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Everything posted by akiras404
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Adding spinning animation to objects
akiras404 replied to Deleted55641607User's topic in Fallout 4's Creation Kit and Modders
I took a look WorkshopCeilingFanLight01.nif and there are a controller and a behavior, but they seems to make light on/off, not for spin. -
Adding spinning animation to objects
akiras404 replied to Deleted55641607User's topic in Fallout 4's Creation Kit and Modders
WorkshopCeilingFanLight01 is rotating via script (ApplyFanMotor). Using this method, object can be stopped by collision force. I haven't use this function, so can't say detail. Another method is editing .nif file. Put on your node a NiTransformController. Then set the flag "active cycle". NiTransformController needs a NiTransformInterpolator. NiTransformInterpolator needs a NiTransformData. You can set quaternion keys in NiTransformData for rotation which you want. -
How to measure how much power coming in ?
akiras404 replied to akiras404's topic in Fallout 4's Creation Kit and Modders
First code worked for me. I tried setOpen on a switch on the power line and/or power measuring object itself, but it didn't update power status. I had to use Utility.Wait for the update. I forgot about consumers, thank you. I know some mathematical way like binary search, but "SetValue(PowerRequired) - Wait - IsPowered" tactics cannot be so fast due to its Utility.Wait , so I gave up this tactics. -
How to measure how much power coming in ?
akiras404 replied to akiras404's topic in Fallout 4's Creation Kit and Modders
Thank you for the suggestion. There's some efficient ways from a mathematical standpoint, indeed. But sticking on SetValue(PowerRequired) - Wait - IsPowered method, I couldn't make them fast enough. Now I found a way to calculate how much power connected maybe faster like below. float fpower = 0.0 ObjectReference[] possibleGenerators = workshop.GetWorkshopResourceObjects( PowerGenerated ) int i = 0 while (i < possibleGenerators.length) if ( HasSharedPowerGrid( possibleGenerators[i] )) fpower += possibleGenerators[i].GetValue( PowerGenerated ) endIf i += 1 endWhile -
Force Mysterious Stranger
akiras404 replied to Deleted49413338User's topic in Fallout 4's Creation Kit and Modders
GlobalVariable VATSStrangerOdds? -
Hello. I'm trying to measure how much power coming in to the object. I wrote the code below, and it works, but it's too slow. power = 1 SetValue(PowerRequired, power) while (power < 65536 && IsPowered()) power += 1 SetValue(PowerRequired, power) Utility.Wait(0.1) endWhile SetValue(PowerRequired, 0) power -= 1 Utility.Wait(0.1) is needed or loop goes overrun. Is there way to force update power requirement and power status instead of just waiting? Or is there more efficient way to measure how much power coming in?
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How do you pass ReferenceAlias between scripts?
akiras404 replied to coreyd86's topic in Fallout 4's Creation Kit and Modders
;QuestAScript ReferenceAlias[] Property aliases Auto Const ReferenceAlias[] Function GetRefAliases() return aliases endFunction ;QuestBScript QuestAScript Property QuestA Auto Const ; QuestA.GetRefAliases() Not tested, but how about this? -
Sort Script removes all but 1 item?
akiras404 replied to ZombicideII's topic in Fallout 4's Creation Kit and Modders
First one, "==" shouldn't be "=" ? Event OnActivate(ObjectReference akActionRef) UHobjCount = PlayerRef1.GetItemCount(UHModsList) PlayerRef1.RemoveItem(UHModsList, UHobjCount, True, UHModCont) Second one, it isn't ">=0"? If(UHJunk1.Find(akBaseItem) >= 0) -
Help needed: making a custom item legendary in GECK
akiras404 replied to dikr's topic in Fallout 4's Creation Kit and Modders
I'm glad it helps. I wanted to say making upgrades require keywords, not only Object Template. So just never mind in that case. -
Some help creating a perk?
akiras404 replied to LX6R's topic in Fallout 4's Creation Kit and Modders
How do you check if effect is active? Looking HP and DR on Pip-boy? I'm not sure how GetValuePercent acts with PeakValueModifier effect. e.g. Health is 25% -> Max health halved -> Health is now 25% or 50% ? -
Help needed: making a custom item legendary in GECK
akiras404 replied to dikr's topic in Fallout 4's Creation Kit and Modders
If you aren't planning to make your gear upgradable, editing Object Template will be it. In detail, 1.open the armor window 2.click "Object Template" (left bottom) 3.right click the area left top and click "new" 4.add your object mod to the "object modifier" tab -
Some help creating a perk?
akiras404 replied to LX6R's topic in Fallout 4's Creation Kit and Modders
Hmm, looks fine... and I'm getting little confused. A potion has some effect and you want to apply this effect on the player when health is below 40%, right? -
Some help creating a perk?
akiras404 replied to LX6R's topic in Fallout 4's Creation Kit and Modders
Well, perk seems right. (Maybe you should check playable) MK_Bleed is a spell you created? If so, I want to look it too. -
Some help creating a perk?
akiras404 replied to LX6R's topic in Fallout 4's Creation Kit and Modders
Sorry for misreading. Then maybe something wrong with your perk itself. Could you show me a screenshot of the perk on CK? -
Some help creating a perk?
akiras404 replied to LX6R's topic in Fallout 4's Creation Kit and Modders
Reading this I'm afraid that you didn't create the perk and/or the quest yet...? Or not attached the script to the quest? I recommend to follow the steps shavkacagarikia said. -
Sorry for bad explanation. And on second thought, I'm not so good at quest handling... But I write down what I thought hoping it can be help. The code itself seems fine, so I thought problem belongs to its caller. If the raise() called multiple time in the same time, it may causes the problem you have. As you say it's called as dialogue fragment, problem can be where the fragment is wrote, scene structure. Then I thought a screenshot of where the fragment wrote might be help for understanding the problem. EDIT : To see if the code runs multiple times, make your myglobalvariableMSG as MessageBox. If code runs multiple times, MessageBox will appear multiple times. If it's true, to avoid (not solve) this in quick way, wait all thread for reading GlobalVariable. In this case, code will be like below. function raise() float tmpValue = myglobalvariable.GetValue() Utility.wait(1) myglobalvariable.SetValue(tmpValue + 1) float APfloat = myglobalvariable.GetValue() as float myglobalvariableMSG.Show(APfloat) endfunction
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Toggle Select Fire for Vanilla and Custom weapons
akiras404 replied to wttwjr's topic in Fallout 4's Mod Ideas
https://bethesda.net/en/mods/fallout4/mod-detail/4073185 With this mod some kind of automatic weapons can use select fire system. -
Craft/upgrade multiple copies simultaniously
akiras404 replied to andiders's topic in Fallout 4's Mod Ideas
PC version Weapon Mixer https://bethesda.net/en/mods/fallout4/mod-detail/4073757 Duplicating Crate https://bethesda.net/en/mods/fallout4/mod-detail/4072952 Model Citizen https://bethesda.net/en/mods/fallout4/mod-detail/4057694 -
Craft/upgrade multiple copies simultaniously
akiras404 replied to andiders's topic in Fallout 4's Mod Ideas
Some mod might help. Maybe you looking for is "Weapon Mixer". Put your armors into "Weapon Mixer" and get one copy of armor, then go to workbench and upgrade armor. Upgrade you did will be applied to all armors in the "Weapon Mixer", too. Or, you can just duplicate the armor you want with "Duplicating Crate". "Model Citizen" will help you equipping armor sets to settlers. Links below is for XB1, but PC version exists, too. Weapon Mixer https://bethesda.net/en/mods/fallout4/mod-detail/4072937 Duplicating Crate https://bethesda.net/en/mods/fallout4/mod-detail/4072920 Model Citizen https://bethesda.net/en/mods/fallout4/mod-detail/4072954