necromunger Posted November 22, 2015 Share Posted November 22, 2015 (edited) I found the data i needed thanks @mofakin. After bashing my head against a brick wall for maybe 8 hours writing in bytescript/amv2 i now have a working mod that indicates to you what items in your MISC inventory are holotapes denoted by a search icon. Not sure if its worth releasing or not but im happy with the result. If anyone else needs a guide for the language, found a good one here: https://www.adobe.com/content/dam/Adobe/en/devnet/actionscript/articles/avm2overview.pdf http://i.imgur.com/qFyjVcg.jpg Edited November 22, 2015 by necromunger Link to comment Share on other sites More sharing options...
Silverglade Posted November 22, 2015 Share Posted November 22, 2015 During conversation with an NPC, some options are in yellow, orange, or red (like when talking to Codsworth right after you get out of the vault). If you choose one of those options and you're skill check is successful, the XP meter shows up and a Vault Boy animation plays down and to the right of the bar. I can't seem to find where that animation is in hudmenu.swf. Does anyone have any idea what sprite is involved, or what is playing that animation? It could be anywhere, but I think it's inside the DialogueMenu.swf. Thanks, that was it. What was throwing me for a loop was the fact that the animation is the same, or at least very similar to the animation in Interface\Components\VaultBoys\Charisma.swf. There is also a reference in HUDMenu.swf to VaultBoyImageInternal. I figured there was code in HUDMenu.swf to dynamically load and play the animations under the VaultBoys foilder. Turns out, that is wrong; the same Charisma animation is fully embedded in DialogueMenu.swf. The only thing that sucks now is that anytime a new New/Full Dialogue mod comes out, I have to modify that DialogueMenu.swf with my changes. Link to comment Share on other sites More sharing options...
Martanz Posted November 22, 2015 Share Posted November 22, 2015 (edited) The Fallout 4 Script Extender allows customization of internal keys. Not much else at the moment since it's the first WIP release. http://forums.nexusmods.com/index.php?/topic/3370945-wipz-fallout-4-script-extender-f4se/ Edited November 22, 2015 by Martanz Link to comment Share on other sites More sharing options...
TurnipMods Posted November 24, 2015 Share Posted November 24, 2015 If you really want to edit the main menu file it's pretty simple. The packed ba2 archive runs at start up then loads all your extra mods so obviously you gotta have your menu mod at startup. Skyrim's creation kit archive.exe works well enough so just pack it to a lovely .bsa file and gg your done. edit fallout4.ini line: sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, YOURFILE.bsa, <- add that Boom! Your menu edit works. Time to get menu modding again Mofakin! Link to comment Share on other sites More sharing options...
Sickotik Posted December 30, 2015 Share Posted December 30, 2015 I'm about to dive into the SWFs myself in my quest to turn all the perk animations into Vault Girl porn animations. Wondering if you ran across those animations in your search and if so, we're they locked? Link to comment Share on other sites More sharing options...
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