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To give you a basic idea of my level of knowledge, I'm not a programmer but have done various kinds of script editing and some basic modding on Cheat Engine through the years. Based on this, I'm asking for any help, guidance, or tips on how to go about disabling camera shake during various events in a game. And to use a specific case study, Rage 2 is a good example of this gap or need and it's also of interest to me. I'd like to play it nowadays but it feels impossible with its camera shaking effects, which the developers unfortunately chose to apply to emulate gun recoil, without an option to disable it during shooting. In other words, the camera doesn't just shake during occasional explosions; it is constantly shaking while shooting any automatic gun! I'm guessing that a lot of gamers have gotten used to this, or else game developers would've stopped doing that a long time ago. However, Warframe is a prime example of a fairly popular shooter that does exactly that, shakes the camera to emulate gun recoil instead of move just the reticule to emulate recoil. So, is it possible to disable camera shaking while shooting automatic guns in Rage 2, for example, with some semi-basic editing of a script or by replacing few bits of code with code that does nothing in Cheat Engine? And if so, then how do I go about this? Thanks for any tips or help with this.
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My game keeps crashing after the tutorial, at the cutscene with the female pushing the stretcher. Apparently, at least dozens of people have had the same problem. I've tried everything posted, from disabling mods and subtitles, through verifying integrity of game cache, and to even renaming the CIN_TP_CommanderAwakens.bk2 file to CIN_TP_CommanderAwakens.bak, but none of that worked. The game crashes at exactly the same second, every time. So can someone please help me by sharing a save file for the game right after this video clip finishes? I would be very grateful. Thank you.
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Nevermind, I realized that XCOM 2 has keybindings for camera zoom in and camera zoom out, not just change zoom level, and the camera zoom out shortcut works the way I want.
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I understand that there is a mod for XCOM Enemy Uknown, which has several features including this, locking the camera zoom out when the player zooms out. However, I'd like this option for XCOM 2. I'm not looking for an arsenal of options and features, just this ONE feature: To permanently lock the camera zoom out when I zoom out. If anyone knows how to do this, I'd be very grateful for the mod or even for tips to make it myself. Thank you.
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I'm trying to develop a mod that enables several ammo-conversion mods to the Fallout 4 minigun. So far, I've managed to include a lot of details for a set of "receiver" mods for the minigun, but for some reason, the weapon only shows a duplicate "scope" set of mods (so now I can mod the minigun's scope twice), instead of showing a new set of receiver mods. This is the file I'm working on. If someone can take a look and tell me why I'm getting a duplicate scope mod set instead of the new receiver mod set, and how to correct this, I would be grateful. Thank you.
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How to specify modded weapon in FO4Edit
RokHere replied to RokHere's topic in Fallout 4's Discussion
I eventually figured out how to do this, and thought I'd share how here for my and others’ future reference: http://i.imgur.com/YcDKsKW.png http://i.imgur.com/YcDKsKW.png -
To lower perk requirement for .38 receivers
RokHere replied to RokHere's topic in Fallout 4's Discussion
Also, the Recipe Entry article on GECK may be useful, even if it seems to currently be only applicable to Fallout New Vegas. Perhaps there are still similarities with Fallout 4's object modifications, using the same structures, but different terminology...maybe! -
My premise is as follows: .38 ammo is the most common or abundant throughout the game progress, and especially in the beginning. Adding a .38 receiver to a gun in the beginning, even if it lowers damage, makes a lot of sense, to make use of the available ammo and avoid using more scarce ammo types. Adding a .38 receiver requires the Gun Nut 3 perk, which is only available at level 25. And ironically enough, most players actually start to stop using .38 weapons maybe well before level 25; and most probably, they would've collected hundreds of bullets from the other calibers, so it would not make much sense at such a point to resort to the inferior damage of .38 weapons, or even converted .38 weapons. In summary, Bethesda designed that part of the game in such a way that the .38 receiver mods only become available when they have become pretty much useless. Perhaps they made the decision out of a “logical” conclusion that such a receiver is more complicated than the others, but unfortunately the decision is just simply not compatible with how they designed the rest of the game (ammo availability and damage at different stages of the game). Thus, I'm hoping that we can correct this issue by using a mod. I've doing some research for one and half hours, so far, and I'll just paste the remotely relevant parts that I found on FO4Edit and which could be useful. If anyone who has more knowledge about these game databases or how to go about finding the perk requirement for the .38 receivers, please brainstorm with me here or share any tips. Thank you. Hunting Rifle 0004f46a ap_gun_receiver [KYWD:00024004] ap_gun_Mag "Magazine" [KYWD:0005D4D7] mod_HuntingRifle_Receiver_Standard "Standard Receiver" [OMOD:0004F46B] mod_HuntingRifle_Receiver_AmmoConversion ".38 Receiver" [OMOD:00210485] ma_HuntingRifle [KYWD:00050F1E] miscmod_mod_HuntingRifle_Receiver_AmmoConversion "Hunting Rifle .38 Receiver" [MISC:0021048A] MiscMod02 [TRNS:002488F9] GunNut03 "Gun Nut" [PERK:0004A0DC] Type: Quest + Stage Rank 0 Priority 0 Quest: modskill_CraftingPerksQuest [QUST:000CF78E] Quest Stage: 130
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recycleactor makes non-playable items available?
RokHere replied to RokHere's topic in Fallout 4's Discussion
Oh, interesting! I've never really tried, so wasn't aware. There must a field that locks stuff like that in the “Comp” weapons. But with so many “Unknowns”, it's too time-consuming or even futile to try to figure them out. I really hope Bethesda releases the FO4 GECK soon.- 2 replies
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I've created a mod with a customized weapon for a companion, and I made the weapon Non-Playable. However, because the companion is already accompanying my character, I have to run the “recycleactor” command in the console in order for them to start using the customized weapon. There is a problem preventing me from publishing the mod: After running recycleactor, the companion shows up naked and with the custom weapon available for me to take from them in a trade/barter window! I've tried the same command, recycleactor, with Preston Garvey, and he doesn't show up naked. So what it is that I could be doing wrong? Is there something that has to be changed for some companion bartering package or something like that?
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Please take a look at the Plasma Gun in FO4Edit, with FormID 00100ae9 Under an Unknown section, there are lot of groups of mods. Under if_tmp_Pistol_Auto [KYWD:00160403], for example, we can see all the standards mods with the single non-standard one, mod_PlasmaGun_BarrelPlasma_Spin_A "Automatic Barrel" [OMOD:00102B5C]. My question is: When I want to add specifically an automatic plasma pistol to an NPC's inventory when I create the NPC in FO4Edit, how do I do this? Every time I tried to do it, so far, the game added random plasma rifles. So I want to be able to specify a modded version of the weapon, the plasma gun, for example. I would appreciate any help. Thank you.
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[WIPz] Fallout 4 Script Extender (F4SE)
RokHere replied to behippo's topic in Fallout 4's Discussion
Never mind about about my post above. Thanks to hdhemgey's post and uploaded mod, and to Ian Patterson, Stephen Abel, and Purple Lunchbox (ianpatt, behippo, and plb)'s Fallout 4 Script Extender (F4SE), I was able to figure it out. After quite some effort to understand how and deal with virtual-key codes, I managed to customize many key bindings, changing them to my preferred ones, including overriding hard-coded bindings like E. If anyone bumps into this and is still lost, you can read my explanation, RokHere, in the comments or posts section of hdhemgey's uploaded mod, on how to use it and customize it; so you don't waste time figuring out what took me hours to figure out. Good luck.- 717 replies
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[WIPz] Fallout 4 Script Extender (F4SE)
RokHere replied to behippo's topic in Fallout 4's Discussion
I've been reading for probably hours about any clues as to how to change a few of the hard-coded key bindings. And I read on another forum that I can use F4SE to do this? I had developed simple mods before for Fallout New Vegas, but this is beyond my current understanding and skills, I admit. Can anyone please at least put me in the right direction as to how I can change the E and F shortcuts of the Workshop mode? I use ESDF for movement, so I need to assign another key, other than E, to place objects in Workshop mode. I also need to re-assign F, which currently rotates, to another. I can see that Fallout4 - Misc.ba2 has the file I probably want, \Interface\Workshop.swf. And I can see the $Place pointer to a key. I have FO4Edit installed, and have already used it. But beyond that, I have no idea what to do. Can someone please put me in the right direction?- 717 replies
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I found this thread by coincidence, and I think it shows up on Google, so in case anyone bumps into it, too, looking for the same thing, here is my recommendation for that hair color (I love that color myself!): 23, 3, 11 R=23 G=3 B=11