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Everything posted by HappySlapp
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Thanks! Might give it a try, although I might just use the tried and true method of just using messages and a OnMenuItemRun script.
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I need some help understanding how this is supposed to work. All I want to do is display a variable in a terminal menu on a holotape.
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As the title says, I would like some help from any animators willing to help me out, I'm working on the newest update to a mod which contains many new perks, and would like to have custom artwork for them, whether animated, or just still frames. As also stated I'm in need of someone familiar with HUDFramework to help me create something for my mod's skills system, which would allow me to show an experience meter for any number of skills, whenever the player gains xp with that skill. If you are interested, please send me a DM or reply below! Also, if you need more information on the mod, it's called You Are SPECIAL, click the link to find out more, and have a great day!
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Need help with script!
HappySlapp replied to HappySlapp's topic in Fallout 4's Creation Kit and Modders
Thank you for the help! -
Need help with script!
HappySlapp replied to HappySlapp's topic in Fallout 4's Creation Kit and Modders
I haven't loaded a save with my mod yet, I've only ever gone immediately to QASmoke to test features. -
I'm trying to get this script to work, and while the menu opening event works just fine, it doesn't seem to fire off my custom function of SetSkills() anyone got any advice? Scriptname YAS_Script_Skills extends ReferenceAlias Actor Property PlayerRef Auto Const ActorValue Property YAS_AV_SkillBaseMult Auto Const ActorValue Property YAS_AV_SkillAttributeBase Auto Const Struct Skill ActorValue skill ActorValue attribute Float skillBase Float skillTempBonus Float attributeBase Float attributeTempBonus FormList skillEffectsList FormList skillEffectMultsList EndStruct Skill[] Property skills Auto Event OnAliasInit() RegisterForMenuOpenCloseEvent("PipboyMenu") EndEvent Event OnMenuOpenCloseEvent(String asMenuName, Bool abOpening) If (asMenuName == "PipboyMenu") Debug.Notification("PipboyMenu abOpening = " + abOpening as String) SetSkills() EndIf EndEvent Function SetSkills() Int iIndex = 0 While (iIndex < skills.Length) Debug.Notification("Skill Name: " + skills[iIndex].skill.GetName() + ", Governing Attribute: " + skills[iIndex].attribute.GetName()) skills[iIndex].attributeBase = PlayerRef.GetBaseValue(skills[iIndex].attribute) skills[iIndex].attributeTempBonus = (PlayerRef.GetValue(skills[iIndex].attribute) as Float) - skills[iIndex].attributeBase skills[iIndex].skillBase = PlayerRef.GetBaseValue(skills[iIndex].skill) skills[iIndex].skillTempBonus = (skills[iIndex].attributeTempBonus * (PlayerRef.GetValue(YAS_AV_SkillAttributeBase) * PlayerRef.GetValue(YAS_AV_SkillBaseMult))) If (PlayerRef.GetValue(skills[iIndex].skill) < skills[iIndex].skillBase + skills[iIndex].skillTempBonus) PlayerRef.ModValue(skills[iIndex].skill, skills[iIndex].skillTempBonus) EndIf SetSkillEffectValues(skills[iIndex].skill, skills[iIndex].skillEffectsList, skills[iIndex].skillEffectMultsList) iIndex += 1 EndWhile EndFunction Function SetSkillEffectValues(ActorValue skillValue, FormList effectsList, FormList effectMultsList) Int iIndex = 0 While (iIndex < effectsList.GetSize()) ActorValue thisEffect = effectsList.GetAt(iIndex) as ActorValue ActorValue thisEffectMult = effectMultsList.GetAt(iIndex) as ActorValue Float thisEffectValue = PlayerRef.GetValue(thisEffect) Float thisEffectMultValue = PlayerRef.GetValue(thisEffectMult) Float formula = (thisEffectValue * thisEffectMultValue) * PlayerRef.GetValue(skillValue) PlayerRef.SetValue(thisEffect, formula) iIndex += 1 EndWhile EndFunction
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I've just started this project in the leadup to the first batch of modding tools being released for Bannerlord, I love the Elder Scrolls very much, and have always wondered why there aren't any mods of it for Warband nor even any in the works for Bannerlord, I wish to bring that to a swift end by starting a total conversion project out of my love for the Elder Scrolls universe. I'm trying to reach out to anyone who is experienced in modeling, concept art, and texture work to come and shoot me a reply or DM (Direct message), I'm gonna continue work regardless of whether anyone replies or not, but having more people to help would make things go oh so much more smoothly. I've been a modder for Fallout 4, and very shortly worked on the Beyond Skyrim project (Though I intend to continue my work at some point) just to put anyone at ease that this may be my first rodeo.
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I've been working on one of the most extensive perk mods for Fallout 4 for about 2 years now, You Are SPECIAL, and I've never needed help before, but now that I'm spending most of my time working on my own games, I need help to make the mod better than ever before. I've also been needing an animator for the same amount of time to bring each perk to life in those little Vault Boy animations you see in your Pipboy, it would really heighten the quality of my mod. So, what I want is people who have these kind of skills: - At least 2+ years worth of scripting knowledge. (I can definitely make exceptions, though) - Anyone who can animate decently, and has access to Adobe Flash (Legitimately, not illegally)
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- help wanted
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Basically I want to try and remake the skills system from the older games. But with the system that is used in Fallout 4 currently where it's based on SPECIAL, if I can, I want to try and make a completely new interface for the mod. But I doubt this would be possible, given the lack of tools in the CK for this type of thing. Regardless, I want to attempt it at the very least, and even if I fail in my endeavor, it'll be a good baseline for anyone else wanting to try to take a swing at it. I will post any and all ideas as I come up with them to my review/blog here.
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Thank you for the constructive criticism, it will definitely help me in the long run, man :D I guess I just have a lot of ambition, which can be a bad thing when you're just beginning with modding a game.
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Hey people, I'm fairly new to Fallout 4 modding but have an intermediate amount of knowledge of how to put things together, I have but one mod to my name, Classic & New - a Traits mod. But I feel that if we all as a community of modders chipped in a bit of help with modeling, texturing and scripting, we could very well make a mod for Fallout 4 to bring the story and characters from Fallout 1/2 into the Creation engine. It would be a massive undertaking, of course, but it would not only be an awesome project, but a way to get lesser known modders (such as myself) a chance to show that they can do some great things! If you want to join and help remake Fallout 1 and 2 in the Fallout 4 engine, just post a reply, or pm me, and we can start making something very SPECIAL!
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- fallout
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