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JackRob

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Everything posted by JackRob

  1. I may not understand completely why your formula needs to be set up as such, especially since you can simplify it by combining Value and X into a single digit (I'm just not sure what "Value" is here and where it comes from), but I'm guessing you can cover it with 2-3 perk entries. Using your second formula example, you can have 3 perk entries as so: 1. Set Value = Critical Chance (If not already declared by another perk/setting) 2. Add Actor Value Mult - (Luck) x 1.0 3. Add Value = 25
  2. I'm trying to develop a system where I can sync actor values with global values so perk effects can be modified very fluidly (since perk formulas can utilize actor values, whereas if I want to use Global values, I'd need to attach a condition to check that global value and make a perk entry for each global value possibility, which can be numerous depending on range of input values). This system is to be used in conjunction with MCM, which will modify the global value. My initial lead was to use MCM's custom event "OnMCMSettingChange", but this seems like a dead end as if this can help me, I can't figure out how to utilize it correctly. In this instance, I was hoping to avoid simply using OnTimer to constantly check whether the values matched, even though this would be simpler. My current attempt script, I'm sure I did something wrong here. A lot of it was piggy-backed from example script here: GitHub: MCM wiki Compile error states: "new event onmcmsettingchange cannot be defined because the script is not flagged as native" So the main question is: Can I use "OnMCMSettingChange" to catch when a global value gets change by MCM, then modify actor values accordingly, or is this not possible and I should rely on "OnTimer" to constantly check for changes to global value? Any help is appreciated.
  3. Solution found, please disregard. I haven't quite seen this case presented in this forum in my search, so here it is. I've created a tweaked nif of the Combat Shotgun's Drum Magazine. I've already tested it as a new mod for the weapon and it works as intended, but when I rename the tweaked nif (in this case: "DrumMag") and place it in the correct folder (meshes/weapons/combatshotgun) to replace the vanilla mesh, it doesn't appear on the weapon the character is holding, neither in first nor third person, but instead shows the vanilla mesh. Though it does appear to replace it when the weapon is dropped in the world. Solution was there's in fact a second mesh that is responsible for the first person render, in this case named "DrumMag_1".
  4. Thanks for the opportunity, hats off to you. ;)
  5. The random template level list draws directly from the weapon's Object Template. If you open up the "LaserGun" weapon entry, located at the top middle just to the right of the name (if you're using the CK) is the Object Template button. In this are the templates for all possible combination, and each template can be called by a filter keyword that leveled lists can use to call that template, and if no keyword is specified in the Leveled Lists, it will select any of the templates at random and equal chance. Hope this helps you understand. Edited for clarity
  6. If you want radios to be initially disabled/off, best way to do this (if you want to make a mod with the creation kit or FO4Edit) is to find the radio in question under "Activator" and if you open its entry, there's a checkbox at the bottom right for "Starts Active" that you'll uncheck. Two radios that should cover most of them are "RadioDiamondCityReceiver" and "RadioInstituteReceiver".
  7. Looking at your current 1.1 version, things seem alright. Though next time you update your mod, don't rename the plug-in, even to add a version number. It can cause unpredictable problems, as its the same as uninstalling a mod mid-play and reinstalling a completely new mod.
  8. I've spotted that the weapon will also need the keyword "ma_WeaponMaterialSwap" in the keyword section in addition to the above mentioned attach point. If that keyword is already there, then I'm not sure what it could be.
  9. I didn't answer that last question directly so here it is. I believe firing loops can speed themselves up or slow down accordingly to the attack speed so you shouldn't have to worry about desyncing, though I would need to test it out to confirm it.
  10. You're right, .99 attack speed will make the in-game display 90, which is a rate of fire of 540 rounds per minute. All these edits should be compatible with Creation Kit paint jobs as long as you didn't remove the keyword "ap_WeaponMaterial" from the Attach Parent Slots section of the weapon entry (box on the right just under the keywords box). I'm not aware of Creation Kit weapon skins affecting the name dynamically (like weapon mods can), does it? EDIT: Either way, If you only changed the weapon's name, it should work fine with any dynamic name scheme. The simplest way I see to switch weapon firing sound to that of the semi is to look at all the automatic receivers again and look for the mod entry "pkKeywords ADD s_30_auto" and change this to "pkKeywords REM s_30_auto". It should do the trick.
  11. I edited the above with a new tidbit. The Assault Rifle's Automatic Receivers (mod_AssaultRifle_Receiver_Automatic1/2) adjusts the Weapon's Attack Speed (mod entry "fspeed SET 1.25") to adjust rate of fire. You'll want to edit the values found there instead of the value on the weapon itself, as the receivers will overwrite them. If you make the values too low, you will run into the problem of stuck looping weapon firing sounds, but from my testing I think this is only happen if you set it to around 0.5 and under, but in case it comes up, I can show you how to replace the automatic loop sound with the semi-auto firing sound.
  12. Attack Delay only works if the weapon is semi-automatic (the flag for automatic at the top unchecked). For automatic weapons, they will use the Attack Speed to determine how fast they shoot. I find that if you set the speed to 1.1, it will produce a rate of fire of 600 rpm if you want to adjust it comparatively to real-life values. Edit: If I remember correctly, in-game display for rate of fire is # rounds per 10 seconds, so the default 113 means a real rate of fire of 678 round per minute.
  13. On the Constructible Objects (Recipes), setting the Create Object to NONE will only prevent it from showing up in the workbench. To prevent the mod(s) from showing up on spawns, you will want to access the "Object Template" found on the weapon entry itself (Editor ID "AssaultRifle"). It will be a button near the top just to the right of the weapon's name. The Object Template is where the game will look to figure out what mods it will attach to the weapon anytime one is spawned. If you have questions after you look around it, go ahead and ask. Don't look at the Constructible Objects (Recipes) for point 7, you want to look under "Object Mods" and will be looking for Editor IDs "mod_AssaultRifle_Grip_<StockType>" (If fact leave all the recipe filters on the left blank, as the game will pick these up in the workbench as long as the mod is valid for attachment). These are the actual mods that attaches to the weapon and affect the weapon in many ways, including modifying damage, weight, ammo type, and keywords. There will be 4 grips that you will want to remove the mod entry "pkKeywords ADD WeaponTypeRifle" off of each of them. Then back on the actual weapon entry "AssaultRifle", you'll add the "WeaponTypeHeavyGun" on the right. Removing the keyword "WeaponTypeAssaultRifle" will not be necessary, as the perk is only looking for the keyword "WeaponTypeHeavyGun". EDIT: Actually, now that I reviewed the perk, you don't even need to remove the "WeaponTypeRifle" off the grips, as the Rifleman Perk is conditioned for weapons with WeaponTypeRifle AND no WeaponTypeHeavyGun keywords, just simply adding the "WeaponTypeHeavyGun" to the weapon will break the Rifleman's conditions and will meet conditions for the Heavy Gunner Perk, as it's only looking for the WeaponTypeHeavyGun keyword and won't exclude the weapon if it has the keyword "WeaponTypeRifle".
  14. Have you created a new Constructible Object (Recipe) for each of your new weapon mods? Without that, they won't show up on the bench at all. If you already done this, you may need to post some screenshots of most or all that you've create/edited so we can see if there's something you're not doing right. Primarily screenshots of the weapon you're creating, including the Object Template, the weapon mods you created for it, and the Constructible Objects (Recipes) for them. Either that or you can allow us to access to the mod through DropBox or such and we can look at it ourselves.
  15. New Custom Scripts (at least in Fallout 4) are not included in your .esp when you create them, but are saved in your script folder under Fallout 4 > Data > Scripts > User > *CustomScriptName.pex*. If its a Quest or Perk Fragment Script, it will be found under Scripts > User > Fragments > Perk/Quest/Terminal/ect. > *CustomFragmentName.pex*. You must take a copy of the script there and place them in the same directory that you found them when packaging your mod. So if you made a new winrar/7zip it should look similar to this. MyMod.esp Script (Folder) User (Folder) CustomScript.pex Fragments (Folder) CustomFragment.pex This is all assuming you didn't make a new "Namespace" for your scripts, in which case it would add another folder for you to branch through. This is what's known as a "loose files" mod, versus an archived mod, which you'll use the creation kit to create. Edited as I accidently pressed enter too soon. Edited twice for clarity.
  16. I'm not sure how you've been going about this, but I'll figure what I can to help. If you trying to add new mod attach points to a weapon, simply create a new attach point keyword (or use an existing one, but pick wisely) and add it to the weapon's list of attach points found on the right side of the weapon entry under the list of keywords (It's labeled as Attach Parent Slots). Then make sure that your new weapon mods are set up to attach to that keyword. If you want the new weapon mod to be found naturally on the weapon instead of having to be crafted on every time you find it, you'll want to edit the weapon's "Object Template" found at the top of the weapon entry to the right of the weapon name and add your new weapon mod on each of the templates at the top left. If the weapon is made from scratch, this will likely be empty and you'll want to make a new one. Hope this helps.
  17. For point 5 and 6, you will need to edit the Constructible Objects (Essentially Recipes) of the weapon mods. For the Assault Rifle, the editor Id will start with "co_mod_AssaultRifle_<weaponpart>". To accomplish point 5, you can simply switch the Created Object to NONE on the parts that you don't want to show up. Point 6 is simply changing the conditions found on the recipes. For your last point, look into the "Object Mod" catagory and find the Assault Rifle's Grips (Stocks). On each of them there's an entry that adds the keyword "WeaponTypeRifle", you'll want to remove all these entries on all 4 grips. Finally add the keyword "WeaponTypeHeavy" on the weapon itself (In the weapon Entry, there's a box on the right for keyword) and the weapon should respond to the Heavy Gunner perk.
  18. If you like to watch tutorial videos, here's a link to a page's worth of them: Creation Kit Video Tutorials If you prefer a hands on approach to learning things, you can always load up a mod that would do something similar to what you plan to do with XEdit and study what changes it makes, then make that kind of change with the Creation Kit. (Essentially reverse-engineer it) XEdit is also useful if you only want to tweak a mod to your liking, like changing the damage and weight of a weapon. Other then that, you can look around in the Object Window for many items, actors, and other things in the game and study that itself. To me at least, looking through that is fairly straight-forward. And one other suggestion, find your CreationKit.ini (in the Fallout 4 folder with the CreationKit.exe) and make these lines are like this, they will help avoid some problems before they appear: bAllowMultipleMasterLoads=1 bAllowMultipleEditors=1 Edited for additional info.
  19. The best way I see to "disable sprinting" is to access the Movement Types of NPCs. The Movement Type that you want can be found in the Object Window under "Character > Movement Type > NPC_Default_MT". There you can set the sprinting speed of NPCs to the same as their running speed or whatever else you feel would be appropriate.
  20. I've done a little more testing as you suggested. I've extended the timer to 10 seconds, and compared the mines found naturally near Cambridge Police Station and the mines that the player would throw down. I ran up to the ones near Cambridge and they detonated after 10 seconds. I then placed a mine near some feral ghouls, which explodes after barely a second. I then get the idea to let the ghouls trigger the natural mines near Cambridge, and low and behold, the mine explodes after barely a second. I then decide to place a generally friendly npc near the mine, namely a regular minuteman, and again the mine blows up instantly. Conclusion: Mines seem to only use the set timer found in the mine's "projectile" if the character detected is the Player. Otherwise it seems to use a rather quick detonation time for everyone else. Not sure what setting could affect this, as I can't seem to find anything obvious that would do this, but with this new info from this testing I now have some new leads that I'll look into. So thanks for the suggestion.
  21. Question is: Is there a setting I can change that fixes the following scenario? In Fallout 4, it seems that mines that the player throws down have their countdown cut in half, as opposed to mines that can be encountered naturally in the wastes (which uses the full timer found in the mine's respective projectile). For me this provides an unfair advantage for the player. I have already searched the Game Settings and Perk Entries for a setting referencing "mine", but came up empty.
  22. Its likely leftover from the "auto-attempt"/"Force Lock" feature that's been present in previous games like Oblivion and Fallout 3/NV, and no longer has any real effects since they scrapped the feature for lockpicking in Fallout 4.
  23. Personally, this looks great and well thought out. One question came to mind concerning a mod with multiple authors. If they decide to split the DP among themselves, would this be displayable to users somewhere on the mod page outside of what's placed in the description in case some users are curious about such things (if they allow it to be visible via checkbox in the mod settings), or will it strictly be visible to only those mod authors?
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