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hereami

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  1. Nice . Well, maybe that's unfortunate ps4 specific then. Something wrong with already fired rocket projectile rendering, because it can be noticed to vanish in midair. There's nothing that prevents "launch" itself.
  2. Hm, curious, usage turns out overcomplicated as usual. Could Casting Light/Art be used somehow to emulate handheld light, it's said to be intended for hands specifically, although "casting time" concept is likely obsolete since Skyrim and all spells are instead thrown instantly without any possibility of preparations? ps. https://skyrimck.uesp.net/wiki/Magic_Effect , should've mentioned earlier... That's the only place i know having at least some descriptions for Archetype. Might be worth updating with good findings? Beth.net wiki appears to be in deep coma at all.
  3. Is it buggy nif or what? When summoned by the beacon it may just flicker somewhere in the sky and vanish, does so likely 80-90% of times in overall, although there may be several consecutive successful "launches". I don't get how it works either way Phantom weapon fires a projectile from a ref and it flies towards (!) the ref (practically, weapon itself) from nowhere, possibly hitting obstacles on the way down (beacon scenario, MS02NukeMissileFar.Fire(objSelf)), while if same launcher weapon is used by player, then it fires normally.
  4. Shouldn't offer donashun here, topic may be blocked. Likely didn't decompile scripts? Should get Champollion then. Look at CreationClub:StartAfterCharGenScript as basic example (psc is plain txt), pretty handy and may be all what's needed (basically, it's mandatory for any mod that drops unique items into Player), unless eager to manage restart of a running mod's quests (which is likely a more complicated and excessive task) and/or to run them remotely. Script sets owner's stage MyStageToSet (also starts the quest) after remote quest MQ102 reaches CharGenStageToWatch. Quests in a mod need be inspected for StartGameEnabled flag and latter should be patched out (may depend on what they actually do, better investigate first). Then add said script to such quest(s), configure script as necessary, then (re)install target mod. If there are many of StartGameEnabled, then could be reasonable to control them remotely by a custom script/quest, still need flag patching though. I've forgotten a lot for now, think i had troubles with chained startup using that exact script, i.e. questC waits for questB, which is waiting for questA and if C waits for same stage as B sets on start after A triggers, so akin scenario is unadvised. ? Although still, hypothetically, a mod can use OnInit() and some complicated startup routines besides StartGameEnabled quests, need scripts inspection then. In case of area, need a scripted trigger box to start a mod/quest. E.g. DN009_SetStageOnEnterScript or DefaultRefOnTriggerEnter. In case of a note etc. - DefaultRefOnContainerChangedTo or similar. StartAfterCharGenScript.psc
  5. As i remember, Immolation critical effect has Light archetype, so it works. Just an example to look at if nothing else.
  6. Well, use of securityBarScript is even more simple than i thought, assuming we don't want custom scripts or chain. Door A is external teleport, door B is internal (on latch side) teleport, door C is non-functional replacer (or maybe just a cover* as SKK50 mentioned) for door B. Set door C (initially enabled) as EnableParent for B (opposite state), unless *. Link C to latch by LinkCustom02, link A to latch by NULL (meaning latch holds links...). Script will disable LinkCustom02 when latch is disengaged (Property openLinkedDoorWhenDisengaged must be True) and implicitly enable* load door B. If cell can be reset, then door C should have DefaultEnableRefOnLoadOrReset script to sync with latch reset. Also C should have DefaultBlockActivationOnLoad and possibly PlaySoundOnActivate to play locked latch sound. Some nuance, i'm not sure how isOnBarSide function (getHeadingAngle()) would work in case of latch being in different cell and if wouldn't crash game (when locked A is activated), might possibly change the pair to A-C then if both cells do not ever reset, also the latch doesn't need be persistent in latter setup.
  7. Two sets of doors - barred (fake) and load at same coords. Chain gets disabled by default script when activated, use chain object as Enable parent for those pairs, direct and opposite respectively. All could be persistent?, or maybe chain only (+ load doors?), could try how goes.
  8. Possibly, might use Activate procedure on corresponding chain, like Travel to Door (optional), Activate (Chain, not door), then Travel farther. Unless attached navcut prevents NPC from doing that (if that Box surrounds Chain itself or maybe chain is behind the door). If so, then still could try to Activate() chain by script, then should make additional Travel package (point A - Door, Travel proc should probably Complete Package, Package should be conditioned to door locked state or else) and set script OnEnd. Although it seems easier to adjust Navcut position instead, if necessary. ps. Luckily, Chain can be Activated by anything (see DoorChain.psc)
  9. Maybe that's fine, thanks. More meaningful at early levels than 25%/month rate i made first.
  10. It's unresolved reality branch, may be anything. Roads outlay and joints are mostly bizzare, same in 76, well, they were never supposed, nor ever could be driveable by vehicles we see, just approximate landscape decor. Still weird though, that at least Red Rocket from trailer hasn't been recreated at exact spot. I couldn't find, maybe just missed? Meh, what made devs not include it in game, that's lazy and silly as well.
  11. If there was caps deposit, what could be adequate daily profit income to make it encouraging yet not a boring cheat?
  12. Might add Ench (Constant/Self) to dagger, add new Perk ModWeaponAttackDamage Multiply x0, Owner: Subject.GetIsId(Player), Weapon: Check dagger ID or keyword, Target: Subject.GetLineOfSight(Player)=1 OR Player.IsSneaking=0. Inverted approach, example is not suitable for others than Player though, if that's any important. If want to boost sneak damage specifically, there's also ModSneakAttackMult entry. IsInCombat kicks even for Caution, not much informative, as it may happen miles away. Still curious how to distinguish Danger state, couldn't figure out. As i remember, Player.GetAttacked didn't work at all. For the purpose of dagger that might be possibly condition run on Target - CombatTarget.GetId(Player) or GetLineOfSight. GetDetected looks as if perfect, but is problematic because it requires exact Ref to be specified as detector and does nothing for NULL, as i've tested, not sure how can use it for a random npc.
  13. Translating 2 mins of animated pictures into a few bytes of actual information: Add bAllowMultipleMasterLoads=1 string under [General] section of CreationKit.ini and CreationKitPrefs.ini . Forgot meself...
  14. That's highly acclaimed task though, also what they had to have done at start, but very troublesome now, i guess. Most world edit mods, and maybe quest mods too, go out of scene.
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