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CylonSurfer

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Everything posted by CylonSurfer

  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.
  16. So I'm currently working on something for Fallout 4 VR which requires me to reposition equipped weapons as they're equipped, I have a method of doing this which is working fine for anything that uses slot zero, (guns, swords etc). However grenades (and I assume mines) work slightly differently and are equipped at the same time as a weapon using their own slot. Due to this when a grenade is equipped from the players inventory my code executes to change its position but it's actually changing the position of my equipped primary weapon as that is the weapon currently shown on screen, not the grenade which is in its seperate slot and not visible. To combat this I need some way of detecting when a grenade is actually in the players hand ready to be thrown as opposed to when it is equipped from the players inventory and only apply the repositioning at that time and the restore the primary weapons postion once it has been thrown. I was thinking of registering for 2 animation events: AnimationEvent of grenade in hand (reposition grenade)AnimationEvent of grenade thrown (restore primary weapon position)While I can get the second working I cannot find an AnimationEvent (or anything else) which detects when the player has a grenade in their hand. Any ideas would be really welcome! Thanks.
  17. I have a script which plays a sound effect and I would like the sound effect to match the surface type the player is currently standing on (wood, metal, etc) so that the SFX matches the environment. Is it possible to get this information via script?
  18. Maybe! Not sure if this one is possible to work around, such a shame as the difference automating the power armor acitvation for the player makes is honestly night and day in my mod. I even rewrote my scripts to deal with the HUD issues 'SwitchToPowerArmor' introduced and was really stoked with the results....well until I ordered a companion into a PA suit and noticed that if I used 'SwitchToPowerArmor' on the player the camera height change wasn't applying so I was only chest height compared to my companion... Not been able to figure any way around that issue either. Meh!
  19. So I'm still trying to figure this one out, it is really stumping me to be honest. To trace the issue I set up a script monitoring my Power Armor Reference Alias for OnActivate events and firing off a debug messagebox when it gets activated, interestingly enough when I manually activate the power armor suit, my message box fires up and of course the player enters the PA after dismissing it, when I call 'MyQuestPARef.Activate(PlayerRef)' from within my quest script the onactivate event is triggered, I see my debug message box but after dismissing it the player does not enter the PA. This is the case with or without the debug message box in my code. I really cannot figure out what the different is between the player manually activating the power armor or doing the same via a script, clearly the object ref is getting the OnActivate event in both cases... I really could use some help or suggestions for what else I could maybe check for.
  20. So I've been using a perk entry point in one of my mods, but looking at the CK documentation something doesn't seem quite right to me and I wondered if this is a bug in the CK and if there is any way around it. So on the CK perk entry point documentation the following is specified: Run Immediately: If checked, there is no selection menu. This is run in addition to the default activation.Replace Default: This is run in place of the default activation.https://www.creationkit.com/fallout4/index.php?title=Perk My experience: Run Immediately: if checked, there is no selection menu. This is run immediately but is not run in addition to the default activation.Replace Default: This is not run in place of the default activation. The default activation is still visible and working as normal. Anyone else had any experience with this?
  21. Thanks for the idea, I'll take a look at that over the weekend. I spent a little time running some traces last night and just testing the mod in general. One thing I picked up on is that the mods perk to add an additional entry point to the power armor furniture is stopping companions from being ordered into power armor, they don't even try or say "I can't do that", it's simply like there is no attempt made to enter the PA. The perk has two conditions for it to show the additional activator label: 1. Furniture has the power armor keyword 2. That the player is not currently in power armor So by quickly hopping into a PA suit I was able to confirm that while my perks entry point conditions are not met I can order companions into power armor without issue, but when I get out of a PA suit and issue returns due to the entry point being active. So other than having another issue I'm going to have to fix this got me to thinking about this particular problem and I wonder if when I call 'MyPAQuestAlias.Activate(Player)' to force the player into the PA via my quest script (which is called from my entry point fragment), it is actually trying to run the Activate() BUT using the perk entry point activation which is already in use... I'm going to test this later by adding a keyword condition to the perk entry point, something along the lines of 'if the player has myPAkeyword then don't enable the additional activator' and then in my quest script before calling Activate() i'll add the keyword to the player which should in theory disable the additional entry point and (hopefully) cause the power armor to procress Activate() as normal. Of course, nothing is to actually say this will resolve my problem, the PA furniture processing the default activation may still not do what I want it to do... but here's hoping it does! Then of course I'll have to move on to how I block the entry point while ordering companions into power armor to fix that....
  22. So I need to force the player into a suit of power armor during an event in my mods quest script. I have the Power Armor suit stored as a quest alias and I'm able to call its object ref at any time and run other actions on it fine. For example, I can successfully run 'Player.SwitchToPowerArmor(MyPAQuestAlias)' which immediately snaps the player into the power armor which on the surface appeared to work just fine as the switch takes place during a 'Game.FadeOutGame()'. However during further testing I discovered that 'SwitchToPowerArmor' has some undesirable side effects if run on the player, such as on occassion causing the PA HUD to not display correctly until the player manually exits and then manually enters the Power Armor again. Due to the issues with 'SwitchToPowerArmor' I've been testing other ways to force the player into the PA but have been unable to get anything working. What I've tried: Player.SwitchToPowerArmor(MyPAQuestAlias) - Bugged PA HUDPlayer.MoveTo(MyPAQuestAlias) - Player moves to PA ending up inside the frame furniture but not activating it. Player control is disabled and non recoverable.MyPAQuestAlias.Activate(Player) - Does nothing at all. The PA does not activate. Player.SnapIntoInteraction(MyPAQuestAlias) - Results are the same as Player.MoveTo(MyPAQuestAlias) I'm kinda running out of ideas... I really need the player to run a normal activation on the Power Armor furniture in question but 'Active()' seems like it doesn't work. One thing I pondered was adding a perk to the player which would change the PA default activate to 'immediate' but I'm really not sure if you can change a detault activation to immediate like you can with additional entry points. I'm not sure if anyone has tried that before. Any way, I'm really looking for any suggestions or advice as to how I may achieve this or if I've missed something which would cause 'Activate()' to not work on a PA furniture object. Cheers all!
  23. Okay, sorted it. For reference if anyone else ever needs to do this: akTargetRef.PlayAnimation("standStart") This animation doesn't break Power Armor. The mod is shaping up nicely now :smile:
  24. Okay, I got this working (kind of) with: akTargetRef.PlayAnimation("sitStartFromStand") Only issue now is that once the animation has played once on a Power Armor suit it will not play again next time the script is run. It's almost like the PA gets stuck somehow but is working fine in all other respects. Any ideas?
  25. Yeah, that is my 'backup plan' but it comes with it's own set of issues and problems such as getting an NPC to enter a PA ( which isn't easy) and the potential collision problems with the player, so I'd like to avoid that if possible. I'd hoped that getting the furniture to play its open animation would be much simpiler and cleaner if it's possible.
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