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orangedeal

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Everything posted by orangedeal

  1. Even without any mod, but with this setting: It will happen. I was surprised and frightened until I realized what changes this caused. But dogs can not open doors! Well, not all doors. And not all dogs :smile:
  2. I noticed a few days ago, that dogmeat not follow me into the cave (under RedRocket). It took a while until I realized that I turned off the opportunity to open the doors for his race. It's a cave. There are no doors :ermm: However, the same applies to other locations. Well, I can open the doors for my dog.
  3. I looked through her script (companionactorscript) and did not find anything suitable, esp. in MiscData section. She's not really my true companion. I spawned her through the console and entered: setplayerteammate 1 setconsolescopequest followers forcerefintoalias companion tai tcai tai tcai But, nevertheless, I do not think this has any meaning.
  4. I tried all the settings that came to my mind. The window appeared only after the configuration file was deleted. Strange...
  5. I did not change the settings. I saw it yesterday and today I can't find it anywhere. :mellow:
  6. with fBuildableScrapCountMultBase = 1 I get back everything I've spent :huh:
  7. It's about Damage Threshold by Talkie Toaster. http://www.nexusmods.com/fallout4/mods/7573 I added _MGEF_Damage_Threshold entry in different enchPA entires for each parts (limbs, helmet and legs) of PA and everything works. But for NPCs I need to set value almost higher twice than for the player. At this screenshot, the settings that are needed for the same DT, for Player and NPCs. http://distlinks.net/img/lnk/f4padt36784.gif
  8. BigAndFlabby I deleted co_DLC04_PA_Material_Placeholder (04011529) and it finally disappeared. Thank you!
  9. But I know what I have changed and can find those entries. Except this mysticism. I want this paint does not add strength and for its application you need material. At the moment, I want to remove the mystical modification that I can't find (or mod it like the other one). Even without my mod, there are two mods and only one record, at least I can find only one. Vanilla screenshots: http://distlinks.net/img/lnk/f4ct_sugga14458.jpg http://distlinks.net/img/lnk/f4ct_sugga14459.jpg
  10. There are two similar mods for T-51 armor. I found and changed one, but I can't find the second one. On the first screenshot the modification that I changed. The description has been deleted, the strength increase has been removed and materials for its creation are needed. http://distlinks.net/img/lnk/f4ct_sugga14457.jpg And on this screenshot the same modification, which I could not find. Is it scripted somewhere? I want to delete it completely. I searched by words "sugar" and "t51". Nothing :ermm: http://distlinks.net/img/lnk/f4ct_sugga15112.jpg
  11. I tried to do it, but immediately ran into problems. This is difficult for me. Moreover, there was a simpler solution (Damage Threshold). But thanks for trying to help! O yes, this is a dangerous parameter :confused: According to my idea, all weapons with damage lower than 100 HP, will not cause any damage to NPC in PA (_MGEF_Damage_Threshold). And all impacts with force lower than Assault rifle, will not cause damage to PA itself (_MGEF_Damage_Threshold_PA_Health). 70 hp - Assault rifle 85 hp - Sentry's minigun (.308 and with 150-200 rounds per gun) 90 hp - minigun (.308) 95 hp - .308 sniper rifle 90-120 hp - Deathclaw attack 180-240 hp - Deathclaw power attack 500 - .50 sniper rifle Human have 80-120 HP, depending of the their composition/strength, but most of them 90-105. About fleeing enemies - It is necessary to create the effect based on DamageHealthContact, that will work only for NPC/Player in PA,but when adding the effect to the weapon, prohibit it for PA. If Power Armor DT is 50, and additional (via DamageHealthContact) will be 50, NPC with 10mm pistol will attack PA without any damage. But with pipegun (.38 cal @ 40 hp damage) will not. Now I want to make sure that the dogs will also attack us. Zero damage to us and PA, but it's fun. My opinion, in such games there should no be any NPC/Player/Items levels and combat Perks (most of it). It's not right. It was suitable in the Fallout 1 and 2, but only not in Fallout 3, New Vegas and Fallout 4. I changed all this already. Also, I removed from the game a lot of dubious modifications of weapons (like Armor piercing receiver :wacko:) and many for armor.
  12. Better, but I don't know how to do it :) Yes, thats the problem. But I solve it with Damage Threshold - http://www.nexusmods.com/fallout4/mods/7573
  13. I've tried this from the beginning. But the problem is - my health is spent first: I have 100 HP and PA adds 100 HP. Enetring the PA and I have 200 HP. When damage is received for 80 HP, I still have 120 in PA, but when I get out of PA, I have only 20 HP.
  14. I just tried "Damage Threshold" by TheTalkieToaster. And it works! The only problem, the enemies will retreat if the game understands that they can't do to us any damage (problem solved). But I will try to find a compromise. As for the other mods, I'm pretty sure that there will be a conflict with my mod, because I changed a lot in the game in this ESP. But I will be happy with "Damage Threshold" mod. Thanks. This is my color scheme in the operating system :happy: I tried to do it, but stumbled at "OnEffectFinish". Looked at these links: https://www.creationkit.com/fallout4/index.php?title=OnEffectFinish_-_ActiveMagicEffect https://www.creationkit.com/fallout4/index.php?title=ActiveMagicEffect_Script and honestly did not understand. Never created any scripts :unsure:
  15. I can't add AbFortifyHealth if it has "Fire and Forget" parameter instead of Constant Effect. But anyway, the best way is to create a script that will remember HP level when entering a suit and restore it when exiting. I don't think I can do it. I will try to solve the problem in a simple way. Pity that did not work. As far as I know, maximum damage reduction is 95% (even with 1000000 Resistance), so if the weapon deals damage 50 HP (just a 10mm pistol in my mod), the character takes damage 2.5 HP. Too much for PA and ~100 HP (all humans). I see only one way out - to reduce the damage from all weapons by dividing it by 5 then add effect "DamageHealthContact" for all creatures except NPC in PA. Did it for Shotguns - 50 HP weapon damage for all + 50 HP "DamageHealthContact" for all except robots and human in Power, Combat, Metal and some other armor. I hope, the are will be no any problems with my ESP file. Now it has size more than 6 mbytes and with any changes it grows and grows in size. And in theory, the more effects/changes/scripts we have, the slower it will work.
  16. I'm trying to make sure that when I'm in the Power Armor, health should go up to 100 HP. With AbFortifyHealth (EnchPA_Abilities) now it works like that: If I get hit for 50 HP, my health goes down for 0.2-0.3 seconds and then instantly returns to 100 HP. In fact, I can't be wounded in PA, only killed under heavy and continuous fire. The problem: If I enter the PA with only 50 HP, I will have also 100 HP, but when I get out of PA, my health will be 100, so this thing healed me permanently. How can this be solved? I tried different Flags, but I could not achieve what I wanted. http://distlinks.net/img/lnk/pa_heal356hb6.gif Armor should not heal me, it should only rise my health to 100 HP for the time that I'm inside it. After leaving the armor, my health level must return to the original - If I was injured for 50 HP and have only 50 HP, after leaving PA I should have these 50 HP.
  17. Why MUL+ADD? With this setting, the percentages of the initial weapon/armor specification will be used. With ADD setting, raw values will be added/removed. At least, it is worth doing for such characteristics as attack power (specify the desired number of HP), price ($) and weight (pounds). For other characteristics, such as recoil, aim stability and more, you can use MUL+ADD. I think it's more convenient, in case of complete revision of all characteristics. Please correct me if I'm wrong!
  18. Settings that have been changed: fCameraShakeDistFadeDelta 1250.0000 (was 2500) fCameraShakeDistFadeStart 1000.0000 (was 2000) fCameraShakeDistMin 150 (was 300) fCameraShakeFadeTime 0.1250 (was 0.25) fCameraShakeTime 0.6250 (was 1.25) fRumbleShakeRadiusMult 0.5000 (was 1) fRumbleShakeTimeMult 0.5000 (was 1) Tell me please, what setting affects the radius of events from which the camera will shake? I would like to limit it to 1 metre. I don't want to lower the power of shaking the camera.
  19. Thanks for the help. I copied the necessary entries and it worked. But I faced a strange problem: If I'm close (the distance seems to be about 1-2 meters) to the enemy I'm shooting at, my camera also shaking (just a little) if this effect is working :mellow: When they hit me, the camera shakes violently, as it should be. I tried different settings/Flags (No Area, No Recast etc.) of this effect, but I could not solve the problem. Do you have any ideas? This problem seems to have been from the beginning, I just did not notice it. Thanks!
  20. I added to each weapon the effect taken as a basis from enchWeapMod_RailwayRifleStagger. Now enemies staggered when they get hit from this weapon. I would like to disable this effect for NPC in Power Armor. How can this be done in the simplest way? Maybe I can add something in EnchPA_Abilities or for each Power Armor piece? Also I used this effect only for the human race, but the human in power armor is also from human race. I don't know yet how to change this.
  21. I found out that the parameter bautomatic is to blame. The adjustment of Camera Offset (x/y/z) parameters did not help me, or I could not find the correct value I found a sight where it can be seen more clearly: ZoomData -> Overlay -> Rangefinder 2 For me this is at least some kind of solution.
  22. I noticed that laser gun with automatic barrel and a long sight, shoots higher than it should. You need to aim a little below the target. I have not managed how to fix this yet. Aslo I made the long and short barrels with automatic fire, by adding bautomatic. http://distlinks.net/img/lnk/semi_23436f.gif And now there is the same situation. What do I need to add to this Object Mod (barrels, or scope) to fix it? I tried everything that came to my mind.
  23. It often prevents seeing the thing completely. http://distlinks.net/img/lnk/f4hj62vk.gif And it would be great to change the rotation speed of the object. I would like the thing to spin a little faster. In Creation Kit of course. I do not know how to use anything else :smile:
  24. DeathMotif Thanks for the detailed answer! I'll try to figure it out. In some cases, many weapon mods can be without those pkKeywords. We can always understand which mods a particular weapon has, by looking at their characteristics on the right (calibre and rate of fire) and almost all the rest can be determined by the appearance of the weapon. I hope that I was not mistaken with this. Thanks again!
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