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And then he said "Bethesda sabotaged New Vegas!" Dohohohoho
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This effect is less than subtle. I think you'll need to substitute the explosion nif with something else once this is finished. I'll leave whatever it is up to you. I the paralysis explosion effect working then I didn't so I'm currently solving that. Yeah I was using that same explosion mesh in one of my tests, it doesn't look too bad once it's scaled down a little bit and had some colours adjusted.
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While I've been waiting for F4SE to get an update I've been tinkering with a paralysis AOE effect that applies to machines and power armor only. Once I get a chance I'll check to see how it works. Alright, thanks buddy, have you got a way to make the explosions ignore the player? Won't be fun having your legs broken everytime one of those explosions gets casted :pinch:
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https://streamable.com/u472m I got this to work earlier just by replacing the Effect on a custom enchantment to use the "PerkFortuneFinderEffect". This is one idea I wanted anyway so I just need to figure out how to stop the .swf file playing every single time I kill something. Do you think this could be modified to use the Lightning explosion?
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Well, I was hoping that if it can be made to fire a projectile it could possibly be made to fire the Tesla Rifle projectile to achieve something close to what I've been looking for. But if it ends up being kind of crappy or as you said; gimmicky, I'll have to settle for just shock damage and a chance to stun robots using one of the vanilla enchantments in-game. Edit: Just remembered the Fortune Finder perk, at rank 4 it has a chance to spawn a cap explosion when you kill an enemy, so perhaps that could be modified to spawn a pulse explosion or w/e
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Damn, that's a shame to hear, A user by the name of Sagittarius managed to make the ballistic fist fire a projectile but I've just been told that the fire() function uses ammo as the secondary parameter and not one of existing projectiles. https://youtu.be/qABR8kUHUgg Not sure how much use this information is or it would even make this idea possible. I remember a weapon from Skyrim called the Bloodskal Blade that fired an energy blast when you performed a Heavy Attack (Alt Attack in the case of FO4). Do you think something like that would be possible? Or even spawning a pulse grenade explosion on the player upon a critical hit or something. I'm still pretty keen on making this modification have a special property, although it's a disappointment that the cruddy engine doesn't allow my initial proposal to work, I'll happily settle for something else, if you're up for it, do you know of any things we could implement that are do-able? You've worked your butt off already so I won't be offended if you decline That being said, I'm really, really grateful for the amount of time you spent helping me with this, you went above and beyond :cool:
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Hi, I'm creating a Classic Super Sledge and need some scripting help for one of the modifications. It's a shock based mod and if possible I'd like it to behave in a similar way to the Automatron Tesla Rifle, in the sense that when an enemy is struck; it will damage them as well as any other nearby hostile NPCs, with an arc of electricity jumping between them. It's really simple to make a firearm work this way because I can just override the projectile to use "DLC01LightningGunProjectile". But melee weapons don't have projectiles so a more complex solution is needed. One user has suggested creating a script that registers on the "WeaponSwing" animation event and uses the "fire()" function to shoot a projectile, but I don't have the scripting knowledge to make this happen. I've put a lot of effort into making this and I'd feel like having it just deal shock damage would be a pretty big let down compared to something like what I've proposed above. If any talented scripters can provide me with help on this I would be immensely grateful and I'll give you due credit when the mod is released. Thanks! http://i.cubeupload.com/aNpBEd.png
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I've edited one of the weapons workbench models in Blender to my liking, and fixed the diffuse map to work with the new parts of the mesh, however, I don't know where to proceed from this point onwards... My model has 3 different meshes/objects: The DrillThe Bench itselfThe fuel and oxy tanks for the cutting toolI have the Diffuse, Specular and Normal maps for each of these parts in a file. I'm not sure if I have to apply them to the mesh in Blender and then simply export it to .NIF format, or if I have to give each part the same name as its respective texture and put the textures in my data folder alongside the new mesh and have the game link them up? I apologise if what I'm saying sounds playing stupid but I'm extremely new to this sort of thing, I plan on making an alternate version of one of the weapons workbenches but for now I'd just like to be able to view my model with the textures in-game to make sure it's all okay. Would some kind soul be willing to give me a run down and what I'm going to have to do to get my mesh and its textures in-game properly? I appreciate any help I can get. Thanks.