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true4evr

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  1. Did it (more or less). Scriptname PlayerMods:AVtoGlobalDodge extends Actor Hidden ActorValue Property DodgeChance Auto GlobalVariable Property DodgePercent Auto Float Dodge Function DodgeCalc() Dodge = game.GetPlayer().GetValue(DodgeChance) DodgePercent.SetValue(Dodge) EndFunction It's attached to the playerperk. Now to see if it works in game.
  2. Not totally sure, but FO4Edit will do that if you load the .esp into it.
  3. The only requirement for this perk is that it's on. I could attach the script to the You're SPECIAL! book and have it activate under the condition HasBeenRead = true. The thing is, I just can't seem to compile a script that properly gives the DodgePercent global variable the value that the DodgeChance actor value has.
  4. I want to add it to the PlayerPerk. I at least need it somewhere where it will always be active.
  5. Plain and simple, all I need is to set the value of an actor value I made to a global variable I also made for a mod I'm trying to build. This is basically what I had in a script before I rage quit: Scriptname PlayerMods:AVtoGlobalDodge extends GlobalVariable Hidden ActorValue Property DodgeChance Auto GlobalVariable Property DodgePercent Auto Game.GetPlayer().GetValue(DodgeChance) DodgePercent.SetValue("DodgeValue") for which I get the error: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "PlayerMods:AVtoGlobalDodge"... Buzz:\buzzz\buzzzz\AppData\Local\Temp\PapyrusTemp\PlayerMods\AVtoGlobalDodge.psc(7,4): no viable alternative at input '.' No output generated for PlayerMods:AVtoGlobalDodge, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on PlayerMods:AVtoGlobalDodge As you can probably tell, I'm building up a mod that will allow players to set up a dodge build like those seen in Payday 2. It will work pretty much identically like Unstoppable, but will stack with other perks and aids that will boost your dodge stat. It's all set up to affect an actor value which will in turn boost one's dodge capabilities. The problem is that in order for it to work the number used for determining dodge must be drawn from a global variable so that is what I need a script for(I think). If this one problem were solved then most assuredly the stars would align and the streets would be littered with gold and pet unicorns who also poop gold and I would be very grateful to the script MASTER who toils away precious seconds to help this blatant scrub. In other words, thanks in advance!
  6. Causing frenzy in a robot is possible without scripting. Opening the robot interface following hitting a robot with a dart requires scripting. It's not impossible, it'd just be much easier with the CK. The mod I linked actually has a syringer dart that incites robots.
  7. I would love an idea like this. I think what would work best is if by shooting a robot and not being detected you can look at them from afar like companions and have the "hack" option come up like it does with robotics expert. Or possibly lust send you directly into the hack menu when it makes contact. Edit: There's one like it though. http://www.nexusmods.com/fallout4/mods/4121/?
  8. When I showed the images from the Automotron DLC he thought the sentry bot was a guy on a bike in power armor. I think something like that would be cool. It worked in FO3.
  9. It would seem that Unstoppable doesn't work like other perks. Moving target gets it's effect from a magic effect called "fortify damage resist" and bolstering gets it from an enchantment that also works off of an effect. Unstoppable appears to instead calculate a random percentage and check if it falls below the percentage supplied by your current rank. It doesn't reference an effect so I can't change anything to supply the effect to other perks/skills/mods/etc. There is a spell in the files, but it isn't referenced and only makes references to an AP regen effect. All that, or there's something I don't know, and in that there is a lot more optimism.
  10. I've been trying to look through it myself. I wanted to see if it could be attached to the moving target perk, but I don't see that it shows any values related to the perk. Maybe they can be added on regardless. Edit: put in the wrong ID. i found the effect: 4ddef
  11. Basically, yeah. I feel like some of the minute upgrades like moving target and bolstering would be better served if they worked for dodge instead of just a bit of armor. Why use those when you can just wear power armor? This is purely coming from playing survival though.
  12. I'd hope for a mod that expands on the Unstoppable perk that turns agility into a tree centered on dodge. Although I don't know how Unstoppable does it or if it would stack with other dodge type perks because I'm kind of a knucklehead. I guess a good place to start would be trying to apply the effect to armor pieces before overhauling the perk chart.
  13. I want a Rorschach mask. I think it'd go great with the outfit.
  14. Yeah, that's kinda what I mean. Nothing that kills the perks that are OP or underpowered and replaces them. Mostly just number adjustments. Guess it's just a waiting game then.
  15. Is it not possible? I have yet to see any. I'd imagine the only problem to be changing the layout of the perk chart, but I really wouldn't know.
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