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Everything posted by orangedeal
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I want to save this pkKeywords (dn_HasReceiver_More_Damage1), but change this Hardened prefix to something else. But it's a trifle. These object templates and mod collections system is complicated and I can't get it to work as it should. For example, I changed mod_PipeGun_Receiver_MoreDamage1 and added it to PipeGun's Object Template: http://distlinks.net/img/lnk/02_82cb5.gif http://distlinks.net/img/lnk/01_4fwej6.gif Created a record LL_PipeGun_Pistol_10mm with keyword if_tmp_PipeGun_Pistol_10mm http://distlinks.net/img/lnk/03_712g5.gif But by calling (player.additem 07928a74 30) its ID (LL_PipeGun_Pistol_10mm) through the console I have this: http://distlinks.net/img/lnk/04_b54bh.gif http://distlinks.net/img/lnk/05_56hwe.gif First and third subjects, those that I need, with 10mm receiver. But there shouldn't be any PipeGun for 38 caliber. I can't understand why this is happening http://distlinks.net/img/smls/icon_cry.gif
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I will be brief :smile: Pipe Pistol -> mod_PipeGun_Receiver_MoreDamage1 -> dn_HasReceiver_More_Damage1 Gun with this mod will be called Hardened Pipe Pistol. I can not find anywhere else this prefix Hardened. Instance Namin Rules, mod_PipeGun_Receiver_MoreDamage1 and others. If I create a new record in INR, with dn_HasReceiver_More_Damage1, with name none, this gun will be called none Hardened Pipe Pistol. I can remove this prefix only by deleting pkKeywords dn_ from mod_. I can look at the characteristics of the weapon and understand what is installed on it, so can live with out these prefixes. But I'm curious.
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Hello! I'm trying to make mod_AssaultRifle_Barrel_PortedLong as default barrel and remove a standart Long (with pipe on the left) at all. But I can't find it. http://distlinks.net/img/lnk/012b67ec6.gif http://distlinks.net/img/lnk/052b27ec6.gif I'll make the changes, then I go into the game, then go to the bench and try. Does not work. I need only to change the look of this barrel, all the other characteristics I can remove. But I can't work with textures etc. (just in case). I can make things like full auto fire even with standart receiver etc., it's easy, but I want to make this weapon does not look so absurd, like Lewis gun :confused: I already achieved what I wanted with 10mm pistol, but here I'm stuck.
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Object Mods, What does iRank do?
orangedeal replied to stonefisher's topic in Fallout 4's Creation Kit and Modders
Same question :ermm: -
Making a gun consume more than one ammo per shot
orangedeal replied to JackRob's topic in Fallout 4's Discussion
Same question. It was also in CK for Fallout 3. I guess Bethesda forgot to do this. Some weapon would have it (Laser sniper rifle or else). But Bethesda simply reduced mag capacity (Fusion cell)- 4 replies
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- creation kit
- modding
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(and 3 more)
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Actor templates (calc for each template).
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
I see. I have not changed the params of outfits yet, I planned to do it later. I just forgot about it. You are right, it was lab coat http://distlinks.net/images/smiles/icon_cry.gif Thank you! -
Actor templates (calc for each template).
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
I spawn them using the console with "player.placeatme". These are the characters to which the entry refers. Or I missed something. Or maybe there is some kind of script or something like that works. I'm changing all characters/creatures in the game, without exception. Already almost finished. These and other changes took almost 5 months. I thought about it, but for perfectionism, scientists must have higher intelligence than dirty peasants :D But what about Perception? It seems that for NPC it doesn't matter too. -
Actor templates (calc for each template).
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
These entries in Race and Class sections have been removed from the beginning. http://distlinks.net/img/lnk/6228hh.gif Intelligence 8. This is the highest value of all the NPC that can be spawned with LvlInstituteRefugee. But when the characters spawned, the highest number will be 10. LvlInstituteRefugee refers to LCharInstituteScientist and LCharInstituteScientist have this: http://distlinks.net/img/lnk/5gwrr.gif Exactly what I need. But the result is not the one I want, something raises the intelligence by 2 :sad: -
Actor templates (calc for each template).
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
Also I can't understand why the characters spawned through lvl, have some characteristics higher then the characters they refer to. E.g. Intelligence. In NPC (Actor tab) there is Intelligence 8, but when i spawn this lvl with console, i can see than the intelligence equals to 9. I can't understand this at the moment. I'm not happy :confused: -
I'm trying to link the different characteristics (via templates) of the characters. All dependencies on player level are deleted (everything is 1 level). http://distlinks.net/img/lnk/3f4tgun201.gif Each entry is selected randomly, but parameters like Traits, Stats, AI Data and Inventory must be strictly attached to one character. E.g if the game will randimly pick up encGunnerFaceF03, Traits, Stats, AI Data and Inventory parameters should be taken from there as well. Am I right, that for this it is necessary to turn on Calc for each template? Will this work with the case below? http://distlinks.net/img/lnk/3f4tgun202.gif It's just LvlGunner. What game will choose in this case?
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LL, LLI, LLE. Please explain the difference.
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
Now I know how to see who uses a particular item. Good! I try to be cautious and do not change existing records, I'm only creating my own records (copy and renaming). It's only about adding/removing some items. And only about the inventory of raiders and others NPC with whom I will have to fight. Not the merchants. At least for now. Thanks again! -
LL, LLI, LLE. Please explain the difference.
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
LL Leveled List LLI Leveled List Item LLE Leveled List Equipment It seems that there is no difference and I can use either of these three. I hope. Thanks! -
If I want some item to be added to the NPC inventory, for example a grenade with a probability of 10%, I chose LLI with "none chance" 90%. And Stimpak with probability 5% I somehow chose LL_Stimpak. It works and there are no problems. No separation by levels - all characters have Level 1, all Items too (in leveled items).
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How to simplify Damage Resistance system.
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
I deleted all the modifiers. Perks and resistance in specs of all NPC. Now only armor can add resistance. Well... Still much harder to calculate. In F3, it was 100 times easier. Is there an opportunity to return as it was? Now: Bullet with 90 HP damage. NPC has 100 HP. Armor 1000 DR. 90/1000^0.365*0.5 = 0,2075 I'm not sure if this is correct. In F3: 90 HP Damage. NPC 100 HP. Armor 85 DR - 13,5 HP damage. Easy. If I can put more than 85 percent, it will be even better. -
So that's where they are all. Potion. I always found food and chem through the "Filter". I remember, in GECK for F3 it was under "Ingestible". I thought they forgot to create a special section. For me it was a surprise yesterday, that it's just not possible to turn off limb healing with Stims easily. I tried not "Player", but "Actor". We are all "players". Now I can turn off the limbs healing. It possible. I'll look again later. I feel that the solution is somewhere near I guess If we make some changes to existing in our savegame NCP, they will not be accepted by the game until we use "ressurect" command to it's ID. Or It is necessary to make changes via console (change specific parameter). I tried "No Limb Regen Hardcore" - http://www.nexusmods.com/fallout4/mods/3075 If my ESP-file loaded prior "No Limb Regen.esp", Stimpak will not heal limbs and revive a companion, but health will be restored. So I need to enter "SetUnconscious" command (1 and then 0) to revive him. It's not bad, but in this case, all NPC will not use Stims at all! If file "No Limb Regen.esp" loaded prior my file, this mod will not work. With your patch Stim can revive a companion, but it doesn't look like NPC are using Stims (raiders etc.). Also I tried "Survival Medkits" mod - http://www.nexusmods.com/fallout4/mods/13466 Works with my ESP. I quickly tested and looks like it works. Stims do not heal limbs, but they can revive companioins (with 100% instant healing). It must be done :smile: That's why this modification contains two files (sdh.esp and sdh - Main.ba2)...
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I'm afraid I do not know where to do it :confused: I think it's because Dogmeat's healrate was 75 (default in CK) in my savegame, so I had to make changes through the console (setav healrate 0) on it's ID. Now it's OK, no health regen. Also I found, that when Piper will be like our companion (until we finish entering Diamond City quest), just by entering this at her ID: She will become our companion but not completely - can enter/exit PowerArmor etc, but no any reaction at dialog "Thoughts" and when she down - I can't use Stimpak on her, she will slowly restore her health sitting on the ground and gets up only after the specified (fEssentialDeathTime I guess) time passes. I need this kind of behavior when it becomes a companion (fully). But after when I complete the quest and she will become my companion for real - the situation with the revival will be exactly the same as with the Dogmeat - only via Stimpak and it heals to 100% instantly. Did you mean this when you wrote that it's hardcoded? It looks like it's easy to fix, but I don't know yet where... When the script will be ready, I'd like to try it. But I change almost everything in the game and I'm afraid that there may be conflicts. As for now, I can "lower" the health of a companion after Stim-revival, by stabbing him with a knife, just a little. A bit rude :pinch: And what about health? Anyway, too hard for me, I don't know how to make scripts. Will use Sleep Doesn't Heal for now :ermm:
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Well, I will Stimpak it then, there is no other way out. I guess. You mean they can stimpak themselves from downed position? If so, it's not fair :smile: Is it difficult to do this? Or like disable sleep healing? I couldn't do it so I had to use a mod (Sleep Doesn't Heal). Could you tell me please, why Dogmeat quickly regenerates health after being wounded, even without Stimpak? Should it be so or I did something wrong? All Regens in Base Actor Values are deleted: All other parameters are taken from Race section.
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I forgot to mention, that I will play in survival mode. And without stims, how can I revive them? I just want to turn off the healing to 100% when using a Stim on downed companion. OK to use Stim to revive them, but only for 5-10 HP maximum. That will be fair. As about other mods, I try not to use any mods without extreme necessity. I'm afraid of conflicts and it's always better to know what and where was changed. And thanks, I found it. But not in the dogmeat's script (dogmeatactorscript)