Jump to content

Noorac

Members
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About Noorac

Noorac's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm looking for an object in the CK, but trying to find it without knowing the name of the object is near impossible. I will try to explain the situation and what I'm looking for, I'm quite sure such an object exists in the CK. So I'm making a cave, at the end of the cave, there is suppose to be a minecart. Activating the minecart will work as a load-door. However, for it to look like the minecart isn't just running directly into a wall, I need some pieces(organic/cave-looking prefferably) that are black. In case the player will use a flashlight(the rest of the cave is dark, so this is likely), I can't just use regular pieces. So I need a cave-piece that looks like a tunnel, even when the player uses a flashlight. However when the player tries to enter it, it just doesn't work. I think these types of objects are usually used to have mirelurks/ghouls/radroaches etc look like it's coming out of the walls etc. I know this was a horrible explanation, but any help is greatly appreciated. EDIT; I've found something that could possibly work: "Blackplane" is a square object wich is completely black, and I could form a fake tunnel with it at the end. However, it doesn't show up ingame, so at the moment that strategy doesn't work. EDIT2; Seems black planes are used for something entirely different. EDIT3; Disregard the post. Apparently there is an object called "HoleFillBlack". This object does exactly what I want, only better. Interesting object that blackens the background behind it, and it turns darker the further behind it you look.
  2. That is brilliant way of doing it. So simple, but it worked perfectly, just some finetuning required; It currently makes the climb-ladder-sound, hehe. But these things will be fixed soon enough. Thanks for saving me! Edit; Forgot to say, I used the replace-mesh option. I think scripting is a bit above my head atm, and I just want to actually finish a mod and release it. Maybe in an update.
  3. I new to this, and making my first mod, so I hope I'm posting in the right subforum. I don't like to fast-travel because to me it breaks immersion, so I'm making a quality-of-life-improvement-mod. The premise of the mod is that I go into some cavetunnels, wich leads to some sewers, wich makes me pop up out of a manhole in a different part of the commonwealth. The actual distance covered is way to big for me to create, as it would take ages. And so I decided to fake-cover the distance by having the player enter the caves, and at the end of the caves is e.g. a minecart. The minecart can be interacted with similar to a door; it activates a loadscreen and teleports the player to the next cell. In the next cell I want a similar setup to get back. And that way I can artificially and "immersively" cover a greater distance without having to actually create hundres of meters of content(I'd rather go for quality and detail in the cells I actually create instead of just creating a 500meter straight tunnel). Is there a way to make something that doesn't have the teleport-tab to be interactable and to teleport the player? There is no dedicated minecart, but I landed on a scaled down version of 'FoundryCart01'. Edit; Plan B is to make a "run-through"-trigger that will activate the teleport, similar to how you enter Diamond City, however I think it would be better gameplay to actually interact with the/a minecart. Edit2; I feel like I've seen people turn wierd objects into teleport-objects before. Is it possible to "coat" the object in some sort of primitive or something so it looks like the minecart is what you are activating?
  4. Yeah, copied as override. Same as I did with the armor parts. This is why it's boggleing my mind so much. You are probably right with the PA being stronger. I play on survival with the "set your own survival damage"-mod. And I set my damage to 150% of normal, and enemies to something like double survival damage. I just want there to be a significant difference between using PA and not using it. Either way, it is easily uploadable twice, one with higher dmg resist, and one without. Or even let the user chose when it's installed via NMM.
  5. First off, the only modding experience I have is with the creation kit in skyrim, so I'm completely new to FO4Edit. I am trying to make a mod that will rebalance power armor. I'm pretty annoyed with myself, because I wear my power armor even if I'm going to the store to sell off a few things. There really are no downsides to using it all the time. So I decided I wanted to rebalance it a bit. The first two changes are going to be to increase damage resistance(really giving you the feeling of being encased in super-armor), but nerfing the speed significantly, again, giving the feeling of slow moving, sluggish badass. I'm not certain about the exact values, but something similar to regular walk for running, and running for sprinting. Now that the vision is established, off to the technical stuff, which I'm having trouble with. If I understand this correctly, all I have to do is to add speedmult whenever the player is inside a power armor frame. In FO4Edit I found the power armor race, which had a spell related to it, the spell had an effect related to it, and the effect added a perk; powerarmorperk(0001F8A9). I assumed that the player would become part of the power armor race whenever they entered a power armor frame, thus adding/changing values of speedmult in that perk would be the best way to go about it. I'm currently in a bit of a snag. I tried changing the falldamage values already existing in the powerarmorperk, setting them to a multiplum of the actors normal falldamage. It didn't work. I tried exiting the power armor, and adding the perk via player.addperk 0001F8A9, and I now didn't take any fall damage while outside of power armor. This lead me to belive I hadn't even loaded the mod into the game, however, I have already done changes to the damage resistances, and those changes show up in game. Like I said, I am completely new to FO4Edit and modding before creation kits, but this seem like something that should be as simple as adding an effect to the powerarmorperk. I don't understand why even changing the values of an existing effect doesn't work. Thanks for any and all responses. If I don't get demotivated by not getting this to work properly, in the future, the plan is to make power armor summonable(think iron-man), ideally by vertibird. Considering the initial power armor frame has a map-marker, it should have a spesific ID(?), and institute grenades makes it possible to summon, so if I'm not mistaken, it should be possible to replace the ID in those grenades with summoning the power armor frame even before GECK?
×
×
  • Create New...