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othunderx

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  1. In Automatron DLC has an Eyebot pod, it will release an Eyebot to search specific item that you setup in its terminal. Maybe this is what you looking for.
  2. This is really a nightmare, after givenMods = givenWeaponRef.CallFunction( "GetAllMods", new Var[0]) I just found out I can't do anything on givenMods because its Var type and function GetAllMods it returned ObjectMod[]. Compile will failed on cast givenMods to any object array type, Dose anyone face same issue before?
  3. It works !!! But according to f4se this scripts is for test only now. In archive http://f4se.silverlock.org/beta/f4se_0_02_07.7z just copy all .pex files under folder _for_test_only/Data/Scripts to Fallout 4/Data/Scripts Then using ScriptObject's reflection method to call the expended function.
  4. I've test item in the world, but still face the same error "Failed to call member function GetAllMods on [ObjectReference < (190055D3)>] - function name likely invalid, or object incorrect type".
  5. Thank you for your reply Comiconomist , thats really a good point. I think there is a way I do not even need to use F4SE in developing time, it should exists in its runtime after I installed F4SE and run f4se_loader.exe. And for script I intend to using reflection: givenMods = givenWeaponRef.CallFunction( "GetAllMods", new Var[0]) But sadly it runs failed with error "Failed to call member function GetAllMods on [ObjectReference <Item 6 in container (190055D0)>] - function name likely invalid, or object incorrect type". Still need to figure out how to using F4SE to developing.
  6. As I know this can be done by create a base item and attach all other object mods. ObjectReference newItem = PlayerREF.PlaceAtMe(givenWeapon) int j = 0 while j < givenMods.getSize() newItem.attachMod( givenMods.GetAt( j ) as ObjectMod ) j += 1 EndWhile PlayerREF.addItem( newItem, 1, true ) But how can I get all base forms of attached object mods on an exists item? If there are workarounds though, any information would be appreciated.
  7. Thank you! it's work , but did you know where the problem is?
  8. this problem i have ever see before , it's odd , the 3rd person camera can't keep up with character when i move(include move forward and back) , until stop moving role the camera just turn gradually to the right direction is anyone have same trouble?
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