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maniczombie

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Everything posted by maniczombie

  1. I'm creating a mod that causes normal attacks to consume stamina. This would work well if enemy AI reacts to being low on stamina so they back off to recover. Does anyone know of any enemy AI Mods out there that already have this functionality?
  2. So in my mod, i've removed the slotmask from a helmet but saved the origonal slotmask as an int. I would like to compare that slotmask to any armors that are equipped to see if the slots of the equipped armor and the saved slotmask conflict for biped objects used. Any ideas?
  3. https://www.youtube.com/watch?v=nuiUEvwf6Sg
  4. Think the issue is the event On equip only firing before the player has chance to draw the weapon. Try a different event such as an update loop or on a registered animation event
  5. Ok firstly I'd like to say that I'm sick of getting 1 shot in survival mode. Be it by a grenade, fat man or just by wandering into an area that's too high level for me and not getting a chance to escape. Thus resulting in re spawning back at my bed for what most the time feels like wasn't my fault and losing 10-30 mins of gameplay. I feel a good game mechanic for this would be a "shield" that would take up half the players health. While the player does not gain any health from a shield, It would absorb all damage from a single source leaving the player at half health rather than dead. I would like to make a request for anyone that would be interested in helping me create this mod. So far i've found that I can set the player to essential through a script and plan to disable the essential flag when the player drops below 50% health or if the player takes damage that reduces there health below 50%, the script would automatically raise the players health back to 50% and disable the shield. The problem I'm having at the moment is in calculating the players total health.
  6. I'm wondering if there is any resources out there that state what biped object slots can be used for mods. I'm planning to recreate my helmet toggle mod but I need to know which unused slot to use so as not to conflict with any existing popular mods.
  7. How exactly would you check for mod on a gun?
  8. How would I go about finding the value of the total players health including damage taken from radiation? The ActorValue PlayerRadHealthMax seems to work just fine for getting the players health - any Rad Damage the player has taken, but the ActorValue for Rads doesn't appear to be what I'm looking for as the amount it returns is multiples larger than the actual value in no discernible pattern other than getting larger the more rad damage the player takes.. For example with 85 health and 0 rad damage it would return for PlayerRadHealthMax : 85 and Rads:0 but if i take like 10 rad damage, it would return 75 and 30 Rads. I think rads is the correct ActorValue I'm looking for as it increases with rad damage the player takes but I can't understand the high numbers it returns. Any ideas?
  9. That seems like it would require more effort than it's worth as I'm assuming the fix would require running scripts on all nearby actors and fudging the game systems.
  10. Did you log into your Beth.net account inside of the creation kit?
  11. No, it had an in game pipboy menu for changing survival mode settings in game. Found it: http://www.nexusmods.com/fallout4/mods/14650/?
  12. I saw this mod on nexus yesterday on the hot files but for the life of me I can't find it. Does anyone know if It has been removed or if I've just missed it somehow? If so, a link would be appreciated, thanks.
  13. Is there anyway to force the character to play an animation? It would be possible to attach a bike mesh to the character as Armour but it would require an animation for the character to actually sit on the bike
  14. I've created an armor mod which adds an item to the players inventory that when used, increases there speed for a period of time and has a cooldown on it's next use. I would like to create more of these "active effect" mods and would be interested in anyone's ideas for other effects I could add and how I could balance them. For the speed boost I intended to add a "take 10% more damage" debuff but have yet to get that working, The idea is similar to the skills used in moba's or Overwatch.
  15. Doubt that would work on cross hair detection, but could work for what ever your using it for. Would personally like a more accurate cross hair detection method.
  16. I've previously used a method in skyrim which uses papyrus to cast a spell from the player, that spell has a projectile which has an explosion. That explosion spawns an item that has a script attached that would use the find closest object in list function, then you would attach a list of objects you want to find the ref of. Problem is it seems in fallout 4, it doesn't appear to work on static objects.
  17. Found a SetAV Speed variable which as described by the console command should increase the player movement speed but when applied to the player, nothing happens. http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference player.setav speedmult [insert number here] Event OnInit() PlayerRef.SetAnimationVariableFloat("Speed", 100.0)EndEvent Edit:Found that the magic effect AbFortifyActorSpeedMult does exactly as I wanted, although it brings up another problem with fallout at higher speed, that the time it takes to change direction makes it feel like your skating on ice =(
  18. I'm trying to create a spell effect that can by applied to the player that makes the player move faster. I've found a value modifier magic effect called SpeedMult, but I'm having difficulty getting the spell to cause any noticeable effect. I've tried casting it as a spell on the player through or applying it to the player as an ability.
  19. How do I find out what animations are called in terms of the papyrus function OnAnimationEvent? Specifically I'm looking for the reloading animation name(s)
  20. So i have a mod that adds inventory objects for world objects such as furniture. I've added all the objects to a formlist and a list of there associated inventory object in an array at the same index. so box1 world object is at formlist 0 and box1 inventory object is at array 0 and so on. so I then find the index of the form list the world object is in and take the same index from the array to find its inventory object. Problem is, arrays dont appear to update when adding to it in a saved game. Any ideas or work arounds?
  21. How on earth did you make this? o.O I'd be very interested to see a tutorial!
  22. Made a video showing how to create neat and tidy wiring inside my house by using console commands to scale the conduits down. Thought I'd share the result. https://www.youtube.com/watch?v=mOgzY51Xb2Q&feature=youtu.be http://s12.postimg.org/yw75ig6qh/Screen_Shot2.jpg http://s27.postimg.org/gdsajtj5r/Screen_Shot3.jpg
  23. Ive seen this mentioned on a few youtube channels but fail to find how to do it. Is it even possible? and how?
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