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UnvalidUserName

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Everything posted by UnvalidUserName

  1. Johnny guitar plugin has StopVATSCam Otherwise you can force the AP cost to be so high that VATS stops next time the PC tries to shoot
  2. An ammo list is just a FormList. Go to the Misc tabs and there click on FormLists, there you can create a new one.
  3. There is already the Rad Child perk, how different is the perk in Fallout 4?
  4. If you want the opinion of some with a sewing machine for PC I can give you mine. The game doesn't stutter for me in any particular cell except for the hub section of the Mothership Zeta DLC. There, as the hub gets more and more cluttered with garbage the worse it runs for me. So, I would use it as an example of what NOT to do. Edit: I confused this with Fallout 3 forum
  5. You could probably bootleg multiple of them by having some of them count as Jamming Animations
  6. Most of the block settings are leftover from Oblivion but I think the one that works are fBlockAmountWeaponMult and fBlockMax
  7. Well if that didn't work you could use an Activate Entry Point on a hidden perk. That entry point is the one that cannibal perk uses but you can set it to run immediately instead of by a menu option. You will have to make sure that the conditions option react to all possible campfire-like crafting station. Then when the player interacts with them you apply the effect and open up the crafting menu through ShowRecipeMenu command. edit: Adding items and equipping them in the same frame causes crashes for me. I just use CastInmediatlyOnSelf instead. And it shouldn't cause save bloat unless the player somehow drops the item.
  8. The MenuMode function can detect the crafting menu if you use "MenuMode 1077". Use this in a MenuMode block, if it yeilds true you apply the effect otherwise you remove it if active. On a GameMode block you also check if the effect is active and remove it if necessary. And that's about it
  9. I recommend you use the community wiki as reference, you can find it here: geckwiki.com There you will find a brief and concise tutorial on how the script syntax is in GECK and also a reference to all the functions in GECK, NVSE and it's plugins. As for IDEs, I don't know any but I haven't tried looking for one to begin with.
  10. I think the GECK doesn't allow to creating new entries for Attack animations, that's why most mods either reuse them or replace them all together. You could probably get around it with JIP by using some of the skeleton functions but idk
  11. I mean an Event Handler. A feature from NVSE that allows you to have a UDF fire when a defined event is detected to happen. It does not involve scripting directly any of the reference involved. Look up Event Handling in the wiki and you should find a reference on how to use them the events you can detect.
  12. Check the GetInCell function. I recommend you read it from the wiki. It can take incomplete arguments so if you do something like: Player.GetInCell Vault It will return true for any cell with an ID that starts with Vault
  13. Yeah, that's intended. The other mods you find as loot or buy from vendors
  14. You should remove one of those mods and reinstall the one you choose to keep. If there are still issues after that then yes, try again with a fresh install.
  15. If you want to use OnDeath Block, it has to be attached to the actor whose death you want to script. When you use "OnDeath player" you are just making a block that reacts to the death of the character that the script is attached to when the player is the one killing it. OnDeath block fires when the actor finishes ragdolling so that's something that you want. However attaching a script to the player itself is a BIG hotspot for compatibility issues. The way I would go about it depends on one thing, whether or not you want NVSE as one of your requirements. If you don't mind NVSE being one of the requirements you can just use an OnDeath Event Handler that reacts to the player death. Otherwise you will have to keep a script running that detects the player death, so that would require to use GetDead every frame or every few seconds and play the video a few seconds after the character dies. The last way you could do it is by having an Effect Script that is applied to the player with an obsenelely long duration and an ScriptEffectFinish block. That way you are kind of sure that the only way the effect is ending is when the player dies. Then you have it start a dummy quest with a small countdown before playing the video.
  16. How do you want the death scene to happen? Do you want to play the video as soon as the player dies or after his corpse finishes ragdolling?
  17. I assume you are working on that hitsound mod and therefore you want to use it in an event handler. If that's the case, it's easier to use GetSecondsPassed but you might need to test how it behaves if called multiple times in a same frame. It theory it should return 0 unless it's being called without breaking out of the UDF
  18. Yes, the plugins for NVSE are designed to not conflict with each other.
  19. To the original question: NPC are affected by movement speed penalties of armor already. These penalties are controlled by some Game Settings. Movement speed for agility would require of you to change their speed modifiers as the get loaded when entering a new cell. While scary in the case of having to iterate to through too many of them, it is possible.
  20. Ok, so I only need to use them when the game is restarted. Thanks!
  21. So NVSE has a lot of functions that came from FOSE. A lot of these let you change weapons stats on the fly. However this leaves me with a lot of doubts. Do changes made with these functions persist through saves? If no, do they clear when game is loaded, or do they clear when the game is restarted?
  22. Yep, dubious method would work, you can also set the chameleon stat for it to around 99 or so. Lastly, It might also work if you can make custom race that has no meshes but has a skeleton. I have no experience with this last method
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