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MisterRADical

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About MisterRADical

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    Mr. RADical#0828
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    United States
  • Favourite Game
    Terraria, Dark Souls, or Borderlands 2

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  1. I could of sworn I was in the Fallout 4 one.. oops. Well, it applies to the other games too I believe, at least for some of the stuff (or at least for Fallout 3, I'd think). I've posted before in the past, but it has been a while.
  2. Hi all, I am currently working on a new weapon for my mod and have some questions about Projectiles and Explosions. It currently shoots a few projectiles that travel and Alt. Trigger after 0.8 seconds into an explosion that spawns a few more projectiles with Spawn < Projectile that then travel until they explode on contact. Firstly, when the weapon is shot "up close" (depends) the projectiles fly out, hit the ground, and some explode there on contact and some for some reason spawn on the player at their feet (???) and sometimes randomly ahead of the player a little in-between both the player and where the projectiles landed. This has to do with the projectiles splitting into more projectiles, so is there anyway to fix it or is this just how Spawn Projectile always works? Also, when I shoot the weapon at enemies the first projectiles fly through the enemies instead of hitting and splitting into the other projectiles. I understand this has to do with the Alt. Trigger. Is there a way to have Alt. Trigger but also have them explode on contact with an Actor? Then a few side questions, in Projectile, what does Impact Force, Fade Duration, Relaunch Interval (tested and noticed no difference), Collision Layer, Penetrate Geometry, and Continuous Update do? And also for Explosions, what does Vertical Offset Mult (tested and noticed no difference), Placed Object AutoFade Delay (how long a placed object lasts?), Push Exposion Source Ref Only, and Skip Underwater Test do? If anybody is able to answer any of these questions then thank you!!!!! This projectiles spawning at the players feet and passing through enemies is driving me mad!
  3. Hi, is there something I'm missing? I have an enemy with a cloak that applies a perk to certain enemies to do a few different things. I always test these things by giving them high damage (10x+ Multiply) and/or 0% Incoming Weapon, Bash, Explosive, Spell, Stagger, and/or Limb damage. The damage and incoming damage were working so I know the perk is applying from the cloak, until I critically hit the enemy which then damages them somehow. I have looked through the Entry Point's and I see nothing for "Incoming Critical Damage" and always thought it worked with Mod Weapon Damage and the like. Is it under some weird name, or is there an alternative way to reduce it? I obviously don't want it to be 0% that was just for testing, but the critical damage should be less by whatever % I make it, which I was thinking like 5% or so. I have done this a lot with my mod, lowering or increasing damage with things like Mod Weapon Damage, so I know wonder if they all don't work with criticals.. greaaat.
  4. Hi, I have a vault built and I have a big room with bright lights, one that is blue. They go through the walls into other rooms, so I was wondering if there is a way to block the light? Also, I have an interior cell which has worm enemies like idk ~15-30ft below some floors and if you use an explosive weapon it causes them to burrow above to you. Is there a way to fix that? Thanks in advance if anybody has any ideas!
  5. Thank you! It was spacebar, that was more simple than I thought oops lol but with all the keybinds in CK I didn't want to start hitting random keys and then have another problem because I didn't know what key I hit.
  6. Hi, I must have hit a key or something because when I view an object, like lets say a weapon, I can't rotate them! This has never happened before and I don't know what's causing it. Right now I am trying to rotate objects in the Static section but they don't move so I can't see what they look like fully until they are placed and it's very frustrating.
  7. That's the whole page copied when trying to load into the creationkit.com site. What is causing this, do you know?
  8. I've managed to create a quest that on game start adds a perk to each companion and they all work. I then tried adding a Race property, let's say Race Property raceAlien Const Auto Then I have: The script fails to compile saying "AddPerk is not a function or does not exist"Trying to add a spell says the same thing just AddSpell is not blah blah. How do I go about adding perks to the races? Any help would be greatly appreciated!
  9. I want to add a perk to all races except for the player. I know you can make a quest for the player but how do I go about it when I want to do it for an entire race? Just saying my scripting knowledge is also pretty basic. If you're wanting to know what I'm doing, I want to increase everyone's damage once the player has reached certain levels.
  10. In my mod I have a Javelin and I was wondering if there is anyway to make the lock-on range of the weapon longer? Messing with the weapons max range does nothing so I'm at a loss. There's fMissileSeekStrength which I'm not sure if it affects it or not. I can test it but first would rather ask because I would prefer an alternate solution rather than changing a Gameplay effect anyways for compatibility reasons. If anyone has ideas, thanks!
  11. Is there a way to make a perk or something that increases the players attack speed with melee weapons? I know Skyrim did it with that one shout so I would think it would be possible in Fallout 4 as well.
  12. Just wanting to know how to make a weapon inflict like 50 physical damage to melee and unarmed attackers? I thought Apply Weapon Swing Spell was supposed to do it but it doesn't seem to work. Also, how can it make the attacker have a chance to stagger as well?
  13. Thanks SKK50! You're always so good with scripts. I'm still learning so this helps and will help with future scripts.
  14. I can't seem to get this to work, here's what I got: Scriptname placeholder extends ObjectReference Actor Property Actor1 Auto Auto State DoOnceState Event OnActivate(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) if Game.GetPlayer().GetLevel() >= 30 Int Num = Utility.RandomInt(0, 1) If Num == 1 GoToState ("DoNothingState") Int Num2 = Utility.RandomInt(0, 1) If Num2 == 1 Game.GetPlayer().PlaceAtMe(Actor1) GoToState ("DoNothingState") endIf endIf endIf endIf endEvent EndState State DoNothingState EndState
  15. Are you talking about an FX? Smoke is animated so you would have to animate it to curve, or it may be possible to do it in the nif file. I am not sure, or maybe use some of the ones in game and place them at an angle going up the wall?
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