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Posts posted by haohao69869
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I made an MOD for you fixed that. Now, all the grenade and missile and molotov will properly kill any one nearby whether enemy themselves.
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I made an MOD for you fixed that. Now, all the grenade and missile and molotov will properly kill any one nearby whether enemy themselves.
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Hello ,modders .
How to modify power attack(weapon bash) AP cost?
As I know ,
fActionPointsAttack XXXX under FO4edit Gamesetting is does not work at all , whatever I set the vale.
and
fPowerAttackCoolDownTime
fPowerAttackDefaultBonus
fPowerAttackStaminaPenalty
which I find in https://www.creation...tegory:Settings , do not work , too. ( It looks like using for skyrim)
Now all I know how to modify AP cost of power attack function is
to modify the vale : Mod_ReducedPowerAttack_AV [AVIF:00245BDB] under : mod_armor_ReducedPowerAttackPerk "ReducedPowerAttackPerk" [PERK:00245BD8]
from -0.01 to any figure be close to 0 just like -0.1
then type ~ use the Console in game
click any armor piece on the floor and type :
amod 00245BDA ( others armour mod to reduce AP cost of power attack is OK)
and then equip that armour piece,
your power attack won't cost any action point.
BUT this idea is not perfect. What do you think?? Any ways to make it more directly and effectly?
Sorry for my very terrible English.
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Hello ,modders .
How to modify power attack(weapon bash) AP cost?
As I know ,
fActionPointsAttack XXXX under FO4edit Gamesetting is does not work at all , whatever I set the vale.
and
fPowerAttackCoolDownTime
fPowerAttackDefaultBonus
fPowerAttackStaminaPenalty
which I find in https://www.creation...tegory:Settings , do not work , too. ( It looks like using for skyrim)
Now all I know how to modify AP cost of power attack function is
to modify the vale : Mod_ReducedPowerAttack_AV [AVIF:00245BDB] under : mod_armor_ReducedPowerAttackPerk "ReducedPowerAttackPerk" [PERK:00245BD8]
from -0.01 to any figure be close to 0 just like -0.1
then type ~ use the Console in game
click any armor piece on the floor and type :
amod 00245BDA ( others armour mod to reduce AP cost of power attack is OK)
and then equip that armour piece,
your power attack won't cost any action point.
BUT this idea is not perfect. What do you think?? Any ways to make it more directly and effectly?
Sorry for my very terrible English.
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Basically there's nothing to this more than the title and tags. I'm not sure if it already exists, but I think there should be an AI package or whatever it takes to get enemies to kill themselves by accident when they screw up big time with explosives. I've seen it time and again when some jackass tries to launch a fatman nuke at me and it explodes on the ground below his feet or on a rail in front of him.
I prematurely burst into laughter only to find him standing there after the smoke clears, loading another nuke into the launcher much to my chagrin and it's ridiculous and should be dealt with, heh.
Is there a mod enable Enemy friendly fire? Let he kill himself with RPG or fatman just like player.
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The "Player" has to be an Actor type for SetActorHealth() to make any sense, so you have to at least declare it as a variable somewhere:
Actor Player
It has no value yet, so if you want to actually do something to the player you need to give "Player" a value. There are several ways to do this, the simplest way is calling Game.GetPlayer(), which returns an Actor, the reference to the Player:
Actor Player = Game.GetPlayer()
On another note, there is no function "SetActorHealth()" in Papyrus. What you actually want to do is:
someActorRef.DamageValue(someActorValueRef,Amount)
or, in reverse
someActorRef.RestoreValue(someActorValueRef,Amount)
You really should read up on programming basics and Papyrus idioms if you want to write more complex scripts. The Creation Kit wiki at https://wiki.creationkit.com/fallout4/ provides a tutorial and a Papyrus object and function reference which you should get familiar with. If you're not some programmer prodigy, not reading that stuff will make you write horrible Papyrus code that will end up breaking things. Trust me, I have written horrible Papyrus code that did break things as a newbie. Don't do that for things you want to release.
Thank you . And if I want to set player's health at X , how I make it ?
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You cannot open or compile any of Vinfamys fourplay scripts without the source .psc files. Try redownloading and extracting the files in the Vinfamy Control Panel archive, hosted at LL again. Perhaps you missed something.
Thank you.
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I want to use "SetActorHealth(Player, 25.0) "
But Creation Kit says “Player” is not defined.
So how to define a player?
And I saw “playerREF" "AKactor" ....everywhere ,I guess these all mean the "PLAYER" , What is the different? Why we use various name?
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Creation Kit 's warning window says :
SCRIPTS: Cannot open store for class "vin_script_playeralias", missing file?
And this source file(.pcs) will failed to compile ( to .pex)
How to make it??
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I can‘t find it in creationkit- gameplay- papyrus script manager.
Make a copy of your .psc and make sure it is in Data/Scripts/Source/User
SCRIPTS: Cannot open store for class "111111", missing file?How to do? It crashes .. -
Probably you didn't load .esp which you want to edit?
Check creationkit File -> Data then set .esp as active file.
SCRIPTS: Cannot open store for class "111111", missing file?How to deal with this? -
I can‘t find it in creationkit- gameplay- papyrus script manager.
Make a copy of your .psc and make sure it is in Data/Scripts/Source/User
This word help me a lot! I will try it. thank you.
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When you compile and save the script in the Creation Kit, it gets converted from PSC to PEX. PSC is the readable/understandable code that you see when typing out a script. PEX is basically gibberish that only the game engine can understand.
Thank you . But how I edit that .psc script in the Creation Kit? It is not origin game film . I can‘t find it in creationkit- gameplay- papyrus script manager.
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Thank you!!!
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Hi, it looks like you have 2 posts. I wrote in here:
https://forums.nexusmods.com/index.php?/topic/6538951-what-is-the-script-code-of-players-health/
you could find out the player's base health with .GetBaseValue() and then divide by 100 to get a value that is 1%. Then set the player's health with that value using .SetValue()
Thank you ! help me a lot !
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What is the script code of player's health point?
I want edit a script with it .
Okay,that is.
I want edit the mod name "follower revive system "
change the player's HP after success revived to 1% instead of 100%.
how do I do??
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Anyone who can help me edit a .psc script for Fallout4 .
Thank you.
Meanwhile, your question is a little vague. What are you trying to do?
I am editing a source file script , add some code into it , but i am really not good at creationkit or some tools.
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Thank you very much .
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I have an idea to edit a exist mod
It ‘s not difficult for a true modder . but really too hard for me .
May use creationkit and ...
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Anyone who can help me edit a .psc script for Fallout4 .
Thank you.
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