command would be useful - but I really want to work a fix into my Mod so it works for Survival/Xbox users too. My issue is if you have companions onboard a Vertibird that 'explodes' they can be left stuck in the air in seated position - immovable. NPC's cannot 'dismount' a moving Vertibird (game does not allow it for some reason) so this is a common occurance when a Vertibird is 'killed'... The only ones that do 'exit' seem to be ones 'blown out' (as explosions will 'unseat' an NPC even in a moving Vertibird) - if that gives anyone ideas... Edit: I have tried the Idle's "FurnitureInitializeToBase", and "ActionIdleStop", and functions "PushActorAway" and "ApplyHavokImpulse" - no luck... Thanks
  17. I'm a bit late so have a Happy New Year and thanks for all the help over the last 12+ months I have been modding!
  18. Good question, but I don't think fallout4 has spells as a separate item - they usually have to be attached to something.
  19. Oooh - nice idea. Probably a bit late in the mod's life to replace an item everyone already created since v1.0 (as you can't convert a formid's 'type' to make a seamless update).
  20. I am giving that a try after DieFeM's interesting piece of information... That should get around my 'onboard' issues hopefully. Won't fix it when not onboard and SetGhost has somehow been set on the player (though a whole lot of other gameplay and mods will also break so their game will be rubbish anyway...)
  21. Well, looks like the footsteps are actually a right-then-left step (not a walkstop), and the only way to silence them is to put an "isridingmount" check on the actual sound descriptors for the left and right footsteps. There are no conditions on higher records (such as the impact sets) so I can't stop the visual 'dust effects' but I can at least stop the annoying 'stomping' sounds. For anyone interested the records are :- FSTPlayerArmorPowerDirtWalkLLAYER3D/FSTPlayerArmorPowerDirtWalkRLAYER3D (Player 3rd person steps) FSTPlayerArmorPowerWalkLLAYER2D/FSTPlayerArmorPowerWalkRLAYER2D (Player 1st person steps) FSTNPCArmorPowerWalkL/FSTNPCArmorPowerWalkR (NPC 3rd person steps) Why the game makes an actor in PA 'stomp' without actually moving I do not know. Perhaps that is also what causes Fusion Core drain on the Player when onboard a Vertibird???
  22. Very interesting - unfortunately I have no quests attached to the player (and don't want to add one just for this) - but useful to know! Thanks DieFeM
  23. Just an annoyance I am trying to understand. When Player is Turret Gunner on Vertibirds they 'stomp'. It is very noticable if you go to 3rd person - you can hear 'double footsteps' at intervals, and see the impact 'dust' effects around the Player's feet, yet the player does not move. Even when the Vertibird is on the ground not moving. As there is the impact effects it must be from the Footstep process, yet the Power Armor Footstep Set (FSTArmorPowerFootstepSet [FSTS:00021ADC]) has only one footstep effect that seems likely and that is "FSTArmorPowerWalkStopFootstep [FSTP:0010BEA0]" triggered by a "PAMoveStop" animation Tag. Is it possible the game is continually generating a 'stop' to the player when doing the 'minigun turret' animation? Any idea how I could stop 'footsteps' while in a Vertibird? There are no conditions on any of this stuff (and I know nothing about editing the actual hkx files). (I discovered it is REALLy noticable if you have a companion in PA as Gunner - there is this constant 'double step' background noise even in 1st person).
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