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noktrum666

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Everything posted by noktrum666

  1. Hello! I’m trying to get a zoom in/zoom out function for a custom headgear. I can imagine that it will have some thing to do with changing the FOV for the 3rd and 1st person view (if one will change only 1st person FOV than your hands and weapons will be visible in zoom in mod) What sort of script should I use for this, has anyone done this before or something like this?(obviously unofficially, quz there is no mod out there that will do that, trust me, I’ve checked) Will anybody be so kind and direct me through this difficult process? Thank you so much my friends and neighbours :laugh:
  2. twowolves80 - you have answered your own question pal - sorcery. Think voice power from Skyrim. More or less that. It is still only half done – once you will attach a cannon of choice (two at the moment) to a back pack of choice(also two), you get a trigger for it in your AID and you can happily shoot of limbs, blow up heads and cause a lot of chaos in general… but it is suppose to be a lock on weapon, and as far as the projectile is concern – all is good, it will be despatched instantly at any target that will be marked with the targeting computer on a FREAKING missile launcher… I need to get the targeting system on to a mask, not a weapon, especially THAT weapon. Not sure how to do that yet. Thanks for your kind words! I will release this mod as soon as I will get basic functionality in it. I have actually already decide that it WILL be released even if I will not finish it for any reason. If that will be the case - maybe some one else will :laugh: And beta testing will be definitely needed… my system and Fallout are far from… regular… Thanks for offer! I will keep that in mind!
  3. Thanks for the idea! I was not even considering the last possibility… I will give it a shoot or two tonight and see what can be accomplished. Thanks again!
  4. A! U see, thats the next thing I'm trying to do now... make this particular weapon "not droppable"... unfortunetly the "cant drop" box in CK armor properties is not doing its job, or at least its not doing that specific thing, so this item can by dupicated just by reequiping the armor and droping the blades all the time. I will try to make it as a quest/legendary item. This is how some vanilla weapons are not droppable in the game. It might work. We will see ;) Unlease ofcourse, some one already knows the way and will be kind enough to share his knowlage :D
  5. Right! Its done and working fine in game. Just for any one else who is working on the same feature - here is the working script (I know this is probably basic stuff, but hey ho! I did not have a clue 24 hours ago, I'm sure theres more out there like me ;) ) Scriptname AddingWeaponScript extends ObjectReference {Adding Blades to Right hand Guantlet Item} Weapon Property YourWeapon auto Event OnEquipped(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().AddItem(YourWeapon) EndIf EndEvent Event OnUnequipped(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().RemoveItem(YourWeapon) EndIf EndEvent Basically, just put this code in notepad, save as psc file, drop it in your data/scripts/source/user , open CK, select the script in Script Manager, compile it and add it in script section of your armor item. Remember to edit weapon property and select the weapon you desire. Done!
  6. Ok! I figure out that my custom blades are undefined! But how the hell am I suposse to do thaht :( ?
  7. Right... cant comply this script for some reason. Can any one look and see if there is an error in this code? (Probably is, this is my first script ever) Scriptname YV_WristBladesP1Script extends ObjectReference {Adding Blades to Right hand Guantlet Item} Event OnEquipped(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().AddItem(YautjaWristBlades2) EndIf EndEvent Event OnUnequipped(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().RemoveItem(YautjaWristBlades2) EndIf EndEvent
  8. Yup, I'm doing it, all together with a playable Yautja race, all weapons and armours... this shoulder cannon thing is like a hole in the head man - not easy to convince Fallout 4 that a projectile must be fired, accurate and with auto lock, when a weapon is not equipped to either hand… but I'm slowly getting the functionality I want.
  9. Yes, it is a new, custom weapon and a new custom armour on a new custom - non human race, fully controllable by the player. I will see what I can cook with this. Thanks
  10. Hi there! Can any one help me with writing a script that will add a weapon to players inventory after a specific piece of armour was equipped (not just a piece that sits in player inventory, but actually equipped on the player)? I have absolutely zero knowledge and experience in scripting and the mod that I’m working on requires that particular functionality... in few places. I have already studied CK wiki for the script commands, I know that the base for my script will be additem and onequipped… but I have no idea what so ever how to forge that in to a working script. No clue how or where to paste the code. Will it be attached to a magic effect, that will be attached to the armour piece, or maybe the weapon itself? Also… will it be possible to remove this particular weapon from player inventory when the armour piece is unequipped? I believe there is a command in papyrus for that – onunequipped, but I’m not sure if this is for that or is it only my wishfully thinking. Any help on this will be much appreciated. Thank you!
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