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ajs52698

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Everything posted by ajs52698

  1. Not to hard to do yourself if you want to. You would simply block the containers activation then use a perk entry point and a script to open it.
  2. Settlements can cause serious fps issues when large enough. What if you could selectively combine meshes? Maybe you built a large building using multiple walls, you could combine them into one object, improving performance! Just a thought for those modders out there who know about the back end stuff.
  3. Anytime a crash like that occurs its because something is setup incorrectly. My advice, take a step back and do 1 thing at a time. Create a chest, see if you can open it. Then create the weapon, see if you can drop it or pick it up. If the weapon has a custom model, it could be a problem with the NIF. Scripts shouldn't be needed for what you want to do.
  4. Rather than have multiple objects with scripts, have a script on a perk which handles what the scripts on the objects would do. therefore reducing the amount of instances of object with scripts attached to them. Is this any clearer?
  5. Imagine you want a object to move when activated. You could place a script on the object which has a "onactivate" event and then run a function. Or, you could attach a script to a perk which has a entry point conditioned to only run on said object. Which option would be better for performance? In my mind, I imagine a situation in which there many objects in the world with a script which is worse than just a single script on a perk handling everything. Just posting here for anyone who could clarify this. Edited for clarification
  6. alright steve40 ill look into that stuff, also do you have any information on animtextdata. I was aware of them but im not seeing the connection or use of them in the hkx files or anywhere else. Side Note - Ive only been messing around with hkx files because I wanted a animation to play a sound, and sadly you need a behavior file to do that,
  7. Yes thats what I have a problem with, if I change the path to my own behavior file location, it doesnt work.
  8. For some reason creating a unique path for a behavior file doesnt work for a nif and im wondering if anyone has any info on this. Ive opened up the hkx files and changed the paths so I dont think thats the issue.
  9. Ive been looking into different ways of adding particles to projectles and im wondering if anyone has any ideas on ways to replicate this type of effect in fallout. Ive looked into using trail emitter which I found in Nifscope, but i dont think its set up to work, or even be used, in fallout.
  10. If I had some decent modeling skills, such a thing would be easy to implement, Sadly I dont :(
  11. This was also a idea i had but rather than using scripts to move the vehical, I was going to use simple animations. Anyway gl with this.
  12. Ive been recently messing around the the fire function in scripts and from what i can tell, the projectile from a weapon originates at the XYZ 0.0 Point In Nifscope, and it fires in the Y direction. I could be wrong but this is what ive come to conclude. Hope this helps. So to change where the projectile comes from, i would imagine you would just change the weapon position in nifscope.
  13. snap a wire to a object, and when the object the wire is snapped to moves, the wire snap point also moves with it what im trying to do Vlits. You can attach a CPA point to a Ninode which is animated, but when you go in-game, basically the snap points don't function(atleast for me). So im trying to see if anyone has a discovered a way to do this that doesn't break the CPA node. Another thing if you do attach a CPA node to a animated node and go into the ck, when you play the animation with nodes displayed, the connection points do actually follow as they should, its just in-game they don't work.
  14. Ive been messing around with basic nifscope animations and am wondering if anyone has managed to animate a CPA node. From what I've tested just attaching it to a animated Ninode does not work.
  15. Been making a simple animation for my somewhat custom model, ive got everything working but for the life of me I cant get it to load in ck, it always crashes. Im out of ideas, I have tried everything I can find and think of, and searched as many forums as I can, any help appreciated.
  16. I wouldnt mind helping out if you need it :D
  17. brick as a weapon, i can make this happen (:
  18. Generally when something Isnt working with scripts for me and I cant find the issue I make sure I make a clean save which usually resolves it, all I got for you sorry :sad:
  19. Use the function FindAllReferencesOfType http://www.creationkit.com/fallout4/index.php?title=FindAllReferencesOfType_-_ObjectReference and give it a formlist of npcs as the object to search for
  20. in the script properties theres a property that controls the delay between the pre war money, i cut it in half but dunno if worked if you wanted you could have it spawn 2 pre war money at once
  21. where the recipe and output item are determined is under the script properties , ill upload a screen shot here and the new file with the changes you wanted on the nexus :D http://imgur.com/quhHOv2
  22. Alright im uploading a file which has the builder which does what you want, feel free to do what you want with it :tongue: also i havent tested it, hopefully works D: Heres link http://www.nexusmods.com/fallout4/mods/19923/?
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