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Kalamir352

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Everything posted by Kalamir352

  1. What is the best way to modify a game setting (GMST) when a player obtains a specific perk? The locksmith series of perks seem somewhat bland so I wanted to add a little extra flavor to them. My goal is to increase the sweet spot of novice locks when you obtain the ability to access advanced locks. Game settings include fSweetSpot (Easy, Average, Hard, and VeryHard) which I have tested and the game uses these floats. My current skill level in modding is to find an example and then emulate and alter. There are no references on game settings so I'm having a hard time. When adding an effect to a perk there are three options (Quest, Ability, and Entry Point) but I cannot find an example of these editting game settings. There is an entry point for sweet spots (Locksmith Bobblehead uses it) but this would apply across all lock difficulties.
  2. Thanks for your reply Carreau, I'm going to go through your post slowly and digest what I can. However writing flash plugins is likely beyond my current skill set so this idea might shift to the back burner for the time being.
  3. I would take a look at this mod called LevelUpMenuEx https://www.nexusmods.com/fallout4/mods/28822 You can poke around in there and it will probably answer some of your questions. Typically editted the User Interface requires extracting the Fallout 4 - Interface BA2 file with Bethesda Archive Extractor (BAE) https://www.nexusmods.com/fallout4/mods/78/ and then making changes with any SWF editting program, there are many options but I have used JPEXS with some success https://github.com/jindrapetrik/jpexs-decompiler
  4. Just tested this by switching a recipe from CMPO to MISC and it no longer automatically scraps items to create it. Thats actually pretty cool as it answers a question I had in another thread. That explains why MISC items like Bobby Pins and Subway Tokens without CVPA get pushed to the MISC tab of the Pipboy inventory and not the JUNK tab. Where is the code located for defining what items go where? I cannot seem to find it. Thanks for your reply it was incredibly helpful!
  5. I'm attempting to shift components to their own section of the pipboy ideally between Junk and Mods. I found in Pipboy_InvPage.swf where I can alter the header labels and even create new ones but they are not tied to the actual contents. Where should I be looking to alter what is displayed in each tab of the pipboy inventory? For example, how does the game know to place Bobby Pins under "MISC" in the pipboy?
  6. I feel like I'm following you in HOW it works just not the WHY. Why change SCRAP recipe to give MISC (unofficial patch) instead of CMPO (default game). The result is the same?
  7. So because there is no MISC oxygen tank that can be picked up and added to the pip boy under the JUNK tab the scrap list for the oxygen tank uses MISC steel instead of CMPO steel. Do you not receive steel if it ls left as CMPO? Why even have CMPO and not just use the MISC version of the item at all times?
  8. I'm still learning and wondering why the unoffiical fallout patch mod made this particular change in [0022BA20] workshop_co_ScrapOxygenTank. They switched the component from c_Steel "Steel" [CMPO:0001FABD] to c_Steel_scrap "Steel" [MISC:000731A4] and what the functional implication of this change is. They did this throughout the scrap lists it isn't isolated to this one entry.
  9. It worked! Thank you very much for taking the time to help!
  10. Hey Everyone, I'm attempting to remove shipments of items from the game as a learning exercise. I went through and editted all the LL_Vendor_Component files and removed all the shipments and that seemed to work. However ... The quest [0024A06A] Patch_WorkshopShipments adds the following to the leveled list [00070513] LLI_Misc_AllComponents pLLI_Misc_AllComponents.AddForm(pShipment_Ceramic_large, 1, 1) pLLI_Misc_AllComponents.AddForm(pShipment_Copper_large, 1, 1) pLLI_Misc_AllComponents.AddForm(pShipment_Rubber_large, 1, 1) pLLI_Misc_AllComponents.AddForm(pShipment_Steel_250, 1, 1) pLLI_Misc_AllComponents.AddForm(pShipment_Wood_250, 1, 1) The quest [02000822] DLC02WorkshopAttackStarter adds the following to the leveled list [00070513] LLI_Misc_AllComponents pLLI_Misc_AllComponents.AddForm(pDLC02shipment_Concrete_100, 1, 1) pLLI_Misc_AllComponents.AddForm(pDLC02shipment_Concrete_200, 1, 1) I attempted to edit these quests and remove the associated properties from the quest. However when I load up the game the shipments are still on the vendors. I'm guessing this is because the quest has already executed to completion and the shipments have been added to LLI_Misc_AllComponents which the vendors are pulling from. Attempting to reset the quest and execute it again without the shipment properties has had no effect. My next idea is to create a quest of my own and have it remove the forms from LLI_Misc_AllComponents via RemoveAddedForm but my knowledge of papyrus is limited and it doesn't seem to be working either. Any help, guidance, or ideas would be greatly appreciated. Am I even attacking this from the correct angle? What is the best way to remove items from a vendor list?
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