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Everything posted by Elementargewalt
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Yeah, how dumb is that? Editing the vault 111 interior cell results in a stupid glitch that turns the elevator and it´s moving security fence invisible. Thing is, i did not touch the elevator, i just made small changes to the armory by adding a few fences and lockers. I can change everything without any problems- but when i edit the small armory section, even if it is just a little change, the elevator is messed up. Well, the platform is still functional but invisible. I´ve tried different things to solve this, with no success. Turning of preculling does nothing- elevator invisible. Generating new Precombines and vis data for the cells does nothing either- elevator still wants to f*#@ me up... Any ideas?
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Something really weird is going on- it seems like the elevator stopped working (and in fact the whole mesh of the animated fence/ platform disappeared) not because i touched a elevator related trigger, but because i removed quiet a few things in the vault and added new ones here and there. But the things i removed and/or added shouldn´t have any influence on the function of the elevator...what is going on? When i delete the changes i´ve made in the Temporary sub-section of the cell in XEdit, the elevator works normal...
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Hi, i´m working on a mod that changes the vault escaping and i need to know, how to make it so, that it is virtually unnessecary to run through all quest stages to trigger the elevator to come down. I´ve done something similar with the vault 111 main security door, by placing an activator which runs a script, that force the respective animation event to trigger, so, that this door is open by default- but by doing that, the elevator won´t come down and i need to fix this...anyone has an idea?
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Hey there, i want to expand the killing animations used by said mod, but i don´t know how, since i´m a noob when it comes to scripting. As an example i want to make it so, that every weapon type uses it´s own unique killing animation- by default there are only four animations. For instance, the neck breaking animation plays regardless if you are unarmed or got a baton in your hands- looks very dumb. And while the knife stabbing looks good on short blades, a two-handed sword does not fit the animation set very well, so it could use another "blunt-weapon" related one... i´ve created a few sets of paired idles and wanted to add them to the main script, but adding a new property gives me an error message. This is what the script source looks like: Scriptname FST:FST_MainQuestScript extends Quest Conditional Group Actors Actor Property PlayerREF auto EndGroup Group Factions Faction Property FST_SneakKillFaction auto EndGroup Group Globals GlobalVariable Property FST_Notifications auto GlobalVariable Property FST_Knockout auto EndGroup Group Keywords Keyword Property AnimsStabWeapon auto Keyword Property WeaponTypePistol auto Keyword Property WeaponTypeRifle auto Keyword Property WeaponTypePlasma auto Keyword Property WeaponTypeGaussRifle auto Keyword Property WeaponTypeLaser auto EndGroup Group PairedIdles Idle Property FST_NeckBreak auto Idle Property FST_StabNeck auto Idle Property FST_PistolButtKill auto Idle Property FST_RifleButtKill auto EndGroup Group Perks Perk Property FST_TakedownPerk auto Perk Property FST_SneakSkill auto Perk Property Sneak01 auto Perk Property Sneak02 auto Perk Property Sneak03 auto Perk Property Sneak04 auto Perk Property Sneak05 auto Perk Property MisterSandman01 auto Perk Property MisterSandman02 auto Perk Property MisterSandman03 auto EndGroup Group Quests Quest Property FST_Pacify auto Quest Property FST_ResetHostiles auto EndGroup Keyword RSEII_PlayerCaptive Bool WarnRSE = False Bool NoKill = False Bool Property BlockKills auto conditional Bool Property IsSneaky auto conditional Bool Property IsSandman auto conditional Bool KnockoutInstalled = False Event OnQuestInit() RegisterForRemoteEvent(PlayerREF,"OnPlayerLoadGame") RegisterForRemoteEvent(PlayerREF,"OnEnterSneaking") CheckPerk() CheckSneakPerks() CheckRSE() CheckKnockout() RegisterForExternalEvent("OnMCMSettingChange|Flashy_StealthyTakedowns", "OnMCMSettingChange") EndEvent Function OnMCMSettingChange(string modName, string id) If modName == "Flashy_StealthyTakedowns" If id == "takedownkey" If KnockoutInstalled == True Debug.Notification("Stealthy Takedowns Hotkey Updated.") Else Debug.Notification("Knockout Framework is not installed.") Endif Endif Endif EndFunction Event OnControlDown(string control) If control == "takedownkey" If KnockoutInstalled == True If FST_Knockout.GetValueInt() == 0 FST_Knockout.SetValueInt(1) Debug.Notification("Stealthy Takedowns: Knockout Targets") Else FST_Knockout.SetValueInt(0) Debug.Notification("Stealthy Takedowns: Kill Targets") Endif Else Debug.Notification("Knockout Framework is not installed.") Endif Endif EndEvent Event Actor.OnPlayerLoadGame(actor akSender) RegisterForRemoteEvent(PlayerREF,"OnEnterSneaking") CheckPerk() CheckSneakPerks() CheckRSE() CheckKnockout() RegisterForExternalEvent("OnMCMSettingChange|Flashy_StealthyTakedowns", "OnMCMSettingChange") EndEvent FST_MainQuestScript Function GetScript() Global return (Game.GetFormFromFile(0x00000F99, "Flashy_StealthyTakedowns.esp") as Quest) as FST_MainQuestScript EndFunction Function CheckPerk() If !PlayerREF.HasPerk(FST_TakedownPerk) PlayerREF.AddPerk(FST_TakedownPerk) Endif EndFunction Function CheckRSE() If Game.IsPluginInstalled("RSE_II_CSA.esp") RSEII_PlayerCaptive = Game.GetFormFromFile(0x000026AA ,"RSE_II_Resources.esm") as Keyword If WarnRSE == False Debug.MessageBox("<p align='justify'>RSE II Combat Surrender and Abductions has been detected as installed. Stealthy Takedowns will be disabled during Player Abduction events to prevent breaking functions within the abduction.") WarnRSE = True Endif Endif EndFunction Function CheckKnockout() If Game.IsPluginInstalled("Knockout Framework.esm") KnockoutInstalled = True Else KnockoutInstalled = False Endif EndFunction Function Assassinate(actor akTarget) FST_Pacify.Stop() FST_Pacify.Start() PlayerREF.SetGhost(true) PlayerREF.DrawWeapon() PlayerRef.StartSneaking() Actorbase Killed = akTarget.GetBaseObject() as ActorBase Int KilledLevel = Killed.GetLevel() Game.ForceThirdPerson() Utility.Wait(0.25) If PlayerREF.WornHasKeyword(AnimsStabWeapon) PlayerREF.playIdleWithTarget(FST_StabNeck,akTarget) Utility.Wait(2) Elseif PlayerREF.WornHasKeyword(WeaponTypePistol) PlayerREF.playIdleWithTarget(FST_PistolButtKill,akTarget) Utility.Wait(2) Elseif PlayerREF.WornHasKeyword(WeaponTypeRifle) || PlayerREF.WornHasKeyword(WeaponTypePlasma) || PlayerREF.WornHasKeyword(WeaponTypeGaussRifle) || PlayerREF.WornHasKeyword(WeaponTypeLaser) PlayerREF.playIdleWithTarget(FST_RifleButtKill,akTarget) Utility.Wait(2) Else PlayerREF.playIdleWithTarget(FST_NeckBreak,akTarget) Utility.Wait(3) Endif If FST_Knockout.GetValueInt() == 1 && KnockoutInstalled == True KoFrameworkFunctions.KnockOutActor(akTarget, PlayerREF, False) Else If NoKill == False akTarget.KillSilent(None) Else akTarget.KillSilent(None) Endif Endif Game.RewardPlayerXP((KilledLevel * 3), false) Utility.Wait(0.25) PlayerRef.StartSneaking() Utility.Wait(0.5) Game.ForceFirstPerson() PlayerREF.SetGhost(False) FST_SneakKillFaction.SetPlayerEnemy(False) FST_Pacify.Stop() FST_ResetHostiles.Start() While !FST_ResetHostiles.IsRunning() Utility.Wait(0.5) EndWhile FST_ResetHostiles.Stop() EndFunction Event Actor.OnEnterSneaking(actor akSender) If Game.IsPluginInstalled("RSE_II_CSA.esp") && PlayerREF.HasKeyword(RSEII_PlayerCaptive) BlockKills = True Return Else BlockKills = False Endif If IsSneaky == False || IsSandman == False CheckSneakPerks() Endif If PlayerREF.HasPerk(Sneak04) If NoKill == False NoKill = True Endif PlayerREF.AddPerk(FST_SneakSkill) If FST_Notifications.GetValueInt() == 1 Debug.Notification("Enhanced Stealh Mode On.") Endif StartTimer(2,100) Endif EndEvent Function CheckSneakPerks() If PlayerRef.HasPerk(Sneak01) || PlayerRef.HasPerk(Sneak02) || PlayerRef.HasPerk(Sneak03) || PlayerRef.HasPerk(Sneak04) || PlayerRef.HasPerk(Sneak05) IsSneaky = True Endif If PlayerRef.HasPerk(MisterSandman01) || PlayerRef.HasPerk(MisterSandman02) || PlayerRef.HasPerk(MisterSandman03) IsSandman = True Endif EndFunction Event OnTimer(int TID) If TID == 100 If PlayerREF.IsSneaking() StartTimer(2,100) Else PlayerREF.RemovePerk(FST_SneakSkill) If FST_Notifications.GetValueInt() == 1 Debug.Notification("Enhanced Stealh Mode Off.") Endif CancelTimer(100) Endif Endif EndEvent Idle Property FST_NonLeathalUnarmedTakedown Auto Const Idle Property FST_NonLeathalUnarmedTakedown Auto Const So, can anybody tell me, how to get additional idles to work just like the default ones? Can´t be that hard i guess.. Thanks in advance
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"Network Power Armor"-MOD...
Elementargewalt replied to Elementargewalt's topic in Fallout 4's Discussion
No one knows a downloadlink to this masterpiece...? -
Hey there, does anyone have a copy of the "Network Power Armor"-MOD? It´s such a shame a great mod like this isn´t on the nexus anymore- especially because there are so few good PA-mods out there...
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Well, basically the title says it all. I want to make it so, that for instance, a leg-piece only protects the leg or a torso-piece only protects the torso. It´s stupid, that in vanilla a chest-piece of armor can also protect your legs from getting crippled.. Question is, is this possible? If it is, how could i make it work?
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Title says it all. I want ammo, chems and bottlecaps have weight in non-survival. Sounds pretty easy, but...it isn´t. i´ve searched for hours in the CK to find the corresponding "switch" that tells the game to apply weight on these objects, but i can´t find anything related to this for the life of me. I don´t want to play on survival, i just want to have this feature of it in my game...any ideas? Thx in advance
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Hey there, i´ve recently installed the "Balance"-mod, which does basically the same thing as the "Better Locational Damage"-mod, but without any scripts. It´s nearly perfect, but i wanted to adjust the limb-damage-output, so, that a 10mm for instance cripples the limbs of a human being with one shot, without doing any overall health damage. To do this, i´ve raised the respective value in the perk, which does all the magic. It´s more or less the same variable, that is used by the "Legendary Cripple Modification" in the vanilla game, called something like "outgoing limb damage". And yeah, raising this value from 2 to 4 or 5, does exactly what i want: Instant cripple the limb with one shot, but without doing overall health damage. But here comes the problem: By doing so, the crippled NPC plays the respective crippled-animation WAY too fast- i mean rediculously fast. This also happens with the above mentioned "Legendary Cripple Modification" in vanilla. So, it seems like instant-cripple a NPC with one shot always leads to this weird issue. If i need two shots to cripple them, everything works as it should, even if the first shot dropped the limb health bar to ALMOST zero... Has anyone experienced this too, or does someone know, what causes this? Or is this just an engine bug i have to live with? And please excuse my english, it´s not my native language regards
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...leads to an very annoying bug of unknown cause. As the title suggests, i´ve tried to replace the vanilla robots with some of the awesome mechs from this mod and it works- for the most part. The bug i´m experiencing occurs as soon as i kill such a replaced robot and makes it so, that on death the model starts to spin like crazy. What i mean is whenever i land the killshot, it seems like the engine does not know, how to treat the dead npc-robot- which results in a super fast spinning and flying havok-robot...looks funny for sure, but this stupid bug ruins my little mod project. Can someone please help me with this? Thanks in advance