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DukePatrick

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Everything posted by DukePatrick

  1. I jumped over to the bethesda skyrim forums to see if they had any formatting yet for posts and was stunned to see thy do not even have a forum for mod authors to talk to other mod authors for tec discussion. is that really correct? I guess they will start some new thing in the creation club, but wow I was shocked. Makes me appreciate this site even more.
  2. I was going to do that but you can't see it and working fallout 4 nifs in nifskope is a pain in the back side still. Not anything as easy as it was in Oblivion or even skyrim. I guess I could do it with a mat swap (there are invisible vanilla swaps). But as I said it is not necessary. But Thank you anyway.
  3. NEW REV 47.9 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ Also there is a lets play tonight using this combat overhaul mod with the Beyond Bruma mod: https://www.twitch.tv/iriodus Moved to Wednesdays now.
  4. AW! Right... interesting workarounds. Thank you both very much. NOW I have a vague memory of setting my containers to "persistent" in Skyrim. So I may have been wrong about this being different from previous Beth games. I ended up moving the container to the player, doing my three lines of script with removeallitems and moving the container back. The player cannot see the container in that time so this works for me.
  5. Well I was very surprised to find out that unlike beth previous games you now cannot use script "remove all" to move items to a container in an unloaded cell. That kind of sucks. :confused: So would the work around be to move the container to the player temporarily then? Maybe even disable it while doing so so the container is not appearing and vanishing in front of the player. I have found many functions still work even with a disabled form. Like they are "invisible" and not "touchable" not really "disabled".
  6. OK, did the testing and YES the keyword is ignored by the script function, YIPPEE for me! :dance: But this may be bad for other modders so I reported it here just in case. :unsure:
  7. I am trying to test this but it is taking me longer to get the test set up than I thought it would. Anyone know for sure if a script with RemoveComponents(C_Screws, 1) will override the keyword "UnscrappableObject" . I am hoping that the keyword only works for the workshop and not on the scripted function.
  8. Latter (way down the road pun intended) I may be able to include other car styles but for now it is only a sedan hot rod red car. It is going to take a lot of extra work to do other cars because there are several stages of the project and each stage you see the "work bench" change from rusty junk hull to grinded metal frame to primed body then to the final red sedan beauty. Doing all those stages requires setting up multiple versions of the same work stations. And the other car styles are not really close to looking like gas engine cars so that is why I used the sedan. Using the other car styles would require too much suspension of disbelief. So it was not worth the effort for now. The parts list screams "gas engine" so I could not just say that the other cars are not gas engine cars. Edit: well… I guess I could include other cars as an unlocked bonus for after you make the first car. The bonus cars will not have “stages” only the rust hull and the finished car. I could do this I think. You will only be able to use one car build workbench at a time. Once you are done with a build the others will unlock again.
  9. I think 6000 is too little for the time involved and cost of parts according to Montky's calculations. So the min will be 6000 and the max about 25,000 (maybe a little more). The max will be very rare to get however. I will try to get the formula to spit out about 16 to 18 k on average or as close as I can get. Edit: the 18,000 "average" assuming you put in about 30 effort points. But as I said you still could get very high caps even for just 10 effort points if you are lucky and you will always get the min even for 1 effort point. The more effort the more likely you will get the max.
  10. er.... Montky, DUDE! You confused me. Is 6000 too little or too much? :tongue: I have decided to do a mini game for the final build. That would be once you have all 6 of the subassemblies in your inventory or workshop storage. Boiled down to the basics it will be a “progressive” slot machine gamble on improving the sell price of the car. The premise is that the more effort you put into the final assemble the more likely the car will be worth a lot more. The less effort means a chance you will only barely get a return on your used materials. The mini game works like this: Easy and cheap or cheap and fast or fast and easy. You cannot have all three. Each time you press the “effort” button random items from the following list will be consumed from your inventory. This represents the effort you put into the final build. A bell curve based formula with a random component is used for the result. The more effort you put in the better your chance to get a high return. However it is possible to get a super high return even with one effort point but it is very unlikely. The list of effort items Glue, blowtorch, tape – for the quality and expense of the work.Stimpacks and bloodpacks - for shop accidents and how hard you work.Cola and water and radaway - for the time and work. The least you will get is 2000 caps, the most was going to be 10,000 but I can change that to 18,000 if that is what your math and research suggest (I was not sure from your post). Oh, and about the hacking, you are right I forgot that it is mostly a skill game not a chance game.
  11. Will the following remove only ONE item or one of EACH item in the form list that the player has on them: Playerref.removeitem(ComponetFormList, 1) I assumed ONE when I wrote my script but now I am worried.
  12. FUBAR Risk is based on luck and blacksmith skills. And you will not be able use the reload and try again exploit. I found an sneaky way to prevent the player from doing that. Each time you reload the result will be the same. Bethesda should do the same thing for things like hacking. :dry:
  13. Normally I am ALL OVER SKSE (it makes the impossible... possible), but for this project I wanted to see how much I could do without anything but the base game (standalone and no DLC). The only DATA files other than the ESP itself is the one wave file for the "sound effect" and 3 script files. This mod does not even use any quest! :yes: I was able to do it all with the game vanilla workshop system and some tricky slight of hand with the recipe and components forms. 50% of all the mods work is done with the vanilla systems. 90% of the SCRIPT work is done in one custom workbench script that is only about 100 lines (mostly custom functions with really only about 30 active lines of code). The only thing I am sad about is the color of the car. I wanted a hot rod red Sedan, but a nice clean (pre war) sedan texture only comes in green in the base game. Edit: I am looking at making my own texture so I can have a HotRod red Sedan. But this will mean one more non-vanilla file in the data file. This sucks a little because there is one vanilla red sedan but it is post war and so beat up a little and has some rust.
  14. I think I will be done with this by the end of next week. I will not be uploading it to the public for a very long time (may not ever) for reasons I will not get into just now. But as you guys helps me I was wondering if you wanted me to make it available to you via a drop box link?
  15. Great idea! I may be requiring the player to first make the following car "only" type tools as well: Bleeder ToolChassis ToolDriveline ToolPuller ToolStrut & Spring Tool You would need to have these in your workshop inventory first to work on the car parts. I will drop these around to be found in various locations that are car related.
  16. Wow the junk sculpture would have been a WAY better idea for this scrap mod. Dam I wish I had thought of that, but I am too invested now in the car reconstruction theme and I already have a lot of car parts already done. I guess I will say the car you are building is a commissioned project. It is for display only as there is no more gasoline in the world (Gas in tanks will only last 5 years before it turns to goop). You can sell the car for huge amount of caps. Maybe by the time I am done making this mod I will change my mind and try to make the car drive-able. Each time you work on your car and can make a new part without a “set back” you will get the same kind of buff as from sleeping with your spouse. However, there is also a down side... Restoration set backs that may happen (dice roll based on skills?) Set backs will turn one off the car parts into "worthless junk" with a loss in the components used to make it. Each disaster will be accompanied by messages such as: "Measure twice and cut once! Your part is now worthless." "Tried to bang it together without blueprints." Your part is now worthless." "Wrong dam size!." Your part is now worthless."
  17. DAMMMMM!!!! lots of great info, thank you for taking the time to write it.
  18. I am not sure I want to turn this into a "drivable vehicle" mod as that is not really my intent with this mod. But I got to give the player something for completing the rebuild of the car. I think I can do the drivable vehicle thing if I have (maybe) to but I would like an alternative.
  19. Well I just found out there are a few WORKING cars in the game hidden in the code. So I think I will try making this mod myself. EDIT: it was a HOAX youtuber vid, but I am going forward with this mod anyway. I have the workbench working (it looks like a broken down junk car and the animation is the player welding on it :smile: ) and several car parts recipes made already. The only thing now is what do I do once the player actually has all the parts? See my next post... Here is the DRAFT plan of components : Engine made by first making : Valves Piston Crankshaft Cooling system made by first making :RadiatorTankFan Electrical system made by first making : Cable system Power supply Vehicle computer Frame made by first making : Steering Break system Exhaust system Power Transmission made by first making : Gearbox Transaxles Ties Body made by first making : Windows Doors Seat All of the above will be made from SPECIFIC junk (such as a Coolant cap ) AND some raw materials. junk list including but not limited to:Makeshift batteryWonderglueAlarm clockCoolant capHubcapSensorhigh-powered magnetfusepower relay coilFiber opticsGearsred, blue green and yellow paintScrewsconnecting rodpower relay coil But then the the car will also need these raw materials to complete the build: AluminumIndustrial solventTurpentineClothCopperFiber opticsFiberglassGlassGoldOilRubber SteelWood
  20. I am looking for a reason to salvage that is NOT building settlements. I have all the mods possible for my weapons. But that process made me think it would be fun to build PARTS that would be used to slowly build a project like a car (or something) from the ground up. So it would be like: Need base frame, need to get all the junk to scrap to build that. Build a part, attache it to the project then repeat. Like maybe, need engine to mount to base frame. But have to build engine first, and THAT needs parts that must be built first .... and so on. So this would be a REALLY long project that may take dozens of hours of scavenging to build the thing because all the parts need to be built individually and then mounted on the project. You should be able to see the project done part by part or at least in stages as you "attache" parts. Need not be a car that was just the easiest example that came to mind. Could be a robot I guess but not like how robots are made now. I almost thought I might try to make this mod myself (good reason to get me back into working with NIFs) but my passion really is in TES modding not fallout (but fallout is my "go to" game to take a break form Skyrim). So I was hoping someone has done this already?
  21. Heads up! I have been playing for 5 hours with the EPIC (!!!) Beyond Bruma mod with my combat mod and it works great! Just thought I would let my users know that. There are a few mods that will not work with BB.
  22. NEW REV 47.8.1 get it here: http://www.nexusmods...im/mods/78303/? or here: http://tesalliance.o...weapons-combat/ REV 47.8.1 There is now a cool down on the NPC combat tripping attack. So the weapon using NPC will not Spam tripping you to the ground anymore. THIS IS NOT THE SAME AS THE CREATURES KNOCK DOWN! Large creatures and wolves still use this as their primary attack. Found and fixed an error in one mesh file (the Max Effort Trophy). I did this using the Nif Heal tool. Per that tool this was the only mesh in my mod with an issue (thank goodness).
  23. The hard code is not polling the actor data all the time for this, it only adjusts the speed after certain events such as a change in the inventory. In other words the system has to be "poked" to respond to the speed change. You need to add the following to a script on the potion magic effect: Event OnEffectStart(Actor akTarget, Actor akCaster)akTarget.modAV("CarryWeight", 0.01)akTarget.modAV("CarryWeight", -0.01)endevent Event OnEffectfinish(Actor akTarget, Actor akCaster)akTarget.modAV("CarryWeight", 0.01)akTarget.modAV("CarryWeight", -0.01)endevent
  24. Theses days I recomend to cap at 100. At least for me I was still seeing some physics glitches at over 100 but at 100 the lag is still not perceivable. I did a silent upload (updated some files but did not change the rev number) if you want to download REV 47.8 again. Otherwise just wait for next REV. I noticed that the very heavy counterbalanced weapons were still a little too fast. So I added a second calculation for moving the handle (base) of the weapon around. Before it was just the "tip" movement. The movement of the handle is only a small part of the swinging and recover speed but it did make enough of a difference that I noticed it in game and decided to find out why it (the speed) was a little "off". This will only make a perceivable difference with very heavy counter balanced weapons like daedric greatsword.
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