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Sepherose

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Everything posted by Sepherose

  1. You can under body part data for humans. I have been toying with this idea for my overhaul, there is a chance for non lethal gibbing you can set in the body part information in the CK. :)
  2. I was thinking about this earlier and wondering if I need an OnInit! Thank you!
  3. So after getting help from various people, a lot of google-fu, and just general frustration, I have this script attached to a quest that starts game enables, has one stage that can repeat, the quest is NOT marked to only run once, and I just can't get it to do it's thing, which is to set a soft HP cap and enforce it. Can anyone help me out? ScriptName SephSoftHPCapQuestScript Extends Quest ; ----------------------------------------------------------------------------- ; PROPERTIES ; ----------------------------------------------------------------------------- GlobalVariable Property SephLifeGiverRanks Auto Actor Property PlayerRef Auto ActorValue Property HealthAV Auto ActorValue Property EnduranceAV Auto Perk Property LifeGiver01 Auto Perk Property LifeGiver02 Auto Perk Property LifeGiver03 Auto Int Property BaseHealthCap Auto ; ----------------------------------------------------------------------------- ; EVENTS ; ----------------------------------------------------------------------------- Event OnMenuOpenCloseEvent(String asMenuName, Bool abClosing) If asMenuName == "LevelUpMenu" If abClosing Int iPlayerLevel = PlayerRef.GetLevel() If iPlayerLevel != 0 If PlayerRef.HasPerk(LifeGiver03) SephLifeGiverRanks.Value = 3 ElseIf PlayerRef.HasPerk(LifeGiver02) SephLifeGiverRanks.Value = 2 ElseIf PlayerRef.HasPerk(LifeGiver01) SephLifeGiverRanks.Value = 1 EndIf Float fEnduranceBonus = PlayerRef.GetValue(EnduranceAV) * 2.0 Float fLifeGiverBonus = SephLifeGiverRanks.Value * 10.0 Float fHealthBonus = (iPlayerLevel as Float) / 10.0 Float fCurrentPCHealth = PlayerRef.GetValue(HealthAV) Float fCurrentPCHealthCap = BaseHealthCap + fEnduranceBonus + fLifeGiverBonus + fHealthBonus If fCurrentPCHealth > fCurrentPCHealthCap PlayerRef.SetValue(HealthAV, fCurrentPCHealthCap) EndIf EndIf EndIf EndIf EndEvent
  4. I'm currently working on a difficulty overhaul for FO4, and I need some help on whether or not something is even possible, and if so what I would have to do to go about it. I want to introduce a new game rule that caps hitpoints for certain races based on different equations. Example: Humans: 80+(END*2)+(Ranks in Life Giver*10)+(level/10) Ghouls: 120+(END*2)+(level/10) Supermutants: 150+(END*2)+(level/10) etc. for various entities. Beyond that I will need to find a way for the equation to treat human NPCs that have a certain class on the back end differently, I.E. Gen 3 synths and Coursers. The equations I would want for them would be: Gen3: 120+(END*3)+(level/5) Courser: 150+(END*3+(level/4) Is the above even possible? What would have to be done to be implemented, a quest that fires every time the player gains a level that checks current player HP and if it surpasses the threshold, if so it then sets it to the character max? Would I have to couple that with a script that reads the entities spawned in the current cell the player is in and sets them accordingly? Mind you, I'm not well versed in papyrus, but even if I only had an example I can work with that and figure out how to apply it to others.
  5. http://pastebin.com/umBUrtmB Anyone, anyone at all, know why that might be happening and how to fix it? Those are the errors I get when loading my plugin. -_-
  6. This is a mechanics overhaul, not a visual overhaul. But I appreciate the feedback. :)
  7. And would like to find some people that would be willing to play test, but also have experience modding, so I can get solid feedback on it. It's definitely in early stages, but it is playable right now, although it's still pretty raw. Here is a document outlining what I have changed so far/am currently working on. If anyone is interested, please let me know. It would be extremely helpful. If anyone is interested in helping beyond that, that would be even better! Not expecting that though, as we all have our own things going on! :D
  8. In response to post #36374030. If they don't use ESP/ESM then you won't have an issue.
  9. In response to post #36213350. A lot of people care about survival more. It's still a choice to use it or not, and simply adding survival mode took away no one's options.
  10. In response to post #36202240. That's a bit rude. People are concerned because things are happening very differently than before and Bethesda are being pretty dodgy about the changes. It's entirely reasonable to be concerned about it. Beyond that, so far, every change that has made it harder to activate mods in previous Beta patches has remained once they released. That in and of itself is a reason to be alarmed, as they have never taken action like that before.
  11. In response to post #36170555. #36171990, #36173870, #36176205, #36185395 are all replies on the same post. The thing that bothers me about the phoning home part is that there was no indication that this was going to be in this beta. That for me at least is a problem.
  12. In response to post #36170555. #36171990, #36173870 are all replies on the same post. I asked Pete Hines about that possibility directly right before FO4 launched and all I got was a lot of dodging and essentially a "Trust what we have done for the past 13 years." Well... I would have.... except everything is happening differently than the last 13 years.
  13. In response to post #36119405. #36119450 is also a reply to the same post. Wait a moment. Tantalus, you opted in, didn't launch, heard about the mods, then rolled back and your mods work... But Lurker, you opted in, launched, realized it disabled mods, rolled back, and it still refuses your mods? That sounds like a registry change.
  14. In response to post #36114915. #36115105, #36117005 are all replies on the same post. It would also cut a HUGE number of possible mods down, even if there are a lot of them I wouldn't use, that's just stifling to creativity as a whole. I am worried though, and I brought this up with friends quite a while back and they practically laughed at me about it. :/
  15. In response to post #36114870. Console was disabled as well.
  16. You know, I know that the update is a beta, and as such I expect Bethesda to do something to ensure people testing it have a pure experience without mods or cheats, but hear me out on this other side: Last time a beta introduced an automatic disabling of mods, that persisted into the main branch. That begs the question, will the disabled console and mods aspect carry into the main branch this time around? I'm genuinely concerned with this, as it seems more and more like Bethesda is locking down modding in general, and with purpose.
  17. In response to post #34122410. #34125425, #34128655 are all replies on the same post. "Well this is why i have my game on a disk no steam bull s*** nothing just need to uninstall and install good to go and will stay away from the update till later the GECK is out if i recall SKYRIM had the same issues" The game uses SteamWorks, which means there is no such thing as a non-Steam version.
  18. Nailed it. This is ridiculous, calling for heavy censorship on imagery regardless of if you like it or not, is not okay.
  19. In all seriousness, isn't anyone else nervous about the fact that the hidden data files selection window is completely gone and the launcher wipes activated ESP files with every launch? That can't be unintentional, it's also out of sorts for Beth games insofar as my over ten years of experience with their games on PC goes.
  20. A I said in my opening post, the author of the compilation was very amicable to me asking what I did of him for retroactive permission from me for my work. I don't see why he wouldn't have the same attitude towards others. Beyond that, kicking someones ass over digital redistribution isn't really justified, even if it wasn't a legitimate use. There are legal routes to take without wanting/trying to cause bodily harm. Also, in response to the suggestion that end users would deserve it for using a compilation such as the above linked, I don't really agree with this. Many end users don't understand that the compilation has been set up without permission. It would be akin to someone stealing a DVD player, giving it as a gift to someone else that didn't know it was stolen, and then the person that received the gift being punished for having the stolen DVD player. It wouldn't be right. Finally I'd like to address the issue of quality/compatibility of mod compilations like this one. Typically, yes, the compilations are riddled with issues because the individual putting them together has little understand, care, or skill to properly make it work together. This one IS different in that sense as the person that put them all together took time to test, refine, and alter things as needed to lead to a smooth experience. Doesn't make it right, but is something to at least acknowledge.
  21. http://freetexthost.com/pndz3bmzwm I didn't like that my diversification mod was included, but the guy was amicable to my request in return for letting him keep it in there. Others have mods in there as well, with or without permission I do not know, but I wanted to make people aware.
  22. In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804, #24738919, #24738944, #24738974, #24739104, #24739184, #24739199, #24739204, #24739289, #24739329, #24739359, #24739394, #24739409, #24739474, #24739514, #24739544, #24739564, #24739609, #24739619, #24739639, #24739689, #24739759, #24739784, #24739884, #24739949, #24739999, #24740019, #24740029, #24740039, #24740124, #24740139, #24740174, #24740184, #24740199, #24740234, #24740349, #24740469, #24740494, #24740509, #24740569, #24740579, #24740584, #24740694, #24740734, #24740789, #24740809, #24740814, #24740834, #24740844, #24740859, #24740899, #24740939, #24740959, #24741039, #24741074, #24741079, #24741154, #24741159, #24741164, #24741289, #24741369, #24741419, #24741429 are all replies on the same post. I agree with the sentiment that mods are a labor of love, and I have mods up on a few of the Nexus sites. I feel that a straight up gouge like Valve/Bethesda were doing was horribly thought out. I feel that yes, mods should always be free, but there should have always been the option to donate to a mod author. Sure, down the line maybe they can handle this in a more tactful way. Here's one suggestion on it: Give thorough, organized tutorials on every aspect on their next mod SDK for whatever game they release next, to avoid the overly competitive attitude that could arise from authors that figure something out before everyone else, leading to them not being willing to help others. That is a pretty common practice whenever you mix money in with something, mitigating that possibility would be a great first step Second, they would give the modders 50%, rather than 25%. The 25% figure was laughable. Personally? I'm not going to monetize any of my mods. Open up the possibility to donate in some fashion? Sure. Hide my stuff behind a paywall no matter how cheap? Nope, not happening.
  23. I was having this same EXACT issue. Problem is having scripts, apparently the "NoScript" versions of the dragons are the ones in the leveled lists because they can't have scripts on them. What I did was made duplicates of basic, scripted dragons and applied the changes I needed to, for my mod, new outfit stuffs thus far for the new dragons thus far. I then duplicated the NoScript versions and had them use the scripted versions of my dragons as a base. Pros: They spawn in and fight and all that jazz as they should Cons: For some reason the extend script that should apply to them from my mod doesn't, and they don't have souls. I'm pretty sure that for some reason the DragonActorScript isn't working properly on them, but I can't figure out why. Want to help me figure out what's going on so we can help each other?
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