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Nightylighty

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  1. Yes, SetOnMenuClickEventHandler idea worked out. I still would have preferred a way to stop fast travel which does not rely on EnableFastTravel function. It would require to first save and then restore fast travel state which I think is an unintuitive and roundabout way of handling this situation( UPD Somehow that became a problem( I tried to search for function which returns FastTravel/Wait state, or GameSettings and I can't find anything.. Is there any way to obtain current EnableFastTravel settings?
  2. Yes, that's it! Thank you. PS By the way i think sNoFastTravelCell comes from travel disable in interiors, fast travel disable from EnableFastTravel function has somewhat different text which is tied to sNoFastTravelScriptBlock. Just mentioning it on he off chance someone will find it useful in the future.
  3. In particular "You can not fast travel from this location.." message displayed then you try to fast travel with EnableFastTravel 0 Some way to suppress this message from showing maybe? Or, preferably, change it to some custom one on specific occasions..
  4. Preventing FastTravel that way seems impossible, even if I set EnableFastTravel 0 1 1 in my UDF handler, it sets restriction correctly, but then I get teleported anyway.. I'm now wondering if SetOnMenuClickEventHandler can be used on map markers? I discovered what map markers are added as a child tiles to World Map image tile, but do they have an id of their own? So if I understand this correctly, registering my function for map clicks would look something like this then - SetOnMenuClickEventHandler myHandlerUDF 1 "MapMenu#4", but is it possible to do so for map marker clicks?
  5. Yes, I read this tutorial and the one on event handlers which is why I am asking if I can prevent event process from being executed if my function runs before it. I just want for any attempt at fast travel to fail until certain conditions are met.
  6. Specifically, is it possible to stop Fast Travel from happening from within UDF registered with SetOnFastTravelEventHandler?
  7. Thank you for your response. I should note what at least half of the reason why I bother with this little mod creation is in the utilization of food items. While the game provides a lot of recipes for different food items and there is no shortage of materials for crafting food items throughout most of the game, even in survival mode there is very little reason to bother. Increasing rate at which "survival needs" accumulate will only serve to increase annoyance not difficulty. The Item for fast travel should serve as a resource sink for food items making survival more valuable and an actual option for leveling. Creating "one use" consumable item which will allow for fast travel use(if I understand correctly this is what you propose for a first attempt) while much simplier to implement (and it was something what first came to mind then I just started thinking about this mod) just seems too inflexible. Same amount of materials will need to be spent on travel to nearby location as on travel across the map for instance. So I arrived at this concept eventually and in it how travel enabling item is created in not really important as it is only created once (or rarely) it can easily use repair and be crafted at workbenches, but effectiveness with which it is repaired (the one in pip-boy, utilizing repair list of an item) should really come from survival, boost from repair skill would make no sense.. So I guess bottom line is - I should learn to use EventHandlers))
  8. More specifically, is it possible to switch Repair skill for Survival skill in Repair Effectiveness formula (or change formula altogether) then repairing one specific (custom made) item? I guess i should add some clarification to that. I don't have any real experience with modding aside from tweaking a thing or two in other people mods I'm using, but I wanted some sort of restrain on fast travel functionality for my next playthrough. What I arrived at after some search for relevant topics was this basic scheme: a) add a recipe for crafting my custom Armor Item at campfire - no model or any stats aside from its own hp, just an item what would allow for fast travel as long as it equipped and has enough durability left. b) restore it durability with food items - making a repair list and populating it with a food items seems easy enough, but here I realized it would probably have an effectiveness of each such repair between 5 and 20 percent dependent on Repair skill. And I want to change that for Survival. c) make my Armor Item lose its durability in fast travel (somehow) dependent on travel distance (somehow) and prevent use of fast travel if not enough durability left in Armor Item (somehow).. ps Should probably, also, invent a name for my Armor Item (somehow)..
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