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I'm trying to apply some interaction condition to some power armor furniture type in CK so that whoever wants to interact with it has to wear a specific item that has a specific keyword before he can use it. Problem is, it does not work. No matter what, i can interact with it even tho i should not be able to. So what i did is i added condition as follows: Condition Function: WornHasKeyword Parameters: 'InterfaceBody' (that keyword is also on the clothing of course) Comparison: == Value: 1.0000 Run on: Subject (tried Swap Subject and Target, same result) My goal is to create a mod that would perhaps compare if user wears a specific clothing before he can enter the PA. Also, i'd like to restrict the inventory access to some perk so you can't just swap parts at will, it should require you to know something about the tech. Would be nice if i could compare the clothing via FormList and if i could do it without scripts. Anyone can help?
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It's for personal use of course so please don't waste reply scroll space on copyrights or asset requests. .esp/.esl, .bgsm and similar may be requested but assets like meshes, textures and sounds will be on you to acquire and convert for FO4. Thank you for understanding. Basically, i want to port over FO3 PA medic prototype and FONV OWB stealth suit prototype. I need to move over the quest topics from geck to CK but am a little lost on how. Started first with stealth suit mkII. In gecks Quest that controls the suit voice there is that Topic tab that is missing in CK and i'm not sure where to recreate the data. Searched a few tuts but not much relation found. Most point to Scene tab (to make a custom NPC) but i feel it's for a NPC that is being initiated via player interaction while the suit is being self controlled. Before i head into recreating the scripts from geck to papyrus, i want to finish the quest dialogue first, as i feel that one will be the hardest. Any help appreciated! Once done, i'll make a detailed guide how to port those over.
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Immersive New Game Skip Intro Quests
theimmersion replied to theimmersion's topic in Fallout 4's Creation Kit and Modders
Oh i believe you! I'm not new to Bethesda modding. I'm just very rusty and kinda wanted to try and cheat my way. I should also rephrase, if someone would want to make it or at least help me make it. Of course i checked them out but as far as i could gather, it auto finishes the ACT I and as far as i read, AmazingFollowerTweaks' feature "Save Spouse" would not work because it requires you to "save Spouse" while still doing ACT I quests. I did not test any of that yet tho since it's so tedious so i want to make sure before starting a new game my metro-ish setup is complete. I'm guessing this one should do the trick?? https://www.nexusmods.com/fallout4/mods/30926 Also, what about the saving Valentine npc's, that girl and mob like dude? Are they setup as if the player persuaded the girl to go back home to her father and the dude still being alive? -
Hi, am a bit rusty and FO4 is new and just picked it up so need help but straight to the point. I want to make a mod that when you start a new game, you get a message prompt to play or skip the intro quests. Play would run the game as usual but skip button should skip the prewar sequence and the Codsowrth and Minutemen's Concord to Sanctuary sequence. Essentially, fade out and in with the Minutemen already settled in. Personally i'd skip the "settlers and build tutorial" aka Sturges few missions as well. I guess set disabled beds, water, plants and turrets and if player chooses to skip, activate them. The player can always relocate the beds, turrets etc afterwards. Also triggers that when leaving Sanctuary the first time, trigger the "Edit character?". Like in Fallout New Vegas when leaving Goodsprings. Now, i know i could make a save and move on from there, but changing character would be a problem as well as mods that require you to start a clean new game. All in all, a mod like this seems a better, more consistent and more controlled option. I am also aware of a few alt-start mods but non do this. They either just skip the prewar sequence or give you an entire different life. I'm fine with those mods, they are awesome but i wish they did the above as well. If nothing, i think it would be a nice addition. Any help appreciated! RESERVED FOR DEV NOTES 1. I'm assuming i need to create a quest and attach a script that will intercept and control the normal new game start and set them as complete if skip is selected. 2. Message boxes with buttons that trigger the actions. How should i phrase it? I'm not an native English speaker. MSG - Play the intro sequence? Button0 - Play Button1 - Skip 3. Placed beds, plants, water and defenses. MSG - Help Minutemen settle in? Button0 - Yes (play Sturges missions) Button1 - No (enable/show in game placed beds, resources and defenses) 4. Edit character one last time triggers. Use the same message that is used on the Vault 111 elevator. Set triggers all around Sanctuary, some might not use the bridge. xD From there, the game runs as usual. COMPATIBILITY I do have the AmazingFollowerTweaks in mind, the "Save Spouse" in particular so it will be made compatible. Of course i don't think it's gonna be compatible with Start Me Up but if Start Me Up would incorporate, YEY!
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Hold Position = Stand there and die?
theimmersion replied to WHITELION1284's topic in Fallout 4's Discussion
I used that as a cheat once. I was just fresh out of Vault and Dogmeat and I stumbled upon a bear and somehow manuverd it into a house, i got out and told Dogmeat to stay at the door step. The bear didn't move after that, just stomping in place growling. I think the AI bugged as i was the target but pathing wasn't possible since Dogmeat was in the way and could not get to me. I killed it bit by bit. Yes, in survival mode of course. It's rather hard recreating it since companions are as responsive to "go here, stay" as it gets... ... 10+ years ago... ... from 2 prequels. But hey, they don't trip traps anymore. -
Power switches are messed up for me to in Red Rocket Truck Stop which i use as my actual home, meaning has most custom touches and stuff all over the place. So far, random CTD for using switches of any kind, light, siren... I'm not sure and take it with a MASSIVE grain of salt but might be the "longer power cables" mod. But again, not sure and i just started playing and modding so i'm experimenting with lots of mods, adding and removing them so who knows what the hell it is. I'm not even trying a serious FO4 playthrough yet until i hit the sweet spot of mods i want and features i want added/removed with mods before i play it. Plain game is rather MEH.
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Is there a mod or is it possible to mod the companions trade screen to have the current weight/max weight show on the right side under the inventory list just like the players one on the left side?? I just can't figure out why devs wouldn't make that show there. Playing in survival with companions, inventory management is an integral part and figuring out by means of -try give this item to companion, try this, or this or that item...- is stupid, to say the least. Jesus Christ, this game yo....
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Those are nice. Will definitely check both mods out. There's the siren pilon in vanilla fo4, all i actually have to do is make it so i can assign a settler to it or make some AI packages to turn on the siren when radstorm is approaching. Busy with work. T.T Can't wait to play around with it.
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Thanks for the pointer. Will be looking into it, how it did things and maybe i make a patch for that instead or learn something from it. Alternative would be nice. Essentially, mods like these change more then i want or need or do it in a matter different then what i'd do.
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Two years later here i'm googling my eyes out to find something that will make radstorms deadlier (and i did) but now can't find something to save me from it. xD There's no mod that reduces radstorm damage within the Cam.Pres.Shelters nor to make them placeable in settler workshops. Annoying this game is to play and mod due to so many things underdeveloped and underused. Like... What. The. F. Beth. o.O It's like they had all that in mind and then said, f**k it. So here's my hopes someone may chime in and try help me out make craftable shelters for settlers, add radstorm detectors connected to radstorm sirens that will trigger settlers --and you-- to hide inside them because radstorm will most certainly kill you within few seconds or minutes. Think S.T.A.L.K.E.R. Shadow of Chernobyl end game blowout / blowout mods that made sirens, then all hell broke loose. Dev stages: 1. How to make Cam.Pres.Shelters buildable for settler workshops. 2. Apply script effect/enchantment or what ever when inside closed shelter to apply some rad resistance. 3a. Find a way to detect radstorm weather and trigger sirens if on electical grid, siren poles are connected. 3b. Have a random settler turn on a radstorm siren warning for a few moments when the radstorm is forming. 4. Add AI Packages to AI to hide in houses and shelters, go indoors if possible etc. 5. Add wait option when inside a close shelter. 6. After radstorm, opening door of a shelter triggers autosave (for survival diff). Optional since this i think will most limiting to the game/engine/script capability and might require different approaches. 7a. If possible, get a way to determen settler buildings safe from rads as well. 7b. And/or make by hand safe zones - i guess trigger boxes that add/remove radstorm resistance.
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That actually sounds fitting for the wacky fallout universe. Ya know, they already all had nukes strapped to their butts before the war in cars, why not strap some turrets on some wildlife and set it to wreak havoc. Sounds fun. Now i'm intrigued. Also would add another purpose of catching some molerats in those cages.
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So basically, i wished Beth finally added better interaction capability, but nope... I had an idea to intercept the "interaction button" and when held, instead to show a radial menu. On that radial menu would be: Up and default - Talk to companion Down - Companion hold position Left - Wait Right - Sit on ground / exit power armor The key thing here is that it's intercepting the interaction buttons HOLD. Ensures it works on PC with keyboard and controller support, and perhaps porting to console as well. So either if someone would be willing to do it or point me in the right direction? But i'm not new to modding Beth games. Key things: Script that will manage the new interaction. Interface will be the hardest i guess, i didn't do much mods with it, was to complex. I'll probably need most help there. I'll make text box menu instead for testing for a start. Basically, there are mods out there that do things like these but god do i hate using items to make my char do things when it should be mapped by default. :/
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Get object ID the script is attached to
theimmersion replied to theimmersion's topic in Fallout New Vegas's GECK and Modders
What i was talking about is toggling the flag for has scope with a script attached to it. Here you can see the scope, the iron sight on top and the IS node: https://imgur.com/a/28A97SS Now, i thought it would be cool to toggle between IS and scope for CQC. Now, when i toggle SetWeaponFlags1 between 0 and 4: Namely, when its set to 0, what happens is that after requip and trying to aim, it does so still the same way as if it was scoped but with the scope overlay missing and it gets fixed on the last zoomed/unzoomed FOV. When it sets to 4, after requip, it pretty much works as usual. xD I already have 2 weapons (scoped and IS only) for testing, i could add/remove/equip between them with a script, but im not aware of any equip functions that skip animations. So both, updating the changes to take effect and the changes themselves are not working correctly. This is probably not even possible without perhaps some fancy NVSE plugin, which means im screwed, until and if someone else pushes out a mod that either adds that functionality to weapons or puts out a weapon mod with that functionality. I mean, after i saw Enhanced Camera mod, im pretty sure almost anything is possible with NVSE and plugins. xD Im still waiting and hoping for someone to push out a standalone weapon charging mod like Project Nevada has to add it to this rail gun since thats how it worked in MGS4 as well (the rail gun is a MGS4 port btw). Perhaps start a new topic because i also need some freakin way to disable the laser and other electricity arc effects when weapon is holstered. :) Fallout Inspired MGS4 Rail Gun WIP: https://imgur.com/a/qe6nPeD Should ask Konami/Kojima productions for permission to upload. -
Get object ID the script is attached to
theimmersion replied to theimmersion's topic in Fallout New Vegas's GECK and Modders
"I asked you several times are you using JIP LN" Sorry, forgot to answer. Well, im using anything it needs for something to work as best as possible. So yes, i look at NVSE and as a required update patch for FNV, and JIP cuz i use mods that require that too. Yeah, i saw the FO4 tragics, but mods can fix it i guess. Which is at some point wondering, why the game is 60+ $ when modders at this point do more work then Beth. Should be 40$ honestly. xD But i digress, thanks for the link! Will come in handy. Will try with Update3D and see what happenes. But still, even if it updates, might still behave like it has a scope but without the layout. Perhaps i should try make 2 rail guns and switch between them. Hopefully equip/unequip functions is fast enough to to avoid jerkyness, will probably require Update3D as well. BTW, DO NOT PREVIEW FEV creature with Geck PU. -.-# -
Get object ID the script is attached to
theimmersion replied to theimmersion's topic in Fallout New Vegas's GECK and Modders
Whoo, forgot. Now that i got that sorted out found a new problem, toggling the Has Scope flag does not make the weapon use iron sights, the "Don't use iron sights" flag is not ticked so thats odd. Its like still behaving like a scoped weapon only with the missing scope overlay. Also, apparently, i have to re-equip the weapon for the change in flags to actually take effect. Any way to force the game to re-evaluate or must i use a blitz un-equip-re-equip? This is the working script: scn aaaRailGunSCRIPT int iPOVKey int iAimKey int KeyState ref rWpn ref rWpnBase int FlagsMask int keyRMB ; 257 int keyF ; 33 begin GameMode ; Replced with hardcoded keys because the control approach didnt work. if IsKeyPressed 257 != keyRMB set iAimKey to IsKeyPressed 257 endif if IsKeyPressed 33 != keyF set iPOVKey to IsKeyPressed 33 endif if Player.isWeaponOut == 1 ; ToDo: fix this instead of hardcoded keys. ;set iAimKey to GetControl 6 ;set iPOVKey to GetControl 13 set rWpnBase to Player.GetEquippedObject 5 if rWpnBase == aaaRailGun if iAimKey == 1 if iPOVKey == 1 set KeyState to 1 else if KeyState == 1 set FlagsMask to GetWeaponFlags1 aaaRailGun if FlagsMask == 4 SetWeaponFlags1 0, aaaRailGun printC "WpnF change to 0" ; NEEDS SOME RE-EVAL CODE HERE else SetWeaponFlags1 4, aaaRailGun printC "WpnF change to 4" ; NEEDS SOME RE-EVAL CODE HERE endif set FlagsMask to GetWeaponFlags1 aaaRailGun printC "Current weapon flag: (%0.f)", FlagsMask set KeyState to 0 endif endif endif endif endif end