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Rasikko

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Everything posted by Rasikko

  1. Also the OP wouldn't have to grow grey hair(or even more if they have some already) or pull out wods of hair trying to get a simple mesh into the game, when they can take a shortcut and use what the game provides.
  2. It depends on the RNG algorithm used, some dev teams use some pretty bad ones lol, and we're talking about BGS here who isn't known for optimization.
  3. https://forums.nexusmods.com/index.php?/topic/6583251-fo4-how-big-can-possibly-the-max-interior-cell-limit/&do=findComment&comment=59486486 You can test this out though to confirm by building like a small room or something in those positions. Seems that the game is 64bit but they didn't use an updated havok to go with it.
  4. I think this is an issue with the weighting? Just a guess, but if the weight also includes the head, it will try to use the head + arms for the animation.
  5. That's correct, you will have to keep teleporting the player every time it is x amount of distance away. I think uGridsToLoad still applies to the character you are now controlling, so this means the 'frozen' AI controlled player must be with in 5 cells(the default is 5x5) in any given direction. You can probably place an ability on the player upon it 'losing control' and put a condition on the spell to check the distance(20480 = 5 cells) and then have it warp. For immersion sake you can also make the player invisible so it's not a sudden "outer body" experience when the player suddenly pops infront of the clone or something. (Note: this is assuming this will work in the same way in Fallout 4 as it did for me in Skyrim.)
  6. ^I don't remember how I stopped that. Maybe you can try SetRestrained(). Skyrim has SetDontMove() but that doesn't exist in Fallout 4. One guy managed to do it in Skyrim, and despite using his code the exact same way, I ran into issues with the player using the Throw Voice shout dialogue whenever it needed to be speak/be spoken to and I couldn't get rid of the default armor(the player would wear the cloned armor and the default armor).
  7. Try Game.SetPlayerAIDriven(). This will make the player basically an NPC(you can then run packages on it and stuff), and as such will not respond to controls until SetPlayerAIDriven(false) is called.
  8. If you're using the Navmesh toolbar(not the drop down), it will have a "check" icon.
  9. There isn't and SKSE hasn't exposed it either, adding to that Climate oddly enough doesn't have a base Climate Script like all the rest of the forms.
  10. I've tested those already and they don't work. My guess is back during development, climate didn't have that "window" and they used game settings for awhile before implementing that feature. Upon implementation, they removed the functionality of ftimespan/sunrise/sunset/start/end.
  11. That doesn't load. This is what I'm talking about: https://www.creationkit.com/index.php?title=Spell For the other question, I believe it is possible, but I don't know how to set up dialogue.
  12. Basically kill all the things with total disregard for all life and with reckless abandon. :D
  13. https://www.creationkit.com/fallout4/index.php?title=Container That section of interest which I brought up is actually called "Contains only". Unfortunately this can't be set at run time.
  14. Can be done with SKSE. https://www.creationkit.com/index.php?title=GetNthEffectDuration_-_Spell and then https://www.creationkit.com/index.php?title=SetNthEffectDuration_-_Spell To know the index of their duration, just check the spells in the CK. Non SKSE method: Both of those you listed allow for repeated casts but don't add to the durations upon these repetitions, just resets their durations. Thus you need to decide just how long you want them to last but editing their durations. Dead Thralls for example are set to last 2.7 game years as funny as that sounds.
  15. The Pipboy isn't a container(it's also is not possible to get its objectreference), the player is. So you can apply his script to the player but his warning still applies as the player is a very high traffic container. Assuming I understood that right. If you mean an actual container designed to hold things displayed by the pipboy...that's still gonna go through the player. Note: Containers(not the player/NPCs) can have "allowed" lists which will refuse all items except what is in their "allowed" lists(these are formlists).
  16. They have moved on from Fallout 4 and Skyrim, most of the team don't even work for BGS anymore. As for 150gb Fallout 4, I don't know who's hard drive that's going into because it sure wont be mine.
  17. I call that the curse of the critterscript. It does that for Skyrim too lol, and both Unofficial patches for the games aimed to fix that.
  18. That's already been done for you via F4SE's source files provided. You need experience with C++/developmental stuff like Visual Studio.
  19. ^Did you try OnDeath() instead? OnDying is faster than OnDeath, obviously, but that may be the issue for critical stage changes. I don't like engine limitations, but I like trying to figure out how to get around them. Usually the solution is simple.
  20. Try to simulate this using a perk and see if that works. I don't know why it causes at CTD with MGEFs.
  21. Carry over probably from Oblivion as this wasn't editable in Skyrim either unless one used SKSE. I cannot think of a script solution, as it's difficult to get around needing the total weight of all the items in the container.
  22. So I don't know how this event actually handles checking items passing through it that are more than one "kind", so my code will be a bit sloppy, but I would approach it like this: Event OnItemAdded(params...) Int baseTruckCost = 20 Int baseCarCost = 10 Int payment = 0 if akBaseItem == Truck baseTruckCost = BaseTruckCost * aiItemCount endif if akBaseItem == Car baseCarCost = baseCarCost * aiItemCount endif payment = baseTruckCost + baseCarCost Game.GetPlayer().AddItem(caps, payment) EndEvent
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