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Everything posted by Shoneah0Tokala
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As stated in the title I'm looking to gain some input from players on a feature of the mod that I'm working on. When the player's health drops below 20% there will be a chance to trigger an effect. Either a Cloak or an AOE (spawn hazard). for balancing there will be a cooldown on this effect: Almost a beat for beat copy of the "On low health do X" Legendary armour mods from Far Harbour, with my own personal flair. Fortunately the script for this is very straightforward so all I really need to accomplish this is to make up my mind, and that's where you all come in. :wink: What would you prefer to use when playing Fallout 4: a cloak that boosts your defence and damages enemies for a time, or an AOE that will damage enemies and push them back?
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To the Script Modders
Shoneah0Tokala replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
LOL, Awesome. :D Mind if I quote this in the future? -
Hiya people, I Recently had the idea to rewrite my scripts so as to be usable with multiple magic effects, and take the player's perks and Action Points into account. To me this seems A lot more sensible than writing pretty much identical lines of code for every effect. The thing is, my scripting ability is all self taught or gained through conversation with other modders (more often than not the Papyrus Primer feels like gibberish to me) so I'm not certain if my current method is smarter, or just lazier. I also wonder about the performance impact my scripts will have on the game, So I was hoping you guys and girls could just take a poke around and let me know if I'm on the right track, or what you'd do differently in my place. Here's one of the original codes I was using: And then here's the rewrite: As stated before, the latter method is far easier and quicker. And to my untrained eyes it looks like the smarter solution, but clarification would be much appreciated. As for my questions about AV's, I've put together a custom Actor Value that I'm planning to use a great deal later down the line, unfortunenately I can't find a way to increase it's total Value in game without papyrus.eg. the AV starts at 0, player has 2 chems with "Value Modifier" & "Peak Value Modifier" Archtypes attached to them and a Magnitude of 5 on each. I reckon one of those should have increased my AV to 5, the problem is that nieither of those effects actually do so. Inversely if I change the effect of the chem to Detrimental and flag the AV as "damage is positive" then use the chem in game my AV does increase as expected.If that last paragraph hasn't confused you in the slightest then you're the one I'm looking for :wink:Essentially what I want to accomplish with this AV is: AV will have a min of 0 and a max of 10,000, when the game starts AV is at 0 and by accomplishing certain tasks the AV will increase (similar to xp) and when the player Unlocks or Upgrades new Powers (the spells mention previously, Ice Skin etc) the Av will be decreased again by the specified amount. I could use "damage is positive" if I really need to but I'm worried that I'm going to trip myself up further down the line with this method (ResAV = DamAV, DamAV=ModAV....??). That's all I have for today, thanks in advance.
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Hey again people. Just thought I'd drop another little update on my progress. So, I spent most of yesterday fiddling with markers and such, it was a great idea and helped with the issue of the spell not working in first person. However it came with its own set of problems (chief among them being that the spell could not be aimed, and would spawn from a point on the floor, just behind the player, meaning the spell would either hit me in ankles or go skidding across the floor between my legs), I also spent a bit of time using "moveto" to try and reposition the marker prior to casting, headshot myself a couple of times before I decided to try something else. In the end I used a "dirty" method that forces the spell to fire off at wherever the player is aiming. Essentially it goes: Chem (PlayIdle, cast targeting spells - Target Location and Target Actor) -> Targeting spells (Cast actual spell, source - akCaster / destination - akTarget). Seems to work in both 1st and 3rd person cams with my test subjects taking damage in both instances, although the projectiles will only appear in 3rd person and seem to deal extra damage on impact - I'm just gonna call that 'easy mode'. I also answered my own question on resizing projectiles, it can be done in nifskope, rather easily as well. At some point I intend to go back to fiddling with markers because I reckon they'd be great for a teleport spell idea I've been toying with, thanks again for pointers.
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Is it possible to change the size of a projectile within the CK, like can I make a duplicate and edit the scale? Currently "Cryo Blast" looks more like a "Snowball Throw". If needs be I could alter a copy of the projectile in nifskope or 3ds bit that feels like 'a long walk for a small glass of water', so to speak.
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I think that's what I was referring when I kept saying activators. I will definitely test this method when I get home, looks interesting.
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That's worked. Thank you. it's a little buggy still (the spell will only work in 3rd person with no fine aim, hits noticeably to the left of the crosshairs, and fires off before anim starts). For the anims I reckon a slight tweaking of the code may sort that out. I'm unsure what to do about the 3rd person limitation at this moment. The targeting kind of makes sense, after all the player is essentially hurling a spell from their left hand; not ideal for the player when trying to aim but it's hardly the biggest problem. Unfortunately I'll be away from my pc for a couple of days now, so won't be able to implement anything new until the weekend. I'll still be about on mobile and checking in on the forums if anyone wants to make a suggestion or whatever. Thanks again. Bye for now.
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Yeah, it does, figured I'd double check it just in case and everything appears to be as it should. it's also worth noting I can use console commands in game to force the spell to be cast, and I get the correct projectile and effect etc. so as far as I can tell my spell and my chem are both working just not together.
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Hello again guys, thought I'd post a quick update. I don't know if the script was just corrupted or something. But I just deleted then rebuilt the effect, potion, and script. Now I have the "AddItem" and "PlayIdle" lines working in game, the "Cast" still does nothing, but progress is progress. Funnily enough I'm pretty sure that I'm following a similar path to the berry mentats: "Cryo Blast Power (Potion/Self) --> Cryo Blast pot effect (Effect/Self) --> Cryo Blast Spell (Spell/Aimed) --> Cryo Blast Effect (Effect/Aimed). I hadn't actually looked into the Berry Mentats though, but that could be useful. What do you all reckon about using activators if the spell doesn't fire from script? ie: Potion: onEffectStart -> placeatme = myactivator. Activator: onLoad -> cast = myspell. I get the feeling that method is going to be easier said than done though...
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Hey all, I'm gong to try and keep this as short and straightforward as possible. Unfortunately while I know what it is I want to accomplish I'm uncertain of the how and have already started encountering problems that I can't seem to solve. So in essence what I want to do is add some new powers into Fallout 4, Now I know this has been done before with mods like "Mutant Powers" etc. However, I was hoping to do things a little differently, as such I don't want these powers (which are essentially spells) to overwrite any of the equip slots for Throwable, Weapons, or Armours. Instead my aim was to use Aid items that the player can assign to favourite and then just fire them off, while still being able to use any equipped weapons. This method should work fine for the powers that target "self"; such as buffs and cloaks, theoretically AOEs centred on the player could be activated in this manner too. It starts to get a little more complicated when I want to move on to powers that target other actors, now from my understanding of papyrus and the CK in general it seems like the way to do this would be with scripts that cast these powers when the aid item is used. This is where I'm getting really stuck. For my first targeted power (Cryo Blast) the player would use the relevant Aid item, after which the item would be added back into their inventory, they would play some kind of anim, and the spell would be cast in the direction they're facing. Here is the script I tried writing (it complies with no errors and I assigned all of the relevant properties in CK however it appears to have no effect when used) I have added the "; comments" to try and provide a little more detail and insight into the problem, they obviously were not in the original script(s) I wrote: Another Idea I've had is to place an activator at the player and have them trigger it through scripts, this activator then "forces" the player to use the specified anim, and fires the associated spell in the direction that the player is facing, however I feel like there's something I'm still missing. Currently my success rate with FO4 papyrus is like 50-50 so help in that area are greatly appreciated, but any other ideas or suggestions you guys may have on the ck side of things that might make things easier would be welcome too.
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Starting a quest on Chem usage
Shoneah0Tokala replied to Shoneah0Tokala's topic in Fallout 4's Creation Kit and Modders
Hi, I have made sure to link the properties My quest does have a stage 1 (which is simply an in-game timer set to progress to stage 2 on reaching end of time limit. Stage 2 of said quest reverts player back to human race) I'm away from ck at the moment but will double check run on start when I get back, though if I recall correctly it does have run on start. Did not think about the save game issue. will definitely keep an eye on that too. I was wondering it might if it might not be more straightforward to implement the "unusedstamina" AV (probably a throwback to skyrim), add it to my race along with an effect that causes DoT to the AV, and then simply adding a function to all of the "superhuman abilities" that requires the user to have "unusedstamina" >= 1? I've never dealt with av's before maybe trying to use this method would cause a mess I'm unable to fix, then there's the fact that I'd need to add a status bar to the HUD so users can track their "unusedstamina", The bonus though would be that there'd be no issues with quest scripting, and that having my timer tracked as an AV might make the mod feel more immersive. comments?- 2 replies
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Starting a quest on Chem usage
Shoneah0Tokala posted a topic in Fallout 4's Creation Kit and Modders
So name is somewhat self explanatory, I've created a chem that when used turns the player into a superhuman. there's an accompanying quest that is also meant to activate when the player is "superhuman", My transform script works completely as I intended, so does my quest; though the only way to start the quest currently is through console commands. I tried adding some relevant lines to my transformation script but it doesn't seem to make very much difference. Here is my script: Also I'd like to point out that I've tried a couple of variations such as "Game.GetQuest(SHSS_FEVTQuestTimer01).SetStage(1)", "Game.SetStage(SHSS_FEVQuestTimer01, 1)", "Game.GetQuest().SetStage(SHSS_FEVQuestTimer01, 1)", "Game.GetPlayer().SetStage(SHSS_FEVQuestTimer01, 1)" Evidently these didn't work either :/ As you can probably see I'm not a pro at papyrus by any stretch of the imagination, I found the call to quest line "[Quest Name].Setstage(1)" from looking through papyrus reference on the ck website but I'm clearly not using it right or things would be working by now. How can I alter this script to make it run. Or would I be better off attaching another script directly to the object so that my transform script is still on the MGEF, but there is a second script on the "Potion" that runs quest on object init. Maybe there's another much simpler method that I'm missing? <nb> Adding a duration to my MGEF is not ideal as that appears to use real-time and I want my effect to wear down during game-time progression.- 2 replies
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Starting a quest on Chem usage
Shoneah0Tokala replied to Shoneah0Tokala's topic in Fallout 4's Discussion
Also I'd like to point out that I've tried a couple of variations such as "Game.GetQuest(SHSS_FEVTQuestTimer01).SetStage(1)", "Game.SetStage(SHSS_FEVQuestTimer01, 1)", "Game.GetQuest().SetStage(SHSS_FEVQuestTimer01, 1)", "Game.GetPlayer().SetStage(SHSS_FEVQuestTimer01, 1)" Evidently these didn't work either :/ -
So name is somewhat self explanatory, I've created a chem that when used turns the player into a superhuman. there's an accompanying quest that is also meant to activate when the player is "superhuman", My transform script works completely as I intended, so does my quest; though the only way to start the quest currently is through console commands. I tried adding some relevant lines to my transformation script but it doesn't seem to make very much difference. Here is my script: As you can probably see I'm not a pro at papyrus by any stretch of the imagination, I found the call to quest line "[Quest Name].Setstage(1)" from looking through papyrus reference on the ck website but I'm clearly not using it right or things would be working by now. How can I alter this script to make it run. Or would I be better off attaching another script directly to the object so that my transform script is still on the MGEF, but there is a second script on the "Potion" that runs quest on object init. Maybe there's another much simpler method that I'm missing? <nb> Adding a duration to my MGEF is not ideal as that appears to use real-time and I want my effect to wear down during game-time progression.
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Damned LUTS, please help.
Shoneah0Tokala replied to Shoneah0Tokala's topic in Fallout 4's Creation Kit and Modders
It's taken me this long to realise that that for whatever reason I can't use any custom hair colour mods; don't ask me why. So even if I'm doing this remapping thing right I'd never know. thanks for your advice, I'm sure I will come back to this at some point- 4 replies
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Damned LUTS, please help.
Shoneah0Tokala replied to Shoneah0Tokala's topic in Fallout 4's Creation Kit and Modders
Interesting theory, I know my way around nifskope a little so I think I can manage that.... However, wouldn't this method require me to edit 'every' hair mesh to achieve my goal? Also, it's worth pointing out that I'm starting with white, but will ultimately be making several colour variations- 4 replies
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Texture "Problem"
Shoneah0Tokala replied to HULKHOD3N's topic in Fallout 4's Creation Kit and Modders
I think it might have something to do with the "environment map", can't be certain but was having a strange issue when making custom eyes; in some areas they looked really matte, cartoon-like, and not very nice. Then when I step into exterior cells they'd shine like headlights. -
OK, so I've been trying to add a custom hair colour into fallout 4. I've followed steps posted by others, such as 'remapping' and creating a '.json', however, my hair color will not show up in-game, unless I break the mould and add it directly into the hair colours list; but then it always comes out as salmon-pink, rather than the snow-white I was aiming for. Has anyone else encountered this problem before and do they know how I can solve it? nb. Looksmenu doesn't seem to work on my FO4 Installation; it automatically disables, and when I re-enable it it jumps to the very bottom of my load order. Maybe that's related...? Edit: I think I've fixed the issue with looks menu, it stats active now and doesn't move itself down the load order when I'm not looking. But still no custom hair colours are appearing in game, from myself or any of the other hair mods I've downloaded. Please, if anyone can help my sort this issue out, I'd greatly appreciate it. Been trying to figure it out for myself for well over 2 weeks now, it's now one of the only things left before my mod is finished.
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Creating a super soldier character.
Shoneah0Tokala replied to Elbubsio's topic in Fallout 4's Creation Kit and Modders
lol awesome, If you know a little about the creation kit then you set up all the effects mentioned above and place them into an ability (I.E "Super Soldier 1") that can be added to the player via food, chems, console command etc..., the same for S.P.E.C.I.A.L points and several Perks; that's where I started out. Currently I'm trying to see if I can tweak them into a custom race with added hair/eye/skin options. Funnily enough FO4 really feels geared toward a superhuman/super soldier styled play through: Waterbreathing? Slow Time? or my favourite Adamantium skeleton? it's all there for us, just waiting to be pieced together. -
Creating a super soldier character.
Shoneah0Tokala replied to Elbubsio's topic in Fallout 4's Creation Kit and Modders
Lol, I'm actually currently working on a FEV-Super soldier mod myself that will do most of those things. afraid I don't know about the running animation yet but I'm sure i'll encounter it soon. If I figure it out I'll get back to you ;) -
Need help please, pretty new to the CK
Shoneah0Tokala replied to Nina28209's topic in Fallout 4's Creation Kit and Modders
In theory I think it could work... If you are unsure of what you are doing then you may notice issue with the Navmesh (i believe that's what it's called) where the game engine will be stating that the floor is at 'x' height even though your roads are in fact at 'z' meaning the player and other npc's could end up marching into and through the roads rather than over them, or simply climbing over non-existent piles of rubble. I'm not certain on how this works in Fallout though, I was working on a worldspace mod for skyrim once and a problem I kept encountering was dropping through the floor. That being said I don't see any reason why you shouldn't give it a try; some of your terminology suggest to me you're at least somewhat experienced in CK, plus there are many modders out there that have accomplished similar feats, though on a smaller scale such as: Pre-Apocalyptic roads and sidewalks for sanctuary, or, Sanctuary - Reworked roads sending a pm to authors that have worked with the roads already and asking for advice would be an asset to you. Also, start small, test regularly and make frequent back ups of your mod. As I suspect a mod on this scale has the potential for errors in gameplay (much like the other you mentioned in the original post) and having a back up of before you caused the error could save you serious time in the long run. Good luck and I look forward to seeing what you accomplish :smile: -
So, I was working on a mod that loosely involves tweaking the hair colours of Fallout 4, when I noticed that even without loading the Nuka-World.ESM into the CK the Nuka hair colours were all still there. with all the same parameters as if I had loaded up the dlc. So my question, Why can I view/edit these forms without having nuka-world loaded into CK, were they actually part of an update to the FO:4.ESM that was released with nuka dlc, is my PC/Copy of CK just bugged...? it's not a life or death question nor does it really change anything with my mod. but it is really bugging me....
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Dynamically swap headparts
Shoneah0Tokala replied to Shoneah0Tokala's topic in Fallout 4's Discussion
Nevermind, continued testing has shown me that I'd overlooked the little "override headparts" checkbox. Although that doesn't seem to work for hair unique colours...- 1 reply
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As the title suggests, I'm looking for a way to swap out head parts "on the fly" in-game. For my mood I wanted to make an unstable formula that when the player takes it it will cause the characters' eyes and skin to 'glow'. For the skin I simply created a 'sub race' that has its own texture path, so when the player takes the formula a script s sets to my sub race and voila glowing skin. However, the same is not working for the eyes. I've tried to make in so the sub race only has the'glowing eyes' available, but still when the set race script had done it's thing the eyes, and other head parts were the same. Which is where I'm now stuck. Could someone tell me if there's something I can try maybe there's an equip headpart command or something similar?
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is that code the ref id or base id? cos if it's the base id then it won't be much use I don't think but if you have her ref idea the open the console and type "PRID 03002b6c" then press enter (note if thise is her base id then nothing will happen at this point, if it's her ref id then it will appear at the top of your console screen). Now type "moveto player" and press enter again and she should appear next to you. Alternatively you could search every inch of castle volkihar (if you're working for the vamps) and every inch of fort dawguard (if working for the slayers)