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Need help - attaching keyword to cockpit but it never registers


COCayneT

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I would love to take a look at the plugin if you don't mind. I was hoping it might be something I could replicate with function calls in the game, but I don't know much about SFSE, and I want this mod to be available on xbox and pc through creations as well as on pc through nexus, so sfse isn't a viable option for me. I would still love to see that plugin though, so I can understand more about that function and sfse in general. I really appreciate your input on this, you've helped me a lot.

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I don't have the plugin only the notes. It requires SFSE though and it can't be ported to console.

v1.12.36:
BaseAddress+0x19234d4
replace bytes { 0x40, 0x8a, 0xc7}		// instruction MOV AL, DIL
with bytes { 0xB0, 0x01, 0x90 }			// instruction MOV AL, 0x1 (then no-op)

 

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Thanks again for the help. I ended up hacking my way around it by just registering for the OnActivate event for the pilot seat from my script, then using that to turn the gravity to a low value (instead of off) when trying to sit. I did this with a nested PlayerRef.Activate, it loops through once, turns off gravity and activates it again causing the player to sit, then it does the same thing when sitting, but turns the gravity back off after activating it. It's not the prettiest script, but it works nearly identically to just having that keyword on the base object, but a lot less prone to issues later.

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