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BustinJay

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  1. Wow, nevermind. Just found what I was looking for: https://geckwiki.com/index.php?title=GetWeaponOnHitSetting https://geckwiki.com/index.php?title=SetWeaponOnHitSetting Going to try and make a script for this, though I don't know much about scripting and so far I haven't been able to get my last script running without attaching it to a quest that runs constantly in the background which I imagine is bad for performance.
  2. I'm a beginner modder and wanted to make a mod like this but the problem I found is that there aren't any functions (that I could find) either in the base GECK, NVSE, NVSE JIP, or JohnnyGuitar NVSE that pertain to a weapon's ability to dismember or explode limbs. I also dislike how most of the weapons in the game cause these absurdly exaggerated gore effects, I ended up making my own mod that changes all the weapons in a way that I like but of course I had to make my own patches for other mods as well since they edit the weapon records themselves.
  3. Hm, I guess adding them all to the toolbar is as good as it gets currently. I may request this feature like you mentioned, thank you.
  4. What I mean is that when I switch between profiles I don't like having to select the exe as well. So for instance, if I have a profile for playing the game that uses NVSE I have to select NVSE from the drop down, then if I quit and want to use FNVEdit I go to my FNVEdit profile but NVSE is still selected so I have to select FNVEdit from the drop down. It's not a huge problem but it's annoying that I have profiles that I'm only going to use with one program yet they just keep my previously selected choice for every profile. Seems like there would be a way to make a profile default to a certain exe when selected.
  5. I have different profiles set up in MO2 for using the Geck or FNVEdit or whatever, and it's annoying that every time I switch between them I need to select the exe I want from the dropdown again. Is there a way to have MO2 remember the one I want for a given profile? Seems like an option that should be there that I'm missing.
  6. Thanks, I may have to go this route after all. Just seems weird to make a patch for my tiny mod that nobody cares about to make it work with some popular ones. I've tried to look into doing this with scripting based on ammo type but I can't find any functions that relate to a weapon's ability to explode/dismember limbs in the GECK, NVSE, or JIP NVSE. I'm a bit confused regarding the permissions needed to modify the mods of others, or make patches for them. Do I need permission from a mod other to upload changes to their mod, or compatibility patches between their mod and others, even if I don't include any assets from their mod in my upload? Unless they have open permissions listen, I mean.
  7. Thank you, though I had to change the code a bit for it to run and I still needed to make it tied to a quest for it to work so it didn't change anything unfortunately.
  8. This is a merged patch right? This would work fine for personal usage but not if I wanted to upload the mods on the Nexus. I don't think people would want to have to make their own patch for my little mod and all their other ones. I figured out how to make the police pistol edit work though, made a quest that uses the script and now it seems to work fine. Just need to figure out how to make my other mod work unobtrusively.
  9. Okay, I'm trying to use scripting instead for my edit of the police pistol but my script isn't running for some reason. Anyone know why? ScriptName NVDLC01WeapPolicePistolDoubleActionSCRIPT BEGIN GameMode NVDLC01WeapPolicePistol.SetWeaponAttackAnimation 7 NVDLC01WeapPolicePistol.SetWeaponAnimAttackMult 1 END I've also tried ScriptName NVDLC01WeapPolicePistolDoubleActionSCRIPT BEGIN GameMode SetWeaponAttackAnimation 7 NVDLC01WeapPolicePistol SetWeaponAnimAttackMult 1 NVDLC01WeapPolicePistol END I can get it to run from the in-game console by clicking on the gun and adding the command but it won't run automatically. The script compiles, I'm using the GECK with NVSE for these functions, but when I shoot the pistol in-game the same old animation plays.
  10. I made my first two mods yesterday, though I probably did it wrong. One mod that changes which weapons can explode and/or sever limbs and how often, and another that makes the Police pistol from Dead Money into a double action revolver by making it use the firing animation and attack speed for the .44 Magnum. The mods work on their own but they have conflicts with each other depending on my load order, currently either the police pistol has the animation I want but explodes limbs or doesn't explode limbs but the vanilla single action animation is used. I imagine they will have conflicts with other mods that affect weapons so I'm wondering if there's a different way I should go about this. So for example, here I set the police pistol to not dismember or explode limbs in one mod but in my mod for the pistol I changed the firing animation and attack speed and left the limb damage effect as the vanilla explode only. How would I get these mods to only overwrite areas where I've made changes and nothing else? Don't want to use a merged patch because I think that method would make the mods useless on their own as I'd probably have to make a patch for all the mods I have specifically, no point in uploading the ones I made to the nexus. For some reason it's also overwriting the limb damage setting for the 44 Magnum even though I didn't make any changes there, I just opened the weapon record for reference to carry over the 44 Magnum settings to the Police pistol. So clearly I've gone about this wrong, do I need to do this with scripting or something instead? Tried using Google but am unsure exactly what tutorials I should be looking at for these kinds of mods. I want these mods to work with each other and other mods that affect weapons without overwriting anything other than the specific things I want to change about the behavior of these weapons.
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