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CylonSurfer

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  1. So i've been messing with some custom Artobjects and VisualEffects recently in one of my mods, its simple stuff really just applying my Visual Effect to player camera by checking the CK options of: Attach to camera (effect art only):Inherit Rotation:This works for what I'm doing at that moment but I did notice a note on the CK page in regard to the Visual Effect which is very interesting and could potentially help me expand on a few other mods I have created: I've been searching around to see if I can find any other info on the above but I've come up empty. I assume if I add the NiStingExtraData to my ArtObject .nif I could have it attach to any node on the player and move / rotate with that node? Does anyone have any additional information on this or know of a good resource where I could read up further about it? Cheers
  2. Turns out that by forcing a PA Bench into a reference alias when it comes into activation distance with the player and having a script with an 'OnActivate()' event attached to that reference alias works for what I need. I guess that the PowerArmorBatteryInsertScript takes longer to process and bring up the menu than my quick 'stop visual effect X' function does. At least it solves my problem. Would still be nice to know what menu string is used but at least I have a work around. Thanks for your suggestions SKK50.
  3. Yeah I kinda figured that out as I picked through the activation with debug notifications, it is odd I agree! What I really need to do is close the menu so I can disable a visual effect and then re-activate the bench. As I can't figure out the menu string I can't close the menu. I guess I could use a perk to block activations to power armor benches the player is in activation distance to, and then unblock activations when they walk away...
  4. I'm using 'RegisterForMenuOpenCloseEvent' & 'OnMenuOpenClose' to detect when certain menus open, however I'm really struggling to find the correct string to use for the Power Armor Workbench menu (all others work fine). I thought it'd be the same "ExamineMenu" string used by the armor & weapon Workbenches but this does not seem to be the case. I've been through the entire list of strings on the functions page but come up empty. Does anyone have an idea of as to the string I need to use?
  5. I fixed the issue - seems to have been caused by weighting issue. I lowered the weight slightly and all is well.
  6. So I have created a custom armor peice which is equipped to slot 44 and equips over existing guanlets / gloves on the players right hand. For the most part it looks great but seems to have an odd issue, basically if any part of my custom armor peice intersects with another section of either hand (such as parts of the left hand when holding some two handed weapons) my model doesn't clip through the other hand part like I'd expect but instead produces some wierd effect as if there is a transulcent bubble around my model. It kind of looks like the part of the mesh my model is clipping becomes invisible but still showing like its placed behind a glass jar full of water - sounds odd but is the best way I describe it. Almost like this: http://metalgearsolid2sonsofliberty.50megs.com/images/stealth2.jpg Does anyone have any idea what may cause that? Thanks
  7. Just wanted to say thanks to you both, no idea how I missed those keywords - anyway my script is now working as intended and all traces of magic effects and edits on vanilla items have been banished from my mod :)
  8. Yeah, I don't have the luxury of F4SE as the mod is aimed at FO4:VR and I can't see any way to add a weapon mod as a quest alias so I guess the whole 'dummy quest' route is a no go.
  9. I checked the Keywords on the mods and no, there is not anything I could use to differentiate one weapons grip mod from another grip mod for the same weapon.
  10. While looking at the grip Omods last night I couldn't see anything that distinguished one from another other than its name, model and form ID. I'll recheck the keywords when I'm home later but I'm pretty certain that there was nothing which stood out.
  11. I have been mulling this over in the past hour and I'm not sure it is... If I can just add an OMod as a quest alias I can attach a script to it which uses the 'OnEquipped' event and executes my code from there and I'd be rid of the magic stuff and any vanilla edits. That solution would depend on being able to add OMods as quest aliases though - which I admit I haven't looked at yet.. The aim is: Player equips a weapon > game adjusts its position to line up with a right hand mesh. It's the VR version of the game, it doesn't have visible hands but I have added some but they cannot be referenced by script. So it's a question of "if I can't move the hand, I need to move the weapon". Issue: Some weapons with certain grip mods change how that weapon needs to be adjusted on screen so that they appear correctly positioned (or the best I can get them to be under the cirumstance) in the players hand. For example, the Laser Pistol has 3 grip types which drastically alter the position of where the weapon would be positioned in the hand but all report as the base 'Laser Pistol' weapon. I need to indentify any weapon with such mods installed when they are equipped in order to seperate them out and apply the unique positioning they require.
  12. Just a quick update on this: I tried Langnao's advice and got my ActorValue changing. However I found it too slow when paired with my main script which uses the 'OnItemEquipped' event. I often found, even with a delay added, that my script polled for the ActorValue before the magic effect has had chance to change it so it was a deadend really. Anyway, as I'm having to add a script to a magic effect in order to get the actor value changing I just ditched the ActorValue and added the code I wanted to run in my main script directly to the magic effect. I now have everything working as I need and I'm happy with the results. The only thing I don't like is that I'm having to add my enchanment / magic effect directly to a few vanilla forms which I like to avoid where possible but I can't find a way around this - if anyone has any suggestions on how I can add an enchanment to an OMod without editing the vanilla record I'd be happy to hear from you. Cheers all.
  13. Thanks Maybe I was being foolish, I thought that the magnetude setting on the Enchantment would set the ActorValue the 'Value Modifer' Magic Effect pointed to. So what exactly is the point of the 'Value Modifer' Magic effect pointing at an ActorValue if I'm going to have to set a script to run with the ActorValue property set so I can modify it?
  14. So I'm looking to use a custom ActorValue on the playercharacter and have a script check its value when a certain event fires. So far I have: Configured a new ActorValue in the CK with a default value of 0.0Created a 'Value Modifier' Magic Effect (Constant Effect, Delivery: Self) and it's pointed at my new ActorValueCreated an Enchantment pointing at the above Magic Effect with the magnitude set to 1.0Attached the Enchantment to an equippable item I have a script which fires when the now echanted item is equipped, gets the ActorValue and for debugging reasons, shows the current value of my custom ActorValue. However, my custom ActorValue never seems to change from 0.0 to 1.0. Clearly I'm missing a step somewhere or not configuring something quite right. Do I somehow need to attach my custom ActorValue to the player actor, if so how is this accomplished?
  15. Thanks for the reply. Yes, that is what what my findings have concluded also - sorry maybe I wasn't clear in my post. What I need to know is what the grenade throwing animation event is so I can register for it when a player has a grenade equipped and unregister when they do not.
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