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FatsackTony1

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Everything posted by FatsackTony1

  1. you can always just divide the MoveSpeedMult by whatever factor you increased the AnimMult by to get it back to what it would be if you were just modifying atk speed. You just may have to find the multiplier it changed to by the following: oldAnim = player.getav AnimMult oldMove = player.getav MoveSpeedMult player.modav AnimMult 20 player.setav MoveSpeedMult oldMove This might be a little buggy with the recover flag, maybe? Not really familiar but I'm sure you could solve it if theres an onRecover event you could write a similar algorithm on.
  2. So there were 2 mod ideas I was trying to work out. 1. Bullet penetration - I actually got this to work, but it was an all or nothing thing. I could easily get bullets to ignore most environmental geometry by removing that tag from the collision layer record on the projectile or weapon (been awhile I forget which) this also doesn't lend itself to realism, since even a pistol round would pass through 3 feet of concrete. Has anyone ever found out how to add custom collision layers to placeable objects in the creation kit? I believe it requires to edit it directly on the mesh itself, but I had no luck with nifskope and have not kept up with the current S.O.P. when it comes to working on meshes. 2. The second was to shrink the collision mesh for the player so that you can actually jump through windows, crawl out of porches, crouch and move through holes in the wall, etc. But to my knowledge editing player collision is completely hard-coded. Anyone know anything about these 2 situations?
  3. make an enchantment with a magic effect. have the magic effect buff movespeed, make sure the recover flag is checked on the magic effect, and add a condition on the magic effect or enchantment (not sure which) isSprinting true so that the magic effect on applies when you're sprinting.
  4. Every language I know short circuits as soon as the first false is detected when you're comparating a bunch of and statements.
  5. 1 thing, champolions decompiler changes Events to Functions, so make sure anything you've cannibilzed using that is an event not a function if it begins with On. Also, you can download notepad++ and a format set for it for papyrus, to help you identify mistakes. An output log would also help you narrow down what function and what line is throwing the error. (actually that should do that when you try to compile in the CK). Other than that, what is your probelm? Does it just not work sometimes? does it slow to a crawl? does it CTD? whats going on that it is not working correctly..
  6. Also, does anyone in here know where the Collision Layer form is set on a mesh? I tested a concept to add bullet penetration into the game, but the collision layer is split into statics, anim-statics, trees, etc, not enough specific deliniation to really make the mod realistic and good gameplay, although it works. If you remove the tree static and anim_static collision layers from the projectile collision layer it works, but it doesn't produce a bullet hole on the object it penetrates, but it does penetrate. The problem is I think the collision layer is assigned to an object in the .nif file, but I have tried to locate it and have had no success. Anyone got any insight?
  7. Yeah I was running into this problem too and never found an answer. Have you tried exporting it as an .obj file and then importing it into Outfit Studio via the BodySlide program? There you can export it as a .nif i believe. Try that
  8. So adding options to menus is complicated. You need to open up the menu file in JPEXS free flash decompiler, go to scripts, find the script for the pipboy menu page you're interested in, and find where they are declaring the different buttons, usually just under the top after it declares all the private variables and constants. it will declare a new BSButtonHintData with the following parameters BSButtonHintData(string displaytext, string PCbutton, string PlayStationbutton, string XBoxButton, int ???, function actiontoexecutefunction). The buttons and the function for param6 are the intersting bits, the normal SelectItem function is the usual function called for like playing holotapes and such. This refers to a BGSExternalInterface class with a call function (BGSExternalInterface.call) with some parameters the first of which is BGSobj which is I think a sort of bridge between the .swf menu objects and the in game/papyrus objects, but I'm not sure on how to get a function from the .swf side to the papyrus side, and would really appreciate anyones insight into this.
  9. Hi, sorry for the necromancy. I was investigating how to add more options to items within the pipboy inventory menu, and it ultimately ended up at a BGSExternalInterface.call method. I believe the BGSobject is the bridge between flash objects in the .swf and in game objects in the engine. So if you wanted to execute a papyrus script on an in game object through a pipboy menu button press, it would go through that path. Other than that im lost and hoping someone else will have some insight on how exactly to set that up. Any clarification would be greatly appreaciated.
  10. bump. Anyone know anything about how to add options to a .swf menu when something is highlighted? Anyone familiar with menu scripting? Also, for an item like the scavengers bench, in the workshop, how do I add an activation option? I would like to add some options and scripting to the scavengers bench where you can set them scavenge from certain locations near the settlement that have been cleared by the player. Each location with a unique set types and rates of salvage.
  11. I've been experimenting with this. FO4 uses .nif files, which aren't native to blender. The process I have got working so far is. 1. Import base or reference model into nifskope 2.0. 2. Export as .obj format 3. Import .obj into blender 4. Edit 5. Export as .obj 6. Import .obj into Outfit Studio (part of BodySlide program) 7. Save as or export as .nif After trying to figure this all out over a few days I think this is the process needed, although I'm a newb when it comes to models textures normal maps, etc. I can script like a boss tho..
  12. https://www.creationkit.com/fallout4/index.php?title=Statement_Reference theres the reference for statements in papyrus, now you need the function that modifies the desired value and the object you're running it on. check the function reference on that same site (it includes F4SE functions so you might need that too.)
  13. Hi there, Anyone know the script function, or other route of adding options to highlighted items in the pipboy? Like how the scrapper perk adds the ability to tag stuff for highlighting? I'd like to create custom functionality to junk objects with a 'Macgyver' perk where you can craft traps and such on the fly, and the ability to repair/disassemble weapons on the fly.
  14. Hey, I tried to get the student version of 3dsmax but it didn't allow me too even though I'm in school right now. Was hoping to learn and make a bullet jump animation like in the free to play game Warframe ( ). So I was wondering if someone else who has it and is experienced might be able to pound out an animation real quick or maybe convert the file from Warframe (if that's possible/allowed). I would like permission to use it in a mod, that I can do the scripting for, to add this ability into the agility perk tree.
  15. Dude, look at the bottom of the log. Logs generate from top to bottom, so the thing that is going to crash it is going to be right at the bottom. Look above where it says the VM (virtual machine) is freezing, there is something to do with a radio script trying to play animations on an object or form that has no 3d. Something in your mods is trying to apply animations to something that doesnt even have a model... thats your problem.
  16. So you're probably using the perk entry point mod critical chance. You need to attach a script with an OnEntryRun() event method to play the audio. Not sure what that function would be to play the audio. So whenever the perk successfully activates on the entry point, the OnEntryRun() event method will be triggered.
  17. Making the player collision half size while crouched would be f***ing AMAZING btw. Or even a rework of all the holes, meshes in the game to have their collision borders inside their actual mesh/texture borders so that outcropping planks and pieces of fence and s#*! like that didn't stop bullet/player movement
  18. Hi guys, A while ago, probably a few months after the game was first released I remember seeing a movement mod that smooths out the height transition while moving, so that your movement was less bumpy over surfaces that changed in elevation. I can't remember the name and I just ran through my download history and tracking centre to try and find it with no luck. Wondering if anyone else remembers or knows of this mod. It made the movement feel smoother and more akin to CSGO which has smoother flatter level design, which made the hip shooting with hardcore mods feel a lot better. I imagine it did something like increase the base footprint of the character model so when it's determining what height coordinate the player should be at it is averaged over a larger area around the players feet, or the rate of change in movement of the height axis was slower while not jumping or something. Anyone have any insight? Please respond or message me if you know of it. Thanks
  19. Look at the reload speed perk in the agility tree and see how that changes reload speed. That should give you an example of how to do it.
  20. Here's a github mirror, didn't look to see when it was last updated. https://github.com/osvein/f4se-mirror/tree/master/src/f4se
  21. Why is bethesda always 5 years behind on their combat gameplay?
  22. I've been rummaging through and can't figure out how this works either, if someone does please share! Is there a way to access the hidden coding and scripts?
  23. I'd only pay for CC DLC on the scale of nuka world or far harbor. Maybe Automatron since that added some new mechanics.
  24. Have events like the minutemen showing up to fight with you, or other 'good' factions helping you with good karma. Bad karma, have human enemies more likely to show up and jump you or attack you or attack your settlements etc.
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