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JackRob

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Everything posted by JackRob

  1. I plan on releasing a mod that will accomplish this soon. I'll link it here when I'm done.
  2. If I remember correctly, New Vegas' loading screens were just that, pictures/textures that you could simply replace or add to if you wanted to, like Fallout 3's. Fallout 4's loading screens adopts Skyrim's loading screen of a camera focused on a single .nif (aka a 3D mesh with texture, whether it be a single entity or a custom scene), and as far as I can tell you can't change the default black background. It seems possible however to fix the camera onto a "picture" to act as a background, but as mentioned before this picture would have to be created as a 3D model .nif to be used. Once you're able to make the creation kit recognize your loading screen .nif, it's pretty simple to set up a loading screen with it once you tweak the direction of the camera the way you'd want it. Overall its not too difficult if you're a 3D artist and/or have experience messing with .nifs, but definitely not easy otherwise.
  3. DDProductions83 has created such a mod, however its currently only found in his all-in-one merged mod pack: Tinas Cookiepocolypse
  4. They indeed can, as I have successfully done so in my overhaul. So you're going to need to give more details if you're having trouble doing so, as I tried to cover most things that you would need to do if you want an INNR to work on grenades, which is quite a bit.
  5. I have done this somewhat in my overhaul. Though its just 4 seconds to charge by default as well as decreasing starting damage to 1/3 (from 1/2), upgrading the capacitors on it can return this to vanilla (1sec) charging time, but the biggest problem that I've encountered from doing this is that the charging sounds is static from the adjusted charging time, so while you may edit the charging time to be 10 seconds or so, the charge up sound will still indicate that its charged after just a second. Thankfully the Nixie Tubes will slow down accordingly, so you'd have to base your charge on that if this is done.
  6. [What I'm about to explain is said from a vanilla standpoint since you haven't mentioned any certain mods that pairs with your question] What INNR an item uses has to be set within the item data itself under "Instance Naming". Every grenade not only lacks any vanilla object mods for them, but lacks a dedicated Mod Association and Attach Point keyword, in addition to having their INNR set to none. So even if you set a grenade to use a INNR, it would be useless as INNR rely on keywords from object mods on the grenade, to which there are none (grenades don't take object mods like other weapons in vanilla) unless a nexus mod that you have has added them in. If you mod a grenade to have an Mod Association + Attach Point keyword and set up an object template for it to have different acceptable object mods on it (or at least have just a default) then you can set and set up an INNR for it as long as their are keywords on the object mods as well. TLDR: Edit each grenade to set an INNR on it. Don't know if there's a F4SE that can set INNRs on an item, but I think there's a way to do so by script (I've seen AmmoTweak do something like this as you can choose different types of INNRs for it do display weapon conditions in the name) (I thought I'd also mention that my overhaul does everything I've mentioned too, as it features grenades with adjustable detonation timers via custom object mods) - Edited for clarification.
  7. I think I see a way to do this. In my overhaul, I was able to limit how many times you can invest in SPECIAL Training by adding a condition that checks an actor value on the player. Just create a custom actor value or global value that's by default 0, and edit every Training Perk to check for this actor/global value to == 1, effectively disabling using perk points to increase SPECIAL while still allowing it to render properly. Then in the rank of the perk that you want to increase thier respective SPECIALs, add a Perk Entry with the Quest "PerkQuest" with a stage of 600-660 just like the Training Perks has, and everything should work the way you want it. You are welcome to PM me if you have more questions.
  8. This is indeed possible as its controlled by 2 settings found in the creation kit's Gameplay Settings: fDiffMultEffectDuration_TSV & fDiffMultEffectMagnitude_TSV. Just set both of these to 1 and they'll work just as fast as non-survival modes. If you want them to work twice as slow, set duration to 2 and magnitude to 0.5, ect.
  9. In my mod "Jack's Fallout Overhaul" (linked in my Signature, latest version). I've added condition recipes where you can upgrade the condition of your weapon one level at a time, like if your weapon has lets say a 10% condition mod, a recipe should show up for a 15% condition mod that you can build. However, these recipes disappear when accessing them through the weapon workbench. I've even compared my work to another mod that does a very similar thing and they seem nearly identical, yet mine still doesn't produce the end result like the other mod. I've obviously overlooked something, but after several months of messing around and careful reevaluation, I can't find anything, maybe one of you guys can find it. I will provide any info/answers about the contents of my mod when I can, but for example, we'll focus on a combat rifle (which has "ma_Condition_Gun_Auto" and attachment point "ap_Condition") with a 10% condition mod (mod_Condition_Gun_Auto_010) that has the keyword "dn_HasCondition_010" which goes on "ap_Condition" and linked to "ma_Condition_Gun_Auto". Recipe "co_mod_Condition_Gun_Auto_015" has the conditions HasPerk:GunNut01=1 and ModdedItemhasKeyword:dn_HasCondition_010=1. I'm at my wit's end here, so any clues or answers are greatly appreciated.
  10. This is the closest I got to doing this which is fairly good in its own way: Fusion Cells are Batteries Essentially I edited the Fusion Cells (and other ammo) to have health like a Fusion Core, and used a Perk Effect "Mod Ammo Health Mult" to determine how many shots come out of each cell.
  11. New .ba2 will overwrite the old one for XB1 users updating, therefore removing the old, now unused scripts. For PC users using NMM, the old scripts should be removed when they uninstall the old version of the mod, and replaced with your new set of scripts when they install your new version, so no unused loose files should remain unless the user manually installed your mod. Just in case, it wouldn't hurt to inform your users which scripts in their Data/Scripts folder they should remove in case it still remained, though the only harm they're doing is taking up hard drive room. Protip: You should test if updating your mod in the middle of your quest will mess the quest up, and if it does, the user should be informed that they should update before or after the quest has started/finished.
  12. The base effect of Stimpaks which heals your health by a percentage has a probably unintended effect of healing limb damage by the same percentage (making the heal limbs effects found on the vanilla stimpak redundant), so ticking recover in the vanilla limb effect would likely not change this. That said, you can add an effect that damages limbs over time to create the effect that your looking for by making a new effect from RestoreCondition[LimbName] and checking "Detrimental" and unchecking "No Duration" and maybe uncheck "Hide in UI" if you want the effect to be display in the Pipboy.
  13. One thing you can try which I know will work is to make the legendary mod change ammo capacity to 0 and change the ammo type to a unique ammo that has any amount of health (Say a copy of the Fusion Cell with 100 health). The end result will make the weapon shoot indefinitely assuming you have at least one round to shoot with. The only real problem with this is how the player should acquire this special round, which the most simple solution seems to be crafting it at the chem station. EDIT: or you could just make it take a Fusion Core, it works just as well.
  14. It was very surprising and neat to find my mod in this week's Staff Picks, Thanks Guys! :dance:
  15. @Greslin Simply put, I want to add a chance for increased and/or decreased damage on all forms of attacks (akin to minimum and maximum damage found in many true RPGs). I've already done this successfully with a perk, and would like for it to affect as many forms of attacks as possible. The adding it as a spell to a race was my initial idea, but it would conflict with any mod that edits them as well, with the most common mods that do edit that being "Looksmenu mods" that adds new hairs/makeup to the player. The cloak effect does seem sufficient for what I need, will give it a try.
  16. I was wondering, what would be the easiest/best way to add a perk to every NPC, including the player, in the game? The first few ideas I came up with would either take a good deal of work and/or could be overwritten by conflicts from commonly edited entries. I wouldn't mind doing a bit of work if it meant great compatibility with many mods. I'm thinking the best way would be either through a quest (aliases) or scripting (which I know how to do fairly well) or even both, but am unsure of how to go about this. Y'all's thoughts?
  17. Not sure what happened, my best guess if it wasn't your fault is that something is going on with parent slots (Slots on the mod itself) or that its due to animations for the weapons, since they both use different animations, but personally I'd tackle this a different way since I'm personally uncomfortable with just switching model paths. Here's the way I would do it in FO4Edit. Use this method for making the 10mm pistol drop as the deliverer have adjusted stats and specific mods on it. Otherwise refer to my first reply for a simpler solution. 1. Make a new 10mm Pistol by right-clicking the weapon entry and press "copy as new record into...". Give it a new name, check <new file>, and give a name to your new .esp then yes. 2. Go ahead and add this new weapon that you just made to the 'LL_Deliverer' Leveled Item, and remove the current weapon Deliverer that is found there. 3. If you want to give the new 10mm the same stats as the Deliverer, then go to your new weapon and bump 'Damage - Base' up to 25, assign the Aim model as "Deliverer_AM" to it (its near the bottom of the entry), and set 'Attack Delay' to .15 and if you care enough lower the 'Action Points Costs' to 26 and raise the price to 125. This should pretty much set the new weapon on par with the original deliverer, though the end result might not be exact depending on mods on the weapon. (of course your welcome to set to whatever you want) 4. If you want the new 10mm pistol to guarantee to spawn with a suppressor, then move up to 'Object Templates' and remove 'Combinations' with the names (Once you see these names look 2 bars above them for Combination and right-click that to have remove available): Simple; Pistol; Pistol Semi-Auto; Pistol Auto; Random; Epic Simple; Epic Pistol; Epic Pistol Semi-Auto; Epic Pistol Auto; and finally Epic Random (not deleting all these will still leave the possiblility that the weapon will spawn with these combos). Once you have done that Scroll up to the one Combination we left called Default. This is where you designate what mods the weapon will spawn with. Being Default it will spawn with all the standard mods. We'll just put a suppressor by slowly double-clicking the "No Muzzle" mod then clicking the little arrow to the right of the line. This should drop down all available mods. Find "mod_10mm_Muzzle_Suppressor" and click it. You can choose what other mods it will be using the same method. You should be good to go from there after saving of course. Hope you get it the way you want it :thumbsup: @Vlits Most Unique weapons that you find in merchant's inventories are done in a quest called 'AspirationalItems' where if you look in the stage tab (with the CK), each stage fragment script is essentially just taking leveled items and attach a legendary effects then along with any specific mods they wanted on it and drop the results into the assigned merchants inventory. I assume these stages are called once the specific merchant has loaded. The random legendary items dropped by legendary creatures are done by a quest script in the quest "LegendaryItemQuest" but aside from the random choosing of what mods and weapons to pick, its still the same method of attaching the mod and placing it into the creatures inventory.
  18. I fairly sure that my method will work, because in the quest Tradecraft (RR102) when you are rewarded the weapon (complete stage 710) the stage is scripted to give you whats in the Leveled Item "LL_Deliverer" and attach the legendary effect then. This is why when you spawn the unique weapon straight from the console it lacks the legendary effect, because it's only told to be attached when its spawns during the quest. The only way this wouldn't work is if something messes with the stage or you were already past this stage when you made the change.
  19. If you want the Deliverer to be a 10mm pistol instead of the unique model, the easiest way to do this would be to find "LL_Deliverer" in leveled item and place a 10mm pistol there instead of the original Deliverer. If done this way, the new Deliverer will be a random 10mm pistol with the same legendary effect. If you want it to spawn with certain mods on it (e.i. suppressor) then you would need to create a new object template for the 10mm pistol telling the weapon to spawn with such mods. This is done in the weapon itself, but I'll elaborate more if you want to do this.
  20. No, as the seemingly hardcoded container is set to only take Misc items (Junk items are misc items too), and the keyword "NotJunkJetAmmo" is already not found on grenades.
  21. To answer the OP, I don't think there would be a way as there seems to be a hardcoded script that automatically equip the highest charged core. So like what virginharvester mentioned, it would be best to give your spare cores to your companion to minimize multiple half charged cores, but do keep in mind that even if you reload or unequip/reequip the weapon with half a charge remaining, that core will retain the level of charge and you will be able to reload that core when its your highest charged core available (basically when you have no more fully charged cores), and will it'll likely have the same number of shots from when you reloaded it from. So there's not really any fusion core power being wasted, just spreading it out really. @ montky - The junk jet, when prompted to reload, will open a container that only accepts Misc and Junk items that don't have the keyword NotJunkJetAmmo. This seems to be hardcoded as well, so there is no way to adapt it to take other things. Not sure if its possible or not to make a script equivalent of the function, but one idea you could try is make a "imaginary" container's inventory that only accepts fusion cores appear after pressing a certain key (not necessarily the reload key) and store all of your fusion cores in it, then when reloading make it open again and select one fusion core to put back in your inventory, which will then be loaded in the weapon.
  22. I'd suggest you review how survival mode works first and perhaps add onto that. For anything and everything about Survival mode, just type in HC_ in the search and you should get everything related to it. The first big one is to look for is the Quest HC_Manager and review the scripts attach to it (if you're not familiar with any scripting language, it will be very intimidating and perhaps won't make sense at first). The first script in that quest is essentially 80% of Survival mode right there as it covers starting up and shutting down the mode, the food/thirst/sleep needs timers, the suppression of healing if you're hungry, giving diseases, and switching all the gamerules (globals) to make everything else come into effect among other things. If you're really only worried about the needs and disease aspect of the mode, start at line 1150 down for the processing of foods, drinks, and chems for the needs, and line 2031 down for parts concerning disease rolling. For the actual diseases/hunger/thirst/sleep effects check the potion section with the same tag. For messages associated with the previously mentioned effects, check the Message section. Additions are handled by actor values, "*Drug name*Addition", and a perk, "AddictionManager". That's all I can think of at the moment, but feel free to ask follow up questions.
  23. Looked around the CK and found that the main flare smoke effect derives from a .nif file, so there's no direct way to change the duration of the smoke release in FO4Edit or the CK.
  24. You would need the Creation Kit, or maybe even F4Edit if you have experience with that, but otherwise I'd suggest the Creation Kit. EDIT: If you decide to tackle that job with the Creation Kit, don't be afraid to shoot me a pm if you need some guidance through it.
  25. No, but another solution is to condition it to appear when you are not moving. Just simply add the condition IsMoving = 0 to the 3 Cannibal perks (its recommended to move it below the other conditions) and it should take effect. Another condition you can add to that is IsSneaking = 1 to make the option appear while only while sneaking, which can be combined with the above for an extra measure.
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