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akiras404

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Everything posted by akiras404

  1. Possibly in collision data in nif file. When I use ChunkMerge to set the collision on the mesh, there are options for collision materials.
  2. ObjectReference marker = PlaceAtMe(XMarker) WeaponForm.Fire( marker ) will fire weapon from marker.
  3. Problem like this seems to occur when you use PlaceAtMe or Weapon.Fire to place Projectile or Explosion. In my case, roundabout route like below works. Weapon.Fire( marker ) -> Projectile_Parent (explode with alt. trigger 0.0s) -> Explosion (spawn projectiles) -> Projectile_Child
  4. 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.
  5. 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.
  6. Fallout 4\Tools\Elric\Elrich.exe Not sure for FoNV, but .nif for skyrim can be converted with this.
  7. 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.
  8. 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
  9. 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?
  10. When disabling corpse, dropped weapon will be disabled, too. So you can disable corpse first, and find disabled weapon, enable and pick weapon, then delete corpse. Not a efficient way, though.
  11. ;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?
  12. 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)
  13. I'm glad it helps. I wanted to say making upgrades require keywords, not only Object Template. So just never mind in that case.
  14. 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% ?
  15. 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
  16. 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?
  17. Well, perk seems right. (Maybe you should check playable) MK_Bleed is a spell you created? If so, I want to look it too.
  18. Sorry for misreading. Then maybe something wrong with your perk itself. Could you show me a screenshot of the perk on CK?
  19. 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.
  20. 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
  21. https://bethesda.net/en/mods/fallout4/mod-detail/4073185 With this mod some kind of automatic weapons can use select fire system.
  22. I suspect the raise() has been called multiple time in parallel. Could you show me when raise() called?
  23. 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
  24. 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
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