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Syngrith

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About Syngrith

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    Poland
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    Prey (2017)
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    XCom 2: with the Long War

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  1. Script working on alias on player. Take One: Clip size related Scriptname testing extends ReferenceAlias SPELL Property spell_that_has_your_effect Auto Const Weapon Property YourWeapon Auto Const Float Shot ;\\\\\\\\\\\On Start EVENT onInit() Shot = 0 endEVENT ;\\\\\\\\\\\\On Shot Event OnPlayerFireWeapon(Form akBaseObject) if akBaseObject == YourWeapon if (Shot == 0) ;First Shot Game.GetPlayer().AddSpell(spell_that_has_your_effect) Shot = 1 elseif (Shot > 0) && (Shot <11) ;Other Shots Shot = Shot + 1 elseif (Shot == 11) Game.GetPlayer().RemoveSpell(spell_that_has_your_effect) Shot = 0 endif elseif akBaseObject != YourWeapon Endif endEvent ;\\\\\\\\\\\\\On Unequipped when the effect is active Event OnItemUnequipped(Form akBaseObject, ObjectReference akReference) if akBaseObject == YourWeapon if Shot>0 Game.GetPlayer().RemoveSpell(spell_that_has_your_effect) elseif Shot <=0 endif elseif akBaseObject != YourWeapon Endif endEvent ;\\\\\\\\\\\\\On Equipped when the effect was turned off in step above Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) if akBaseObject == YourWeapon if Shot>0 Game.GetPlayer().AddSpell(spell_that_has_your_effect) elseif Shot <=0 endif elseif akBaseObject != YourWeapon Endif endEvent Take Two: GetItemCountRelated Scriptname testing extends ReferenceAlias SPELL Property spell_that_has_your_effect Auto Const Weapon Property YourWeapon Auto Const Ammo Property AAmmo Auto Const MagicEffect Property EEffect Auto Const ;\\\\\\\\\\\\On Shot Event OnPlayerFireWeapon(Form akBaseObject) if akBaseObject == YourWeapon if Game.GetPlayer().GetItemCount(AAmmo) > 0 if Game.GetPlayer().HasMagicEffect(EEffect) == 0 Game.GetPlayer().AddSpell(spell_that_has_your_effect) elseif Game.GetPlayer().HasMagicEffect(EEffect) == 1 endif elseif Game.GetPlayer().GetItemCount(AAmmo) == 0 if Game.GetPlayer().HasMagicEffect(EEffect) == 1 Game.GetPlayer().RemoveSpell(spell_that_has_your_effect) elseif Game.GetPlayer().HasMagicEffect(EEffect) == 0 endif endif elseif akBaseObject != YourWeapon Endif endEvent ;\\\\\\\\\\\\\On Unequipped when the effect is active Event OnItemUnequipped(Form akBaseObject, ObjectReference akReference) if akBaseObject == YourWeapon if Game.GetPlayer().HasMagicEffect(EEffect) == 1 Game.GetPlayer().RemoveSpell(spell_that_has_your_effect) elseif Game.GetPlayer().HasMagicEffect(EEffect) == 0 endif elseif akBaseObject != YourWeapon Endif endEvent ;\\\\\\\\\\\\\On Equipped is not needed as effect will get added on shot - EDIT - I'm pretty sure you don't have to registerforremotevent for OnPlayerFireWeapon but I might be wrong.
  2. If I understand correctly you want to send dogs to settlements? It might not be what you are looking for but MFO has a system for sending non-setlers to stay in settlements http://www.nexusmods.com/fallout4/mods/24081/?
  3. You would need a wearable item - parachute (model and animation) and some animations for air evolutions as without them you would just fall a really long time legs first.I'm not sure how to solve the landing except for all effect go away on parachute unequipped
  4. Nope. Somebody actually made a banana gun. Your idea sounds fun, and kind of doable. Disable falling damage. Make player jump on activator pressesed. Add parachute for looks. Slow player down if needed. I don't think stealth part would work, it's not dishonored. On landing reset player speed if needed. Turn falling damage back on. Done. Also i don't know how high you can go. Use console command to make player fly and chceck it :p to make vertibird fly higher you would need to set it's pos z higher.
  5. I think deacon changes clothing on location changed. Idea is cute, maybe I'll try it?
  6. I have two big mods I'm working on right now and I simply don't have time to do this. Although a little kid running around stealing stuff would be cute. Biggest problem would be voice-acting as always. I'd do the voice myself if my accent wasn't so bad. As for model you'd need playable children. Make a character and then face-rip him to make him unique looking. And maybe setscale(0.9) so he looks his age.
  7. Nope I have my lore straight. Sorry for a spoiler. Anyway... They were probably orphans send or escorted to Little Lamplight by people who grew up there. At least this is my theory. Also MacCready isn't that old. He's 22 in F4 so... I wanna mod for that but I can't make character models to save my life and let's not even begin on voices. - EDIT - I don't think anybody would be doing a Little Lamplight mod any time soon (unfortunately), but I'd be happy with just a custom NPC mod.
  8. Start with something simple. I started in Skyrim with making custom player houses and modifying Thieves Guild but I never published anything. My first mod on nexus was a simple sightseeing disguises because I did not want to destroy Libertaria and Easy City Downs. If you want to go into scripting this page will be helpful: https://www.creationkit.com/fallout4/index.php?title=Category:Papyrus
  9. So we all know that... I would adore if somebody wrote a mod that would add a little MacCready to the game. He can come on his own/travel with a caravan I'll leave story to the mod author I just ask that he was a little s*** we would all expect from MacCready offspring. :smile:
  10. I probably fall into the second category then, heh. Post it for Xbox. They download like crazy. Like I have seven times as much downloads on Bethesda-Xbox than on Nexus.
  11. I love comments that go like this: your mod doesn't work for me fix it/your mod broke my game. Or: your mod is conflicting with this mod make ma a patch now! Seriously. I try to be a nice person but sometimes only logical answer should be "you are stupid go away". No details about what doesn't work. I understand being clueless about how mods work but they could at least be nice about it? My favourites are: 1. I've got a ton of mods installed and your doesn't work/bugs: it's broke. Even if it works for everybody else. 2. Reporting a bug because game doesn't want to start after binge-installing a ton of mods at once and it definitely is your mod. No details are ever given. 3. I did not read the description because who has time for that, how to do this and that in your mod? 4. I don't like that minor detail. Change it. 5. I'll install your mod after you change this and that. >.< - EDIT - Also Nexus community seems to be a bit spoiled. You want a nice reaction to your mod? Post it for Xbox on Bethesda. I was super surprised. Not a lot of comments but the one you'll get are mostly nice or relevant questions. It's like a mod posted 4 days ago. Nexus 600+ downloads Xbox 4000+ it's good for ones ego :P
  12. Page305: it probably was the unchecked respawn that caused containers to reset. I think you did everything you could now. JustynThyme: Use Wyre Bash. Find mod you want to modify. Right-click it. Choose Esmify me. Do not exit wyre bash. Open ck. Load mod you want modified and your mod (from now on it would need the other mod as a master file) do your edits. Changes should stick around this time. Save. Exit ck. Right-click on the mod you wanted modified. Choose Espify my. Exit Wyre bash. You need to have load multiple master files enabled in ck.
  13. Also dialogues are hell compared to Skyrim. And ba2 files while way easier to pack than trying to keep all your scripts in check make it really hard for new people to get into modding. Also I don't think there is demand? For anything other than new weapons models anyway. Three days ago I've resiled a mod that I've worked on for ages. (It's still a wip but fully functional) making disguises real, with factions reacting and so on. And I got like 607 downloads. It's discouraging.
  14. How can you add alias to all items in formlis? I'm trying really hard to avoid dynamically attaching it through the cloak loop as I already have several of them working in mod. And I don't want to attach a script to items directly because it causes conflicts with other mods. I need a way of attaching an alias with a script (disguise script) to unspecified amount of armour paces in formlist (raider armour). I've tried on item added but no luck here, because items in inventory are evil and can't be used outside of inventory safe functions >.< EVENT onInit() Game.GetPlayer().AddInventoryEventFilter(FL_RAF) v.Show() endEVENT Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) BlaBla.ForceRefTo(akItemReference) endEvent And maybe I'm stupid but Create Ref to Object and Find Matching Reference don't seem to work, or I use them incorrectly. If somebody knows how to do it please help. - EDIT - RegisterForRemoteEvent did not help - EDIT 2 - If somebody has any idea please write to me. For now I'll just have to use a workaround. And by that I mean an examine activation option added by perk floating above items in formlist.
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