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Hey folks, Back from a break and deciding to polish off a mod that requires information about object mods that are attached, specifically Automatron Robot mods, without using F4SE. Is there any sort of definite way to list all of the mods on a robot, preferably along with head/body/arm/leg types? It's a very specific situation and I'm not sure Papyrus supports it without F4SE which unfortunately is flat out not an option. If anyone has advice, I'd greatly appreciate it. Thanks!
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Mods for transferring electricity?
Maduin81 replied to VulpesHilarianus's topic in Fallout 4's Discussion
You want this guy - http://www.nexusmods.com/fallout4/mods/11165/? The quantum conduits it adds are wireless conduits, one on outside, one on inside, you're good to go. -
I'm confused. You found a mod that returns things you want to Survival, but instead rather bring Hardcore things to Very Hard? Sounds like you got what you want. But this probably won't happen as Survival items, such as food, diseases, are regulated by a quest. To do what you'd want, one would have to rebuild Survival from the ground up. Your best bet, would be do find/use/create mods that make Survival more of the way you want it. Not specifically trying to self-promote, but my mod http://www.nexusmods.com/fallout4/mods/13054/? actually somewhat does this now. The working in non-survival is actually currently accidental and not yet fully supported. I'm working on a rewrite that will more or less completely take control of Survival and allow most (all just flat out won't work as some are handled by native code, disabling fast travel the way Survival mode does for starters, though its still doable) features to be used in any difficulty. Since its not purposely supported, there are bugs with it, but I'm hoping to get those squashed soon.
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Hey folks, I was wondering if anyone knew if there were existing events to monitor the status of certain settlement objects. As examples, I know there's an event that fires when actors are assigned to jobs, and I know of the daily update event. What, if any, event fires to update the GUI to show updates when you toggle a generator on/off or put down a water pump(This one can be workshopobjectplaced, I guess)? Maybe OnActivate or PowerOn/PowerOff? I was kind of hoping for a general "This object/actor/whatever changed, so we're just going to say hey, something changed" event. Any ideas?
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How In The World Do I Upload Mods To Bethesda.net
Maduin81 replied to Percephere's topic in Fallout 4's Discussion
If you export the mod info when uploading to PC, it creates a separate file. When uploading to consoles, import that file and it'll allow you to have the same name, appending XB1 and all that automatically, but invisible to you, you'll only see it on Bethesda.net. However, you will still need to upload pics. -
Bump. Nobody have any suggestions? I really hope there's a better way as this one is kinda sluggish.
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Yep, it's working relatively well now, though I'm having troubles getting searches along the z axis to return anything. Not a major deal since all the objects should share the same z axis. I'm trying to compare this to my original method to see which is more efficient as far as getting the connected objects. Basically, I'm hopping through every item to get, say, the furthest item on the left, then return an array of all objects from left to right with left being index 0. The original method would just center the search on that particular object and look in each direction for another object then do another search based on that, which is relatively accurate, but I can see scenarios where it would cause issues. This one offsets the position and centers the search where the new object should be. It /should/ be more accurate, however there's a few more calculation steps going into it, so I'm kind of concerned with overhead.
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I'm not familiar with the ShowGiftMenu function, but there is this guy - http://www.creationkit.com/fallout4/index.php?title=OnItemAdded_-_ObjectReference You can check the object that was moved and move it back to the original inventory if its the wrong type, basically rejecting it. Also, you can verify that it is the correct type, etc.
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Heya, I was wondering if anyone had an easier way to get statistics of subsets of settlement objects, for example a single power grid? Right now, I can search a huge range, 30000ish (thanks to Spectacle Island) for all generators, then see if they share a power grid with whatever I'm checking against, then I tally up their generated power to get the total. It works, but I don't feel it is very fast, or very efficient. I was hoping that I could pretty much connect something up to a power grid, and directly say "This power grid has this much power available". Anyone have any suggestions?
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Heya MasterMagnus, I believe OnWorkshopObjectPlaced returns this, it's just a matter of capturing that event, I think the list in that case would work just fine, however I can't come up with a way to access those connection points, unless it's a pretend list and not actual object properties. DarthWayne, I really appreciate you taking the time here, though I'm having a few issues getting the example you provided to work. It's been about... 17 years since I've touched sines/cosines, so if you don't mind catching me up here, I'm thinking this is what the purpose of this is... I believe what's happening is that you're getting the angle of the object and using that to offset the current position to just off the side where something I'd want to search for should be. I've got the method compiling and its returning valid coordinates, that are fairly close, but don't seem to center on where I'd want. Below are the raw values for the base object, all the calculations (0/90/180/270), and the actual position of the object I'm looking for. I'm also using a search radius of 100 as its a fairly small object. Base - Angle:315.019714| X: -79113.343750| Y: 89210.585938| Z: 7846.123535Calc+000 Angle:315.019714| X: -79294.296875| Y: 89391.664063| Z: 7846.123535Calc+090 Angle:405.019714| X: -78932.265625| Y: 89391.546875| Z: 7846.123535Calc+180 Angle:495.019714| X: -78932.382813| Y: 89029.507813| Z: 7846.123535Calc+270 Angle:585.019714| X: -79294.421875| Y: 89029.625000| Z: 7846.123535Targ - Angle:585.019714| X: -79090.710938| Y: 89233.203125| Z: 7846.123535 Currently what I have, using the heading angle, I can get the position roughly on an x/y axis but no z, though z isn't super-important to me. I'd really like to get a working sample based on what you provided and extend on it as I think it'd be way more accurate and useful for me. Also, random question, will finding a reference work if any part of the object is in/near those coordinates or does it have to be its relative origin point? Edit: Oh, derp, the "256" being multiplied should coincide with the actual radius of the object not a static 256. I can detect stuff now, I believe I can refine it a bit more to fit my needs, though it appears getting the actual radius of an object in script might be tricky since getwidth and all that seem to return 0 for the objects I'm testing.~
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Yep, it's the same as a trigger event. I've looked closer at that trapbase, I'm not 100% sure that's what fires off with mines, however I can't really find anything that explains how mines work. I'm more familiar with scripting rather than editor objects though so someone else may be able to answer that?
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That looks about right, I'm assuming there'd be an activator of some sort either on the base object or in that script that would cancel the timer as well. If you can find what actually starts the timer, I'm assuming maybe a trigger volume?, you can replace the timer with maybe a OnDistanceGreaterThan event to see if the player moved too far away and blow up instead, with the activate unregistering that event.
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I can't seem to find any functions that so much as touch those connection points. I can sort of do what I need by doing FindAllReferencesOfType in an extremely small radius, removing self to get rid of the original, then comparing the heading angle from self to the others to get roughly what side they're attached to. This doesn't definitely even tell me if they are attached, only extremely close and roughly what direction. I thought HasNode would give me /some/ connection point data but either it doesn't or I'm using it incorrectly. Any help on specifically the connection points?
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Err. I suppose it sounded that way. It should just be a base object edit. I meant all mine /types/
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I'm not quite that familiar with actual in-game objects yet, and I'm not quite sure where to look for what I'm asking, so I was wondering if someone might have an answer here? Using Papyrus, is it possible to get the objectreference of objects snapped together, say walls or floors? I think what I'm looking for is something along the lines of HasNode()? Basically, let's say I put down a piece of floor, I snap another piece of floor to the 'north' side of it, can I check specifically that 'north' side to A) see if something is attached, and B) get the object reference of that something, and bonus C) Get the node on the 2nd piece(For ease, we'll call it the 'south' side) that is connected to the first? Right now, I'm thinking closest I can come is using GetClosestReferenceByType() + HasDirectLOS() but I'm not sure how well that'd work or if there might be something better? Any help here would be greatly appreciated!