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JackRob

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Everything posted by JackRob

  1. There are a number of things that will determine the final number of damage a creature can do and I'll try to list it out well here so its lengthy. I'll use the basic Deathclaw as the example. Pretty much all entities in the game have an unarmed weapon attached to them which is stored in their Race entry under Combat Data. So in this case the [C2C2A] "UnarmedDeathclaw" weapon does 0 damage, which may make the weapon seems useless, but it also has other important info like reach and keywords. Before we move on its important to note that also found in the Race entry is a tab called Attack Data, which stores all the types of attacks the entity can pull off. Under it it lists that the Deathclaw can do Power Attacks that do double damage so we'll take that into consideration. Next we look at the entity itself in the Actor entry. The basic Deathclaw in the CK is found as [1DB4C] "EncDeathclaw01Template". First lets look at Stats tab at the top which lists all its actor values. It states that actor value UnarmedDamage is 60, which give an additive bonus to unarmed damage, so we add 60 to 0 to make 60 (obviously). Now it also states that it has a actor value MeleeDamage of 60, but since [C2C2A] "UnarmedDeathclaw" is keyworded as an unarmed weapon and [113339] "DeathclawDirtThrow" is keyworded as a ranged weapon, this value likely does nothing and was left over from some testing of sorts. Lastly, we'll look over in the SpellList tab as there are perks that are added to actors to multiply their damage like [E1A4B] "crDamage15" (which multiplies damage by 1.5 times), but as we can see here, the only perk that he has only makes him immune to radiation. So after all that we are finally done. The result was that the basic Deathclaw does 60 damage with a normal attack, or 120 damage in a power attack. This is generally the same process for all entities. For entities that usually carries guns like raiders, you'd look at the weapon they'd potentially spawn with for damage, and skip all the way to the SpellList for any damage multipliers there.
  2. In Fallout 4, you can look through your Pip-boy to see the remaining charge on your fusion cores. Well I'm making a custom battery (with a set health like the fusion core) that I want to have the remaining charge visible. Though as far as I know, the only way to do that is to attach the Keyword "isPowerArmorBattery" to the battery, but that would make power armor accept the battery which is what I don't want. Therefore, this feature seems to be locked behind the doors of 'Hardcoded', but is there a way to circumvent this without having to edit power armor scripts to add an additional condition to not take the custom battery? I've even pondered if this is done in the UI swf files, though this seems unlikely and I don't have any software to examine these. Any clues would be greatly appreciated.
  3. The Speed value in the weapon section only affects its animation speed which in turn affects its rate of fire. If he implemented those features like I would in my mod (I have not looked into that mod yet so this is a guess) he likely added both effects to one of the minigun's mods, likely the barrel. So what you want to do is go to "Object Mod" just above "Weapons" in the CK and search minigun to pull up all of the minigun's mod and examine through these. All of the effects of the mod are placed in the lower center window, where reload speed will be obvious and the walking speed effect is likely added through an enchantment, but again this is a guess from me.
  4. I haven't seen this question around so I'd thought I would ask: Is there a way to make a gun consume more than one ammo from its magazine per shot? This was used quite well in New Vegas to balance certain unique Energy weapons and I would also like to use this attribute in Fallout 4. I know of a way to make a script to tell a gun to remove extra ammo from the inventory every time it fires, but would very much prefer it to be taken directly from the magazine, which to me is the hardest part to figure out. Or, taking the Fusion Core for example, be able to damage the battery's health in a weapon per shot (again pointing to the magazine is the part that's hard to figure out). If anyone knows how to script this or even seen a mod utilizing this feature, I would like to know and it would be very much appreciated.
  5. Hey there. When making my mod, I strived to figure this out this as well as I wanted to make sure I give some IRL rate of fire to the weapons and here are my general findings. For semi-auto weapons, you can use the Fire Delay to adjust its rate of fire. A fire delay of 0.5 will make it shoot twice every second, or 120 rounds a minute, as the gun would need a half a second to "charge" up for the next shot. For automatic weapons, it doesn't rely on Fire Delay and in fact adjusting it won't do anything. Use the Speed entry to adjust it there. From my testing with a watch timed on a minigun and submachine gun, a speed of 1.1 on a automatic gun will yield a rate of fire of 10 rounds a second, or 600 rounds a minute. If you can do some math, you can figure out what speed you need for the rate of fire you desire, although be warned if you want anything super high, there may be a cap on how high of a rate of fire you can actually go depending on the weapon, though there's no real problems if you do go over. and a little caviar, the rate of fire stat found on the weapon stats in game is displayed in rounds per 10 seconds.
  6. Thanks to both of you, I've finally got it working. Initially, I tried using just "ButtonPressed = LockpickMenu.Show()" because that's how it was in the second example of Options Menu on CreationKit.com, though it kept telling me that ButtonPressed needed to be defined, so I made it a property because I didn't know of any other way of doing it. Making it a property didn't work, so I ended up leaving it out. I've used unlock() at one point but compile still gave out an error with it, can't remember what it was now. < Ignore any of that if it doesn't make sense, because it shouldn't. :tongue: And by the way Galvon, I do put Debugs in it (that's how I knew it was only picking first option on my previous post), I just left it out to make it simpler for any helpers to read it. And thanks on how to remove properties on a frag. I misspelled a property at one point, so I tried looking up how, but didn't find any useful answers. TL;DR: Turns out, I had all the phrases (and more) to do it, its just the right way of putting it together kept alluding me due to wrong assumptions and continuous compiling errors (which occasionally would point at stuff which is not really causing it, its weird like that sometimes). Thank you both very much. For others who want the correct code for this situation as reference, here it is: int ButtonPressed = LockpickMenu.Show() ; The Message Box that will present the options. If ButtonPressed == 0 ; Option 1: Do Nothing. ElseIf ButtonPressed == 1 ; Option 2: Test Strength. akTargetRef.Unlock() ElseIf ButtonPressed == 2 ; Option 3: Test Melee. akTargetRef.Unlock() ElseIf ButtonPressed == 3 ; Option 4: Test Explosive. akTargetRef.Unlock() ElseIf ButtonPressed == 4 ; Option 5: Lockpick Minigame. LockpickReminder.Show() ; A Message EndIf ;Warning: This Coding is simplified to just proof of concept, it doesn't really test your strength or melee to unlock, it goes ahead and unlocks it. Edited for typos and clarifying.
  7. Alright, here's an update. After some Trial and Error, I can't say it worked. After first set of testing, I found that no matter which option I picked, the Papyrus Logs indicated that only the first option got selected (I put Traces under each option). After looking around, I concluded that this was probably attributed to the fact that when I created the Int ButtonPressed property, the const. was greyed out and checked so now it remains a const value (that's my guess anyway). So after attaching akTargetRef.SetLockLevel(0) under the first option to see if it actually worked, I find that the option was triggered, but the Door was still locked. This brings up a new question (assuming the code stays in the Frag): How can I make the Int Property not const, as it was checked and greyed out during creation. While the original questions remains: Is akTargetRef.SetLockLevel(0) (or something similar) usable in a perk fragment? If not, what would be the best way to go about it? Like before, any help is greatly appreciated.
  8. I just compiled it using "akTargetRef.SetLockLevel(0)" instead and theres no errors! Thank you very much for the help, will try this out ingame to see if it functions as intended.
  9. Just tried that, but It still states when compiling "variable unlock is undefined". Way I figured, I have to define it in properties or figure out to throw this code in a seperate script and have this perk try to trigger that script, which I'm not sure how to do either.
  10. What I'm trying to accomplish: When the Player attempts to activate a lock on a container or door, instead of opening the lockpick mini-game, a message box will appear with options to choose how you want to unlock the container/door (Strength Check/Use Explosives) and will unlock the container/door if the player passed. How I've tried to accomplish this so far: Give the Player a Perk with a Entry Point; Activate, and set the following Target conditions for the entry; GetObjectType Terminal = 0 AND, GetObjectType Container = 1 OR, GetObjectType Door = 1 OR, GetLocked = 1 AND, and finally GetLockLevel <= 100. The following code in the perk fragment is simplified: LockpickMenu.Show() ;The Message Box that will present the following options If ButtonPressed == 0 ; Option 1: Do Nothing ElseIf ButtonPressed == 1 ; Option 2: Test of Strength Unlock ElseIf ButtonPressed == 2 ; Option 3: Test of Melee Unlock ElseIf ButtonPressed == 3 ; Option 4: Test of Explosives Unlock ElseIf ButtonPressed == 4 ; Option 5: Lockpick Minigame LockpickReminder.Show() ; A Message EndIf Properties for ButtonPressed, LockpickMenu, and LockpickReminder has been filled successfully. My Problem is that I can't find a good way to input a function to replicate Unlock or SetLockLevel(0), as using Unlock would state, when compiled, that its a variable needing to be defined, and SetLockLevel is not a recognized function. Can Unlock be defined in the properties, and if so, how? I read in a topic that you can't define a function in a fragment, but didn't recognize a good workaround that fits my situation. Besides that, I've scoured the Creation Kit wiki and other sites for clues, but to no avail. If the intended code can't work in a perk fragment, how should this be approached then? Any Help will be greatly appreciated.
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