Zorkaz Posted July 13, 2022 Share Posted July 13, 2022 Has someone found a neat way (via script or something else) to disable the Pipboy light in certain areas and cells? Link to comment Share on other sites More sharing options...
RaidersClamoring Posted July 14, 2022 Share Posted July 14, 2022 There are these game settings (setGS) you can experiment with in the console. "Set xXXXX to <value>" iPipboyColorBiPipboyColorGiPipboyColorRbBlockPipboyfTorchLightLevelInteriorfTorchLightLevelMorningfTorchLightLevelNight And there are two default objects (DFOB) in the Editor. No idea how to make use of them, maybe you do.PipboyLightOverride_DOPipboyLightOverrideKeyword_DO Link to comment Share on other sites More sharing options...
LarannKiar Posted July 14, 2022 Share Posted July 14, 2022 (edited) As far as I know, you could press a key with SKSE's TapKey (Input script). Unfortunately F4SE doesn't have TapKey but you might still be able to turn on/off the light with the SetGameSettingXXXXX functions (Game script). Edited July 14, 2022 by LarannKiar Link to comment Share on other sites More sharing options...
Zorkaz Posted July 14, 2022 Author Share Posted July 14, 2022 Thanks for the info Link to comment Share on other sites More sharing options...
hereami Posted July 15, 2022 Share Posted July 15, 2022 (edited) By the way, is it possible to determine if light is on (outside of scripts)? IsTorchOut condition doesn't seem to work, probably inapplicable even though single torch light in game is pipboy. Some graph variable maybe then? Edited July 15, 2022 by hereami Link to comment Share on other sites More sharing options...
LarannKiar Posted July 15, 2022 Share Posted July 15, 2022 (edited) By the way, is it possible to determine if light is on (outside of scripts)? IsTorchOut condition doesn't seem to work, probably inapplicable even though single torch light in game is pipboy. Some graph variable maybe then? The only workaround I know is the GetLightLevel() check. It has both Papyrus and condition functions. I don't remember the exact values but the Pip-Boy emits a lot of light. Edited July 15, 2022 by LarannKiar Link to comment Share on other sites More sharing options...
hereami Posted July 15, 2022 Share Posted July 15, 2022 By the way, is it possible to determine if light is on (outside of scripts)? IsTorchOut condition doesn't seem to work, probably inapplicable even though single torch light in game is pipboy. Some graph variable maybe then? The only workaround I know is the GetLightLevel() check. It has both Papyrus and condition functions. I don't remember the exact values but the Pip-Boy emits a lot of light. Yes, thanks, actually weird though since there's Condition even for Radio. By the way again, looked into Animations and there are pipboyLightOn/Off anim Events for 1st and RaiderRoot, shouldn't those work as commands and turn it on/off ? Maybe could be usable for detection then at least, e.g RegisterForAnimEvent, then maintain an own variable as flag? Though latter is not something doable on console to try out. Link to comment Share on other sites More sharing options...
LarannKiar Posted July 16, 2022 Share Posted July 16, 2022 By the way, is it possible to determine if light is on (outside of scripts)? IsTorchOut condition doesn't seem to work, probably inapplicable even though single torch light in game is pipboy. Some graph variable maybe then? The only workaround I know is the GetLightLevel() check. It has both Papyrus and condition functions. I don't remember the exact values but the Pip-Boy emits a lot of light. Yes, thanks, actually weird though since there's Condition even for Radio. By the way again, looked into Animations and there are pipboyLightOn/Off anim Events for 1st and RaiderRoot, shouldn't those work as commands and turn it on/off ? Maybe could be usable for detection then at least, e.g RegisterForAnimEvent, then maintain an own variable as flag? Though latter is not something doable on console to try out. It worth giving a try yes. Some animations send Papyrus events but most of them don't. It depends on how the developes made them. If they wanted to control them with Papyrus, they send/can receieve events to/from Papyrus (e.g., lot of MQ101 related scripts). Since most Pip-Boy related functions are hardcoded I doubt it's possible to turn the light on/off with Papyrus. (When the Pip-Boy light's on, a flashlight icon shows up on the interface. This kind of communication between the interface and an animation is usually hardcoded). I haven't tried calling PlayAnimation() or PlayGamebryoAnimation() on the Pip-Boy though (Skyrim even had SendAnimationEvent()) but since it's always equipped, most ObjectReference script functions can't be called on it. Of course it's possible to get its RefID and to make it persistent but it'll still be an inventory item. Anyway, anim events always worth giving a try, because who knows :) Link to comment Share on other sites More sharing options...
RaidersClamoring Posted July 16, 2022 Share Posted July 16, 2022 F4SE plugin "Baka Framework" adds this to ScriptObject script ; BakaFramework additionsFunction RegisterForPipboyLightEvent() nativeFunction UnregisterForPipboyLightEvent() nativeEvent OnPipboyLightEvent(bool abIsActive)EndEvent Link to comment Share on other sites More sharing options...
Recommended Posts