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Everything posted by Elementargewalt
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Hello there, yesterday i decided to finish the FO3 main quest with TTW installed and had big issues with it. Liberty Prime was acting very weird after he passed the first gate on the way to Jefferson Memorial. After the first gate, it seems that he cannot follow the correct path anymore and he always ends up swimming or keep stucking in buildings. I had to use the "moveto player"-command several times to get to Jefferson Memorial, but this was so damn immersion breaking, that it can´t be the answer to this big problem. Does anyone know a real fix for the broken pathing, besides using console commands? I know, that this issue also exists in Fallout 3, but it seems like TTW has brought this problem to it´s full potential... Any help with this would be awesome. Thanks in advance
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In vanilla, but especially when using lighting/ weather-mods, the exterior water can end up looking unrealistically bright at night- everything else looks good, but the water turns into a pot of glowing ooze... I would like to change that but i don´t know what i should do about it- is this a mesh problem? Texture problem? Both? Does anyone have an idea on how to reduce/ eliminate this annoying problem with the water sources? Thanks in advance
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Hey there, i just started to play NV again and recently discovered a weird and extremely annoying animation bug that drives me nuts. When i shoot any automatic weapon and there is no ammo left, the gun "keeps firing" without actually shooting, as long as i hold the button- just the animation loop keeps rolling. First i thought that it maybe is caused by a mod, but i tested it on a fresh vanilla installation, and it happened with every automatic weapon. This is so immersion breaking... Does anybody else experienced this issue and or has a solution for this? Thanks in advance
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Thank you very much, this script concept works absolutely flawless- except the fact, that the number of the respective actor value in the script does not represent the real requirement ingame, instead it´s shifted by one. To be clear, if i want ENDURANCE requirement to be 7 for taking the perk, it has to be 6 in the actual script- very weird. But nevertheless, it works like a charm and now i can finally complete this little project of mine. Thanks again for helping me out!
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Hello again, in the context of my last topic (Adamantium perk should require adamantium) in this forum, i think i´ve found a good solution, but only half. I´m a complete noob when it comes to scripting, but i managed to get basically the results i was looking for. I made a potion-type item (adamantium) which contains 3 custom magic effects, which in turn are using 3 different scripts. Each magic effect and script adds another rank of the perk (under some conditions) and shows a little message- so far so good (yeah i know this could be achieved with only one script and effect, but i couldn´t manage to get it to work that way;) But i can´t figure out how exactly i should set up the script, so, that if a SPECIAL attribute (endurance) isn´t high enough, the perk will get removed and the potion will be given back to the player. Because the thing is, i basically can use the potion anytime i want, without being forced to have the SPECIAL requirement at all. Of course, i could simply add this condition to the effects, but this way i would "consume" the potion, without getting the perk- that´s not what i want. So i need to know exactly, how to write a script-internal condition, which would force the player to have the right SPECIAL value and if he hasn´t, the perk gets removed and the potion will be given back to the player. This seems to be an easy task for people with scripting experience, but it is definitely above my knowledge. So could please someone tell my how to get this to work? Thanks in advance Here is an example of the first of the three scripts i use: Scriptname AAA_AdamantiumPerkScript01 extends activemagiceffect Perk Property Adamantium01 Auto Const Message Property AdamantiumPerkReceived01 Auto Const Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddPerk(Adamantium01) AdamantiumPerkReceived01.Show() EndEvent
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Hello there, i want to change the adamantium perks to require, you guessed it, adamantium. I´ve set up the perks to have the respective condition, which refers to my custom adamantium-misc item. But the point is, i want to make it so, that if you get these perks, with each rank you should loose one of these misc-items. This will require a script i guess, and i have absolutely no idea how to set this up correctly. A blueprint for such a script and the right way to implement/ attach it would be much appreciated... Can anyone help me with this? Thanks in advance EDIT: I´ve tried it on my own, but it will not do anything ingame. I can pick the perk only if i got adamantium in my inventory, but if i choose the perk, the adamantium-misc item won´t get removed...here is the script i use- it is attached to a dummy quest: Scriptname AAATestScript extends Quest Perk Property Adamantium01 Auto Const Perk Property Adamantium02 Auto Const Perk Property Adamantium03 Auto Const MiscObject Property Adamantium_Required Auto Const Event OnInit() if (game.getplayer().hasperk(Adamantium01) == true) game.getPlayer().RemoveItem(Adamantium_Required) endif EndEvent EDIT 2: Ok, i noticed, that the script indeed does remove the specific item from the players inventory, but only on a new game start/ safe load. So if i fail to have the respective perk on game load, it won´t remove the item in question later on when taking the perk. i have to find a way to make the script check periodgly if the player has the respective perk and if he has, to end the permanent checking, i guess...
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Hey there, for the last couple of days i´ve tried to find a solution for an annoying problem that occurs, if you change the ai-behavior of creatures/ animals to unaggressive/ cowardly but want the actor to flee, instead of being passive to the player. This isn´t a problem if you travel alone, but as soon as you have a companion on your side, the poor creature, that just tries to get away from the player, is getting killed by the companion- i figured, that this happens regardless of aggression/ confidence or faction relations, because of the way "combat" is determined by the game. If an enemy engages and tries to kill me, it´s "combat". If i come across a peaceful radstag, that just runs away from me it is "combat". That means that, as soon as an actor aggros to the player, regardless if the actor just flees from the player or not, it makes no difference at all- so allied npcs will always engage if "combat" occurs. So what i basically want to do to solve this issue is to create a cloak spell, which causes certain creatures to flee as soon as they spot the player or a companion, but without "aggroing" them. And well, this isn´t as easy as i thought it would be...i can´t figure out how to set up the effects/ spells correctly. Everything i´ve tried so far does absolutely nothing- my test npc is an unaggressive radstag, confidence is cowardly, no aggro radius behavior enabled. Can someone help me with this? Thanks in advance
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Hey there, i want to make a spell, which causes certain creatures to flee instantly, as soon as the "caster" is spotted by them. I know how to set this up for an enchantment, which is than used by an OMOD and assigned to a weapon, but i want to have a spell, that can be assigned to a race, so, that the specific "target-creatures" will always flee instantly, as soon as they spot the "spell-caster"... Basically, i want to make a few animal-types non-hostile to the player, as well as to any other actor, but i want these animals to flee, as soon as they spot the potential threat. Although this is doable through the AI-setting of an actor and than additionally using the faction-system, it leads to a few problems i want to avoide. As for an example, if i want a radroach to flee as soon as it spots the player, i set the "aggression-level" to "aggressive" and than make them act "cowardly" when confronted. This method works, but it turns the respective creature hostile, which will than cause other NPCs to engage- i don´t want that. I just want to make these animals act kinda like normal- so, that they will flee, but still being non-hostile to their souroundings...for the player AND any other NPC. How can i set up a magic-effect/- spell, which than can be assigned to a race, which than ultimately causes the target-actors to always flee instantly? Thanks in advance
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Hey there, i´m still searching for this one and only Tenchu/ Rikimaru armor mod, which is very old and almost non-existent on the internet. There are two YT-videos, which are showing, that this mod indeed exists, but that´s it- no downloadpage (as they´re all dead) or anything related to it, besides the two videos. Does anyone have a copy of this mod or knows a link to it? Or is there any other good (more or less) authentic shinobi/ ninja armor mod i´ve missed? Thanks in advance
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Hey there, i have a little, but very annoying problem with my water- it is changing it´s color, depending on the view-angle. It happens in both, 1st person and 3rd person and in vanilla as well as with RW2. For example, when i´m on the bridge in riverwood and i´m looking in the direction of the horizon, the water is kind of blueish as it should be. But as soon as i look down, the blue tint in the distance disapears and turns into grey, leaving the blue color only in close range. What is that and is there a way to extend the drawing-distance of the water shader or whatever this might be? A similar thing happens with the grass, where it disapears, when looking down, but in that case, one can solve it by editing the two values in the SkyrimPrefs INI- fGrassStartFadeDistance and fGrassMaxStartFadeDistance. But such a setting seems to be non existing for the water. No ENBs or other mods were used during testing, so this happens in pure vanilla as well. Could use some ideas with this.. Thanks in advance
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Hey there, i build my whole skyrim around the shinobi/ninja-theme and there aren´t many good ninja-armors around... i recently found out, that a few years ago, there was a real Tenchu/Rikimaru-armor mod, which is excactly what i´m looking for. Does anyone know where to download this old and really amazing mod, or does someone have a copy of it? I found only two videos of it, and just one download-link, which unfortunately is dead...
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Well, title says it all. I use Gimp to create my normal maps and until now it worked without any issues for FO3/NV, FO4, Skyrim LE. But with SE i have serious problems to get them to work correctly. They darken the object way too much, no matter what opacity level or which settings i use for them...Anyone else has this problem/ a working solution for this? Thanks
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And yet another issue i recently have when trying to put a few custom spells together... I created some custom toggleable spells, which are working flawlessly with the script i´m using- one slow time spell and a night vision spell. Toggle on, toggle off- no problem. Now i want to do that with a detect life spell and it works too, but not as intended. When i toggle the spell on, everything is fine, but when i toggle it off the effect shader persists- really weird. Is there a command a can use in the script to ensure, that the shader go away too when toggleing the spell off? Or is there something else i´ve missed? It is possible to do it, because the predator vision mod does this without problems, but i cant figure out, how it would work...any ideas? Here is the script i use for the spells (property change with the spell): Scriptname AADetectAuraEffectToggleScript extends ActiveMagicEffect SPELL Property DetectAura Auto Event OnEffectStart (Actor akTarget, Actor akCaster) If akTarget.HasSpell(DetectAura) == false akTarget.AddSpell(DetectAura, false) Else akTarget.RemoveSpell(DetectAura) EndIf EndEvent Thanks in advance
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Hey there, i want to create a standalone version of the "whirlwind sprint shout" as a lesser power and just can´t get it to work. The respective animation just doesn´t trigger. I´ve found out, that this shout is created in a very strange manor by using idle animations that play under certain conditions- but i can´t figure out, how these idle animations connect to the respective magic effects. It seems like there is no connection at all. After trying for hours, i gave up and searched google for a scripted alternative to do this and i found one here on the nexus. But this script, which i´ve attached to my custom magic effect doesn´t trigger the animation either. I really could use some help with this... This is the the script source i used: Scriptname AnimationScript extends ActiveMagicEffect Actor Property SpellSubject Auto Event OnEffectStart(Actor akTarget, Actor akCaster) SpellSubject = akTarget RegisterForSingleUpdate(1.0) ;we will run updates every second, this should be fast enough whilst not being too fast/expensive. EndEvent Event OnUpdate() RegisterForSingleUpdate(1.0) Debug.SendAnimationEvent(SpellSubject,"ShoutSprintLongestStart") UnregisterForUpdate() ;we don't want to send this multiple times. EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) ;when they die or spell duration expires. UnregisterForUpdate() EndEvent Hope someone has an idea
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"Network Power Armor"-MOD...
Elementargewalt replied to Elementargewalt's topic in Fallout 4's Discussion
Thanks for your effort Electrosus, that would be awesome.