Jump to content

DyslexicSwine

Members
  • Posts

    7
  • Joined

  • Last visited

Posts posted by DyslexicSwine

  1. I was thinking of making a Boston Garden location. Including: Yellow and Black (Bruins)  hockey sweaters, Green and white (celtics) basketball jerseys. If I don’t include the logos would this be fine or could I still get in trouble for that? Also was thinking of adding the Bobby Orr statue and a wearable Jofa helmet without the Jofa logo, but maybe a 99 on the back (I know these come after the timeline splits, but i just think they’d be neat)  Could these cause issues? I don’t want to make this stuff then have it end up being against copyright.

  2. Does anybody know how to do this/know of a mod that does this? I want to make a melee weapon that slows an NPC/PC creature down when hit, but I'm not sure how. I tried writing a script for a magic effect:

     

    Event OnEffectStart(Actor akTarget, Actor akCaster)
    akTarget.DamageValue(Speedmult, 50)
    endEvent
    but it won't compile, it's giving me "variable Speedmult is undefined"
    https://www.reddit.com/r/fo4/comments/3texxt/heres_a_table_of_actor_values/ According to this, Speedmult is correct, and I've tried it with other listed Actor Values, all of them don't compile with the same message.
    I'm pretty new to making mods, so idk if manipulating actor values through a magic effect is recommended or if there's a different way to do this, I just landed on using this method because I'm not too familiar with creation kit events yet.
  3. Ok, I'm glad you managed to make it work as you wanted. Are you using the condition for power attacking? I'm curious if this condition works.

    Yes, I am! It works most of the time but it doesn't when you go into one of the special melee kill animations. The condition's exact name is 'isPowerAttacking', so I assume you are not technically power attacking when you enter one of those animations. Other than that it works great.

  4. Just wanted to let you know this worked very well. I made the Explosion do only 1 damage, but I made it ragdoll other enemies around which is the effect I wanted. The extra damage I added to the enchantment. Thanks again for the advice!

    A few months ago I did a patch for the Ballistic Fist. Only way I know of, to attach explosion to melee weapon, is with a script. Add Enchantment to the weapon, add script to the magic effect. Since this is weapon enchantment, the explosion will spawn on every hit. Set a condition for the magic effect inside the Enchantment, I think there's one which detects power attacking, but have not tried it personally. The problem with the explosion is, it will damage the user as well. Maybe make the explosion with small radius. Or the other option is make the explosion do zero damage, instead add Enchantment to the explosion. The Enchantment will have a damaging magic effect with condition to work only for hostiles.

     

    Regarding the script, I have one in the Ballistic Fist Patch - No Ammo Requirements. The script spawns invisible marker at the target actor, spawns the explosion at this marker and then deletes the marker. The reason for using a marker - there is also variable in the script, which can change the vertical position of the marker. This way I elevate the explosion so it doesn't spawn where the target's feet touch the ground. But don't set it too high as it will look weird for creatures like the bloatflies(much higher than their bodies).

  5. Thanks for the response! This is really helpful, I will definitely get started in this direction now.

    A few months ago I did a patch for the Ballistic Fist. Only way I know of, to attach explosion to melee weapon, is with a script. Add Enchantment to the weapon, add script to the magic effect. Since this is weapon enchantment, the explosion will spawn on every hit. Set a condition for the magic effect inside the Enchantment, I think there's one which detects power attacking, but have not tried it personally. The problem with the explosion is, it will damage the user as well. Maybe make the explosion with small radius. Or the other option is make the explosion do zero damage, instead add Enchantment to the explosion. The Enchantment will have a damaging magic effect with condition to work only for hostiles.

     

    Regarding the script, I have one in the Ballistic Fist Patch - No Ammo Requirements. The script spawns invisible marker at the target actor, spawns the explosion at this marker and then deletes the marker. The reason for using a marker - there is also variable in the script, which can change the vertical position of the marker. This way I elevate the explosion so it doesn't spawn where the target's feet touch the ground. But don't set it too high as it will look weird for creatures like the bloatflies(much higher than their bodies).

  6. I have an idea for a fun melee weapon that creates an explosion when you use a power attack, but I'm new to making mods in the CK and was wondering if anyone knew how to do this, or could point me towards a mod that does something similar so I can see what they did (or even if this is even possible). Would appreciate any help you can provide!

×
×
  • Create New...