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hereami

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Everything posted by hereami

  1. Possibly, that's GunLgOverheatMPSLight [LIGH:001CB0D3] . Curious, its ADDN Node Index is 159, but how does the NIf specify it, should be stated somewhere? PS. Haha, wait... So that's light nif already? I dunno then, doesn't radius change if modified in ESP?
  2. Some questions. Does the above also mean that a ref may get stuck even if totally clean and not referenced by anything? I.e. may be fully unpredictable and buggy occassion. Things mentioned in topic had a sort of valid reasons, as i see. The bug I mentioned causes persistence to stuck on a reference forever, which prevents it from getting auto cleaned up. I'd say there seem be reasons still, at least seeming technical clues for engine to become worried about. Although in cases like script-scope runtime variable in PowerArmorFX effect that would be very unfortunate and unexpected behavior indeed. But for a specific example, an object placed by Explosion (no Persists flag) and having a script to delete itself on timer (well, unfortunately, no choice here, because AutoFade doesn't really work, while keeping in mind orphaned scripts instances possiblitiy it should be better to avoid embedded VMAD), the script uses Self statement, but not filled into a variable. Or similar "independent" temporary objects without current dependencies. How high is chance to stick forever just by a sudden oversight of cleanup processor? Well, i had to be more specific perhaps, Ref1 i meant, which holds the link. I've seen there's mention of Promoters array, and by the way, is it a global structure or local on each target (i.e. Ref2s)? CreationKit insists on targeted REFR only to be persistent (Enable/Activate Parents and linkedRef), not Link holders themselves though. Basically, question here - is it safe to Delete a Promoter and not worry about the linking data it holds to misbehave without explicit SetLinkedRef(NULL) (assuming Promoter is trouble-free by itself and not treated as persistent just because it became a PersistencePromoter)? Thank you!
  3. Quite a reasonable idea about blast wave, even if it's doubtful still that anyone would notice delays, i think, there are no blasts with sufficient radius in game normally. Unfortunately, i couldn't find out for now how to implement via native means without scripting, so a challenge for someone else then. Problem with SlowMo is that can't detect regular explosion in advance and when it actually hits, then SlowTime takes time to reach the peak, nearly half of the blast, thus all damage is already taken at this moment. Doesn't have much sense, except just for watching ending of explosions. While another of my favorites - PushAway - that's quite relevant too and is easy endless fun as usual, but without wave spreading, even if nearly unnoticeable, it doesn't feel that interesting as i wanted.
  4. Some questions. Does the above also mean that a ref may get stuck even if totally clean and not referenced by anything? I.e. may be fully unpredictable and buggy occassion. Things mentioned in topic had a sort of valid reasons, as i see. "Ref1.SetLinkedRef(Ref2) ( regardless of akKeyword ) should add Ref1 to the persistent promoters of Ref2." Does a ref become persistent on its turn, when SetLinkedRef is called on it, then keeps as such until SetLinkedRef(none)?
  5. Hah, that's great! Now need Chicken, Dog and Donkey. Just saying. As of topic, don't know, sorry.
  6. There was about DFOB, later noticed it's known. Well, but companions should do? Never observed core usage by Companion, gotta look if it's drained by Gatling, curious now.
  7. When a poor living body bounces around, is it possible to engage damage physics by Settings or else simple means? Ragdolls are just invulnerable, that's fun no doubts, but not quite realistic. There are various aspects to emulate, i think. Harm/push other Actors, leave blood stains on impacted surface, get harmed itself. Not sure how.
  8. Gotta define it as Property via script Add Property button. Unless you perfectly understand why want a script here, then would rather use just MagicEffect with some duration, Value Modifier, Detrimental, Recover. Look at how things are done in CK. https://www.creationkit.com/
  9. Interesting now, that's relevant to what i asked too and worried about in advance. No answer here, just questions. What is method for said spawns and were they all Essential? Should such phantoms be accessible for Quest fill too? Need to know about their possible presence without console commands. After disabling the mod and saving does the file size change noticeably? Either way, nice to know it's not fatal and saves, probably?, might be "repaired" by disable mod - save - enable mod back untill it bloats again. Could be worse then.
  10. 1. No. Skyrim wiki still covers the holy grounds, while some things might've been changed, expanded or ruined in Fallout; 2. Well, sometimes folks don't know it exists; 3. Specifically, Ability is type of Spell, ConstantEffect/Self Armor Enchantment is basically the same; 4. Those scripts suggested are for MagicEffect. Script affiliation can be seen in header - Extends ActiveMagicEffect, our case; 5. Hah, already there, no external assets, custom scripts etc., while trying to accomplish something advanced. Best handled with XEdit; 6. Probably so; Guess we need it be constantly updated but not persistent, as the Perk needs be induced to update Magnitude. Nah, assuming demands, i wouldn't bother with emulation effects anymore. Try the script and expand as you learn more. Copy code into Data/Scripts/Source/User/ToughRobosEffect.psc and run CK > Gameplay > Compile, then add to the MagicEffect. NB. Again, the script requires Condition IsInCombat == 1 on Spell side, since i wanted it be most simple. Also it might be reasonable to use GetValue() instead of GetBaseValue(), depends. PS. Some variation of magic, mostly same as initial and maybe is optimal. - Ench host effect with Perk, which does AddSpell()/RemoveSpell() as combat starts/ends (PA_StealthScript); - Spell should have numerous effects GetCombatGroupTarget with corresponding Magnitudes 2, 3, etc.; - Perk updates Magnitude * DR * Mult just once as the spell is added, then conditions do switching. Downside - lots of effects with condtions and still we can't process unlimited number of hostiles. Although what is realistic count? Something 1 ~ 5;
  11. Why not use a Cloak or periodic AoE strike or Quest Alias fill? Find functions don't seem be very useful for said task.
  12. Ok, have nothing better to do, something to tinker with at start. Would appreciate if somebody tells me how to create Spoiler blocks Scriptname ToughRobosEffect extends ActiveMagicEffect {Spell should be conditioned by IsInCombat} Group Data float Property TimerInterval = 5.0 const auto {How often should we update} float Property Fraction = 1.0 const auto {Amount of extra Resistance per Enemy} ActorValue Property avDamageResistance const auto {ActorValue to update} EndGroup ; Local vars Actor ActorRef Float fBaseValue ; won't change after effect starts Float fModAmount ; dynamic Float fFraction ; must be positive Event OnEffectStart(Actor akTarget, Actor akCaster) ActorRef = akTarget fBaseValue = ActorRef.GetBaseValue(avDamageResistance) fFraction = Math.abs(Fraction) ; failproof fModAmount = 0 DoStuff() EndEvent Function DoStuff() if IsBoundGameObjectAvailable() ; is effect still running on a legit object? Float fNumOfEnemies = ActorRef.GetAllCombatTargets().Length as Float ; whatever formula here Float fNew = (fBaseValue * fFraction) * fNumOfEnemies ; update AV if (fNew != fModAmount) ActorRef.ModValue(avDamageResistance, (fNew - fModAmount)) ; apply delta fModAmount = fNew ; remember new value EndIf startTimer(TimerInterval) endif EndFunction Event OnTimer(int aiTimerID) DoStuff() EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if (fModAmount) ActorRef.ModValue(avDamageResistance, (- fModAmount)) ; subtract added value EndIf EndEvent
  13. GetGroupTargetCount looks more suitable condition indeed, so it works or not? Well, it would be best still, if done with a script processing everything. There appears to be a function Actor.GetAllCombatTargets() which solves all troubles with counting, didn't know it existed. I'd advise to start here instead of vids https://www.creationkit.com/index.php?title=Landing_page , also digging in vanilla scripts. Would be easy enough. Untill then, could invite you into amazing undergrounds of ps4 mods. - Have an Ability on the Actor, conditioned to IsInCombat. MGEF_0 applies the perk. Use Hardcore:HC_EncumbranceEffect_CastScript to periodically cast a Spell_1 FireForget/Self. Timer interval should be slightly shorter than duration of Spell_2. Optionally, Spell_1 may be cast at start of Effect by CastSpellOnEffectScript; - Mgef_1 should cast Spell_2, but first it needs to dispel previous instance of Spell_2 to keep value modification consistent. Unless we insert Dispel() before Cast in timer script, then we need this intermediate Spell with Dispel keyword. Use CastSpellOnEffectScript for Spell_2; - Mgef_2 is ValueModifier for Resistance, Mag == 0, doesn't matter; Now the perk. Multiple entries ModIncomingSpellMagnitude, Set AV Mult, AV==DamageResistance, Spell::EPMagic_SpellHasKeyword to check for our Spell_2. I'd suggest there be reasonable number of entries, like 3~9 (or lower) and >9 (or corresponding max value), using Owner::GetGroupTargetCount and having respective Mult. Perk uses Current value for AV, not Base, but that's how it works. Unfortunately, there is only ModTargetDamageResistance, so here we can't use arbitrary AV as a mult along the Resistance value, thus having a single Mod entry. Regarding Mod Magnitude entry in general, i'd suggest it be used with care on important Characters and probably for very short-timed effects only, meself had negative experience with detrimental Health on Player, all the extra amount gets lost unrecoverably after game reload. I dunno, would offer ModIncomingDamage still, then we can have AV representing combatants number as Mult, although better it be specified by a timer script anyway - while multiple conditioned mgef are doable, they wouldn't be so efficient, probably.
  14. https://www.creationkit.com/index.php?title=NAVCUT By the way, do concrete foundation blocks have such? Looks like no, pity.
  15. How going to determine/update overall amount of enemies in real time? Attacker::GetCombatGroupMemberCount could work for multiple preset ModIncomingWeaponDamage entries, perhaps, without a need of anything else but a perk, although surrounding enemies may not belong to a single Combat Group. Mod Spell Magnitude fires when a spell hits/casts, so it won't modify ongoing effect.
  16. Quantum npc do well in Pushing others, i just hope now that numerous spawns deleted instantly won't clutter saves? Some adjacent problems appear. How to predict an explosion with time precision and how to make blast wave dynamic, i.e. have spread velocity instead of hitting entire area instantly. Wonder if there's already known efficient way to access and control those features - events, settings or else.
  17. LNAM-Loose Mod should be specified in OMOD. Just duplicate any of existing miscmod_mod_XXX.
  18. There is ObjectReference.ForceRemoveRagdollFromWorld() function, although don't know what would be the result. Similar to Paralize? Hella lot of cadavers, i'd rather suggest to burn em all or drop a big boom :smile:
  19. Possibly, bAnimationDriven could fit if tested in loops. There's also a curious Condition IsLastIdlePlayed, but not sure about exact use.
  20. You can find one of examples in FFDiamondCity01WallTriggerScript.psc and corresponding FFDiamondCity01WallMessage "The Wall" [MESG:0001DB75] . In short, int ButtonPressed = FFDiamondCity01WallMessage.Show() If (ButtonPressed == 1) ; do things ElseIf (ButtonPressed == 2) ; do things etc. EndIf MessageBox response value is the 0-based index of button pressed.
  21. It works when cast by FF/Touch Enchantment MGEF on a primary explosion attached to Projectiles (grenade, mine), but doesn't work from ones nested as Placed Object or from sources like Cars, even though MGEF still hits.
  22. Hi! Trying to make explosions throw living actors by PushActorAway() and when explosion doesn't have an owner (e.g. not thrown/placed by npc), then function does nothing at all. The point is that it must not have NPC as a Caster in order to properly calculate the vector from the center of actual blast, but this Push magic seems to not recognize objects like Expl as Ench Caster. Too bad. Any better variants maybe? Another thing i can imagine is to place a vanishing NPC at ground zero to spread a momentary cloak, pretty bizarre methods though.
  23. Great, thanks! Silly me, couldn't think about it as auto aiming. Rather thought it was obsolete in Fallout. Hopefully, lowering these distances (sighted and none) won't ruin VATS completely then or something else - this mod I've found now includes confusing method https://www.nexusmods.com/fallout4/mods/945?tab=description - increases the distance dramatically instead of lowering. Curious, one of users claimed that my mod update effected said distance or behaviour, although i never touched anything specific in that regard, neither knew how to. There is a perk with Activation choice for NPC, the only thing remotely relevant, but it was always the same there. ps. Zero is a sort of game changer. Somehow, NPC Activation distance uses the same Setting, but fortunately, Sighted means Scopes and not just aiming as i thought, so that's fine.
  24. Hello! Is there something that controls the distance from Player to enemy or other conditions at which it's caused to appear on screen? I've tried fHostileActorExteriorDistance and such as most relevant, but no change it seems.
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