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netramz

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  1. I'd like to be able to create a scripted spell that can target items on the ground. I would prefer to also be able to filter the targeting behavior to only be concerned with items that the player may pick up. Open Lock spells seem to target objects, but I'm not sure what a script that does something similar would look like.
  2. I'm now starting to think I was completely misled by the idea that I could get a single follower package to work that can be applied to every summoned creature and have its target dynamically set. If I am understanding correctly, packages are static and changing the target of a package means that the target will change for all actors with the package assigned. I'm not quite sure where I'll go from here, but I've managed to figure out how to run the creation kit script extender and am looking into different OBSE functions that may be able to help.
  3. As a small continuation on my previous post, I attempted to update the spell so there is no unique logic for the player, and so that the custom summon would always choose a target with the follow package I described in the previous post. It appears that a very specific object name and type must be specified for the package in order for it to work. This leads me to wonder if there is any way to dynamically assign an AI package's target while it is being added to an NPC?
  4. I just realized that I have no clue how to debug this because I have no clue how to make my summon cast my custom spell, even though they generally start casting any available spell to help them in combat when they engage. Anyone have any tips on that part? I'm wondering if this will work, but it may be redundant to set a disposition and faction at the same time: When a custom NPC summon spell is cast, the custom NPC summon's disposition toward the caster is set to 100 and the caster is added to an "NPC Summoner" faction. Then a follow package is added to the summon, the follow package's target is set to "Any Object" the Object ID is "NONE" and the Object Type is "NPCs". I believe this alone should make the custom summon follow any NPC in proximity. Then in the Conditions tab, I add conditions that are ran on the target that are `GetDisposition == 100` and `GetInFaction(*NPC Summoner Faction ID here*) == 1`. I think because I am creating a duplicate of the player using `CreateActorFullCopy`, the duplicate should not inherently hold any disposition values toward any other NPCs? This is based on the assumption that the player character does not obtain its own disposition values, but that only NPCs obtain dispositions toward the player and other NPCs. If this is true, I would not need to rely on the NPC Summoner faction at all. Perhaps the faction would come in handy if I was summoning a full actor copy of some other generic NPC though? Thanks all for the feedback, I really appreciate it!
  5. Is there any mod currently doing this? I created a mod that duplicates the player as a custom summon, and I think it would be really cool if that custom summon's actions could cause the player to gain experience toward whatever skills the summon utilizes. For example, if my summon casts flare, I would like the player to earn destruction experience. Any help on this would be much appreciated. I'm pretty sure there is no current framework in place for NPCs to gain experience in skills. It would be nice if there was, because then I could duplicate/redirect those skill advances toward the player. Instead, I think it would probably be required that I add scripting behavior that hooks into every action the NPC makes that would advance a player skill and then add a standardized experience value to the player as a result of that action. I'm hoping there's an easy way to detect when a spell is cast and what spell school it belongs to when cast by an actor you already have a reference to, but I'm not completely sure how that works yet (will be looking it up). Hopefully then there is some easy way to detect when an NPC is attacked and what gear they have equipped, so they can reward the player with heavy or light armor experience. The same would then go for when they are attacking and what weapon they have equipped for weapon experience. I don't think I'll worry about acrobatics, athleticism, sneak, security, or any other similar non-combat skills for the purposes of this mod. I think this would still be a reasonable approach, but would love to hear any feedback on how this could be made easier or simply why it just won't work.
  6. Hello, I am trying to create a custom conjuration spell that instantiates a new actor and then has the actor follow the caster. Currently, I am adding an AI Follow package to the new actor via scripting, but its target is statically set to the player. I would like the spell to be castable by AI though and result in the conjured companion following the AI caster instead of the player. Is there any way I could set the AI package's target dynamically through scripting? Or is there any way the package target could generically be set to whoever cast the spell?
  7. Hello, I am trying to create a custom conjuration spell that instantiates a new actor and then has the actor follow the caster. Currently, I am adding an AI Follow package to the new actor via scripting, but its target is statically set to the player. I would like the spell to be castable by AI though and result in the conjured companion following the AI caster instead of the player. Is there any way I could set the AI package's target dynamically through scripting? Or is there any way the package target could generically be set to whoever cast the spell?
  8. Yeah let's totally trust the vertibird pilots with our precious powersuits lol
  9. I read that the two-shot modifier on the shotgun only adds an extra pellet. So if you fire a two-shot 10mm, it shoulds two bullets, but if you fire a shotgun that shoots 8 pellets normally, but then has the two-shot mod, it will only shoot 9. I'm unsure if that is true though. By the way using the mod "Mega Explosions" on an explosive shotgun is just funny and will drastically increase the lethal range of your combat shotty. I one-shot a supermutant behemoth from probably over 20-25 meters away with it.
  10. Aside from the weapons mentioned here, I'm not sure any other "unique" weapons have anything visually distinguishing them from a randomly generated legendary variant of the same weapon. It would definitely make sense for legendaries to have some type of visual aspect differentiating them from a regular weapon rather than just a star beside its name. For example, I'm pretty sure if you pick up a two-shot combat rifle, you could just name it Overseer's Guardian and you have a copy of a "unique" weapon.
  11. Well I guess at that point you're doing away with realism completely and you're just integrating an on/off switch into the fallout interface. You could, granted with a tiny bit more effort, tab out and connect to an online radio yourself and it would essentially serve the same purpose.
  12. Dude the map is extremely small. I find it very awkward that I went from Vault 111 at the beginning of the game all the way to the farthest East I could go in about 10 minutes.
  13. I find the whole story kind of just lazy. On one hand, I do understand that you wouldn't just hop out of a cryo pod and go straight for your husband's killer/son's kidnapper when the last thing you witnessed (before the killing + kidnapping) was the outbreak of nuclear warfare. I guess it would make total sense to take your time and try to learn your way around the wasteland and maybe get some friends. I mean he knows you're alive, and he also knows that you just watched him take your family away from him. A person like that you probably ought to be scared of. But then on the other hand, the game forces you into the weirdest position and forces you to disconnect yourself from your character. The thing that pisses me off the most is, and I guess this might be a spoiler (but seriously just think about logic dude), why would your character think that not more than a year or so had passed since the time that they were first unfrozen (when they were still stuck in the cryo pod)? Your character is left to relay so little information to other NPC's or perhaps just stuck in a sense of extreme stupidity, regardless of your intelligence level (and seriously are there even int check dialogue options in this game?). It was just sad that even when I told a certain NPC that a 10-year-old boy HAD to be my son, he just was like "nah bro, you said it was an infant, that makes no sense." Your character is perpetually in pursuit of the son that they used to have. This may be realistic to an extent dependent on SOME players personalities, but why is there not even any way to hint that your character has given up hope? I mean even if they allowed your character to admit that they thought your son was already dead, there would be no reason at all to not at least keep the hope that they would at some point at least find out what happened to their son. You are almost completely incapable of roleplaying as someone other than an obsessive parent. You are not allowed to be the bad guy, you're only allowed to be mean to people. I don't know if you can beat the game without speaking with the Minutemen, but it seems like you are stuck with them no matter what you do. They are a symbol of freedom and for some reason you are stuck on the same track as them, helping anyone you can in the wasteland, which is COMPLETELY the opposite of how I played Fallout 3 and Fallout NV. In both of those games, whenever I saw a settler in the wasteland, I'd kill them and loot them so that at the very least I could get some extra experience for killing them. In this game my best bet to get experience is to just help everyone I can. f*#@ dude, You literally cannot be a bad guy. /rant
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