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shatsnazzle

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Everything posted by shatsnazzle

  1. I have 2 mods, Mod A and Mod B. Mod A has a gun. Is it possible to link to that gun with a property from a script in Mod B? I tried this with and without Mod A listed as a dependency for Mod B and the script did not work either time. With the script self contained in Mod A it works fine. Is this just not possible to do or am I just messing up a step? I couldn't find anything on this specific matter on Google or the wiki Thank you for your help!
  2. Hello all, a couple of these tweaks are floating around throughout the web and are well known but a couple I have not seen yet. Figured I'd share here and see if you guys and girls have any other gems floating around your ini files. I don't know if it's necessary but I added these lines (including the [Dialogue] ) to all 3 ini files and they worked: Users\NAME\Documents\My Games\Fallout4\Fallout4Prefs.ini Users\NAME\Documents\My Games\Fallout4\Fallout4.ini SteamApps\common\Fallout 4\Fallout4\Fallout4Prefs.ini [Dialogue] bUseDialogueCursor=0 fDialogueCameraMouseMoveExit=40 fDialogueCameraPlayerControlsDelay=0 fDialogueCameraPlayerControlsTimer=0 fDialogueRotationPitchOffset=0bUseDialogueCursor=0 This one is well known and makes it so you no longer move your camera sluggishly when looking at an NPC in dialogue. The mouse cursor is disabled during dialogue. You now use your keyboard 1, 2, 3, and 4 to choose a response from top to bottom left to right just like the order in which you read something. (1 top, 2 left, 3 right, 4 bottom) fDialogueCameraMouseMoveExit=40 Also a known tweak, the higher the number, the more you have to drag your mouse to exit the dialogue camera. I use a very low sensitivity so this number may need to be changed based on your preference. These next 3 I jut found messing around: fDialogueCameraPlayerControlsDelay=0 fDialogueCameraPlayerControlsTimer=0 These two values both seem to be the time in seconds before you are able to use WASD to exit the dialogue camera. They seem to be additive. With both at 0 you can WASD out of the dialogue camera almost immediately. fDialogueRotationPitchOffset=0 If an NPC approaches you with dialogue your camera will tilt down a little bit. This disables that. I was really hoping to find some ini settings that would also enable me to use the mouse to shoot someone directly during dialogue. I know I can just look away from a dialogue NPC, look back at them quickly and start firing before the dialogue starts back up but that's a poop workaround not a fix. I was also hoping to disable the effect where NPCs approach you and your camera gets automatically drawn to them. I assumed one of the "Magnetism" effects dealt with this but had no luck. Anyone got any good ones? Here are some more tweaks I found somewhere with dialogue in the name that I either did not test or could not figure out what they do: Also you don't need to exit your game to change ini settings. Just alt tab, change it save it, go back in game and type refreshini in console. [Dialogue] bDialogueCaemraPlayerShootCameras (yes I know camera is misspelled here but I figured I'd just leave it as I found it on google verbatim) fDialogueCameraOffscreenSpring fDialogueCameraOffscreenBorder fDialogueMagnetismFalloffBorder fDialogueMagnetismInputMovementLimit fDialogueMagnetismInputRotationLimit [uncategorized] fGameOutofDialogueCameraMenuTimer fGameOutofDialogueMenuTimer fPlayerDialogueGunDownAimConeAngle fReFocusOnDialogueActor
  3. I tried changing NPC_Default_MT but had no luck changing the sprint speed. I checked FO4Edit and there are no conflicts with any of my other mods affecting movement types. I tried changing NPC_Default_MT sprint value to 370 (same as run). I tried changing NPC_Default_MT sprint value to 0 with no luck. I tried changing the HumanRace Base Movement Default - default to NPC_Default_MT. I tried adding a movement type override on HumanRace using NPC_Default_MT. I tried all the above on AIControlledNPC_Sprinting_MT, NPC_Gun_MT, NPC_Melee_MT, and NPC_DefaultScreenspace_MT with no luck. Am I doing something wrong here? Any ideas on what I should try next? Thank you again!
  4. Hello, I'm trying to make it so human and civilized ghoul NPCs cannot sprint. I disabled "Can Use Crippled Limbs" on both races and am having a lot of fun shooting out legs etc. However when an NPC's arm gets shot out they drop their weapon (which is cool) but they also turn around and run away (also cool) but when they run away they sprint at obnoxious hyper speeds. I would like to be able to disable sprint on these two races of NPCs. So far I have tried creating a race Special that uses a Spell which uses a Magic Effect to debuff action points. The plan was to slap the debuff on all humans and test it on myself before I bother adding conditions to exclude the player. The debuff is indeed getting applied to all humans, my character has 0/90 action points and is unable to sprint and when I console target an NPC and type "getav actionpoints" it returns 0.00 as expected. However when I hop into God-mode and test out some arm crippling mayhem in Diamond City the NPCs sprint away from me. I check their getav actionpoints again and still 0.00 yet they are able to sprint. I then tried adding another Special to the human race on top of the previous Special. This Special uses a Spell which uses a Magic Effect which applies a Perk. The Perk (attempts) to set the AP drain of sprint to an absurdly high number. I used "Set Value" because I had a hunch that maybe the NPCs all have their value set to 0 so maybe this new value being set would change that? Didn't work though the NPC's still sprint as usual and still have 0.00 action points. I'm not sure what to try next, can animation time multipliers on sprint be changed for NPCs and not players? If anyone has any ideas as to how I could accomplish stopping their sprint or could point me in the right direction I'd really appreciate it, thank you guys and girls! Here are some screenshots of my attempts in case anything jumps out at you. Human race Special: Links to a Spell: Which has this input: Spell links to an action point debuff Magic Effect: Human race Special: Links to a Spell: Which has this input: Spell links to "script" archetype Magic Effect: Which applies this Perk: Which has this input:
  5. lol works for me thanks. i wont be offended if this thread gets deleted i just had to ask
  6. I don't know why but I just noticed this white thing with a tube coming out of it, has it always been there? Lol Pic:
  7. It compiled perfectly! Thank you for answering my questions and thank you again for all your help!!! :) I can declare this thread officially solved!
  8. Wim95 you are a master of settlement attack modding! Thank you for doing this! I installed this with NMM, it put the 2 loose files where expected: Fallout 4\Data\scripts\Source\User for workshopscript.psc and Fallout 4\Data\scripts for workshopscript.pex. The loose files must be working over the ones in UFO4P - main.bs2 in this instance since I got several attacks and it produced a log (I'm assuming the script must be getting used over the UFO4P - main.bs2 script in order to make its log). Here is my log: I have a few questions: 1.) Is "Attack roll" the total probability that the settlement will get hit or is this the game's actual roll of the "dice" and the value it landed on? 2.) Are the values listed in my very first post the only ones needed to change in the script in order to change the probability and frequency of a settlement attack or did I miss some values? 3.) How would I go about compiling the UOF4P's workshopscript.psc into a .pex if I ever wanted to alter those values or if an update for UOF4P came out that changed workshopscript? When I tried to compile it in Creation Kit it failed with this message: If helping me compile this is outside the scope of a few posts or you'd rather direct me elsewhere I understand completely. Thank you so much wim95! And thank you so much to everyone else for your help!
  9. I have used that one a lot it's so much fun! I just realized from your sig that you made it, awesome work :smile: I'm also using your More Attackers Get Off My Buildzone mod, it's very fun and the fast travel fix is awesome. As much as I love the trigger button, I want to also be able to experience more attacks during my ordinary play time. I love having a group attack me and my settlement while I'm minding my own business, forcing me to panic sprint to the siren, hop in the power armor etc and fight for my life :smile: I really wish getting those few numbers changed in the script wasn't such a huge task lol
  10. I'm ok with spamming water to boost the probability, but how about the frequency of attacks? Any ideas on how to increase that or am I out of luck if I can't get the mod to work? Thanks again all
  11. Ok I extracted "unofficial fallout 4 patch - main.bs2," replaced its workshopscript.pex with the one from the settlement attack mod author, repackaged the whole thing to .bs2 and used this new .bs2 it to overwrite Fallout 4\Data\unofficial fallout 4 patch - main.bs2. Still no luck after waiting many days for an attack :sad: I extracted all my other mods and searched "workshopscript," UOF4 patch is the only one with workshopscript.pex in it. Any ideas on what I should try from here? Thank you again for your help! Edit: I also tried just editing the UOF4 patch workshopscript.psc with the parameters in my first post but got some compiling errors in Creation Kit and failed to compile.
  12. Wow that is some excellent information thank you so much I'm gonna go open some files and make some backups. I'm gonna assume unofficial fallout 4 patch is the culprit Yeah I considered that possibility, it's solid advice I just feel like I want to be able to pump up my defenses and then have the satisfaction of seeing a group of greedy raiders get mowed down by my peeps. Maybe I'll tone down the numbers instead of daily attacks or decrease the probability by 1/2, thank you for your warning and thank you both for the help I'll post back if it works out/doesn't.
  13. Hello! I'm trying to get More Settlement Attacks to work: https://www.nexusmods.com/fallout4/mods/16625 I downloaded the .rar (the unofficial fo4 patch compatibility version) and installed it with NMM. It put 2 files into my FO4 directory: workshopscript.psc in Fallout 4\Data\scripts\Source\User and workshopscript.pex in Fallout 4\Data\scripts I started the game and went to sleep in sanctuary for many days without a settlement attack. I have 16 settlers, 16 food, 16 water, and 22 defense. According to the mod page and the .psc source: ; attack chance formula float attackChanceBase = 0.05 const float attackChanceResourceMult = 0.05 const float attackChanceSafetyMult = 0.01 const float attackChancePopulationMult = 0.02 const float minDaysSinceLastAttack = 1.0 const ; minimum days before another attack can be rolled for .05+.05*(16+16)-.01*(22)-16*(.02) = 1.11 so I should theoretically have a 100% chance of getting a raid each day So my questions so far are: did I simply install it wrong? Do the files just need to be moved somewhere else or is there maybe a .ini edit I'm forgetting somewhere to enable this? I did notice that there is already a workshopscript.psc in Fallout 4\Data\scripts\Source\Base. I tried replacing this \Base one with the modded one (I have a backup) and that didn't help it work. If this workshopscript.pex started running in sanctuary long ago when i first got the workshop, is it now impossible to change it? Do I need to either start a new game or just find a new workbench somewhere? Any help would be greatly appreciated thank you for your time guys and girls!
  14. are there .ini tweaks similar in function to: fIronSightsFOVRotateMult= fMouseHeadingSensitivity= fMouseHeadingXScale= fMouseHeadingYScale= fPitchSpeedRatio= fIronSightsPitchSpeedRatio= that would allow me to change the sensitivity and ADS sensitivity during this bullet time mod? https://www.nexusmods.com/fallout4/mods/9325/ edit: nevermind i just added a mouse macro to boost my sens during bullet time:)
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