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Btoop

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  1. I'm aware that you can disable certain aspects of the player's input using this: InputEnableLayer InputLayer = InputEnableLayer.Create()InputLayer.DisablePlayerControls(False, True, True, False, False, True, True, True, True, True, False) However, this method does not perform what I need. What I need being something that disables specific actions or keypresses. (For example; disabling something such as aiming down sights or reloading without disabling combat entirely) I've been unable to find any way of performing what I am after so any help would be greatly appreciated!
  2. I'm not sure honestly. I've only worked with animation events and the first thing I now know about them is that many of them just don't work, despite being listed in the Creation Kit. The only thing that I can think of suggesting would be using F4AK HKXPackUI (https://www.nexusmods.com/fallout4/mods/16694/). This tool can convert the game's animation files into XML, allowing you to look at and edit any annotations and such, which could help provide the information you are after. (I tried using this method to see if I could get the animation events working but I personally didn't have any luck in doing so).
  3. Update for anyone who digs this up in 12 years time: I have achieved what I was after using the 'OnControlDown' event and a 'JumpEnd' animation event. There are a few drawbacks to this method, however it functions well and without any major compromises.
  4. Update: Okay, so it appears that the 'jetpackStart' Animation Event and many others just don't work which is super helpful. If anyone has any information on how to fix animation events or how to achieve the same outcome with an 'OnAction' Event script, your help would still be greatly appreciated!
  5. You should be able to replace the material files instead of the texture files, which will be far easier. (you'll need the textuers for the nightstalker skin to be correctly in the game's directory, then simply replace one of the material files from 'equipable dogmeat skins' with the material file for the Nightstalker skin - renaming it to match the original 'equipable dogmeat skin' material file)
  6. I'm currently attempting to create a script that will trigger when the player's jetpack is in use. Here is what I currently have, however I haven't been able to get the game to trigger the event at all; Scriptname JetpackMode extends ObjectReference Event OnInit() RegisterForAnimationEvent(Game.GetPlayer(), "jetpackStart")EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) Debug.notification("OnAnimationEvent Triggered") if (akSource == self) && (asEventName == "JetpackStart") Debug.notification("Hurrah!") endIfRegisterForAnimationEvent(Game.GetPlayer(), "jetpackStart")EndEvent I have also tried using an OnAction event (to use with the games 'ActionJetpackStart' Actor Action form), with equally lacking success... I've exhausted just about every idea I could come up with and my attempts to use every concievable combination of possibilities has led to nothing, any help would be greatly appreciated!
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