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Help Wanted - FO4Edit


SgtWhatsHisName

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sure can.

Short Term

problem 1, i need help making an installer (not much of a problem actually i just need someone to walk me through the steps)

 

problem 2, i turned commando into a perk that gives a damage bonus to all plasma, laser, and ballistic weapons (via keyword Equal/Or set up) however, only the second level of that perk functions. the other 3 levels do not. and they are all set up the exact same way. that is what is driving me insane

 

Long Term - GECK required (im guessing)

bring back the trait system from FONV

see if the skill system can be brought back

 

that help any?

 

SideNote; Khormin, i see your working on an eat/drink mod and i think thats a fantastic idea.

Edited by SgtWhatsHisName
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A few things I've learned from the community and the hard way:

 

Unknown fields matter right now, and it seems like Bethesda's vanilla files can "get away" with stuff that modders can't. This includes the dreaded "Parameter #3," which is set to -1 all over the place in the vanilla game but needs to be set to 0 in some cases for modded things to work. Why? Well, the word "unknown" is kind of the conversation-stopper.

 

Similarly, Bethesda seems to be able to get away with no having the right number of Perk Conditions listed in the PRKC Table field. Modders can't (not always, anyway.)

 

Always check your Equal To/Or settings to make sure they're, well, all set to Equal To/Or. Miss one in this specific instance and everything gets blocked.

 

Idiot check: make sure if you're using Equal To/Or that you're putting sub-conditions under a single Perk Condition, rather than splitting them up across multiple Perk Conditions.

 

Without screenshots I'm not sure I can be much more help. I could keep listing ALL OF THE THINGS, but that would likely come across as insulting and also not be very helpful. Are your values the proper variable type (all Float?) Are the unknown fields linked to that all identical? Etc. etc.

Edited by pootthedestroyer
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ill try messing with param #3 and the PRKC table (god i wish we had the GECK) again, maybe i missed something.

 

did the idiot check yesterday along with checking the equal/or and conditions being in the correct tree. i actually had hope that was it but no such luck that i could see.

 

the biggest issue is the perk is set up the exact same way for all the ranks (1-4) but only rank 2 actually works.

 

ill upload some screen shots around lunch, right now im trying to learn to make an installer so i can split the special increase from the main perk (people have asked for it, so i guess ill learn to do it)

 

Heres the mod as it is if you wanna poke around (better than a screen shot in my opion)

http://www.nexusmods.com/fallout4/mods/4492/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D4492%26preview%3D&pUp=1

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I'll do that, though I think the NV system will require either the GECK or a fairly aggressive script.

 

As for the installer, FOMOD is only more complicated in appearance than setup (for the most part). There should be a tutorial floating around to help you set up your first one.

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im planning on waiting for GECK my scripting skills are mostly non-existent from lack of use, and bethesda usually leaves things laying around in the GECK so im hoping the skill system was left in but not used. ive got the tutorial up for making a launcher up, working through it slowly today the stupid patch is making work go slowly.

 

 

i am about ready to give up on the installer, i cant get it to friggin work.

Edited by SgtWhatsHisName
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Throw me a copy of the folder through a cloud storage and I'll see if I can spot anything myself; bear in mind, still recovering and a lot of old knowledge is gone now, so I'm relearning XML all over.

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Hi there. I did some testing on Weapon Handling.

 

You will be interested to know that Weapon Handling 02 provides the proper bonus to a Ballistic type weapon in my game but not to plasma, and that Weapon Handling 03 provides the proper bonus to a Plasma type weapon, but not to ballistic.

 

So, right off the bat, Weapon Handling 02 is not actually working properly. It's not providing the proper bonus to every kind of weapon you want it to.

 

Therefore, in order to further isolate the true issue, I would highly recommend having a Ballistic, Plasma, and Laser weapon in your inventory as you test each level of your Weapon Handling perk, to see which values are being modified and which aren't.

 

My original suspicion was that your "Equal to/Or" subconditions were not playing nicely with your "Equal to" (heavy gun) subcondition. However, moving the latter into its own Perk Condition umbrella did not solve the problem for WH1.

 

As a "stupid" way to test the engine's limitations, I would suggest breaking down your perk into extremely small and redundant units. Make an individual Mod Attack Damage effect that only includes one type of weapon keyword (plus the prohibition on heavy weapons for each one.) Put each of those conditions under its own Perk Condition umbrella.

 

This is stupid. You should not have to do this. Other perks that apply other effects (Ninja, for example) do not require this kind of breakdown.

 

But maybe there's just something about this particular function that's messed up, and this is the only way to get it done. At the very least, if the "stupid" way works, you've achieved your short-term goal for the perk line, and you've learned something about the engine's limitations in the meantime.

 

I'm quite disappointed that I was not able to solve your problem, but I am glad I was able to identify a false assertion in your own testing.

 

For reference, my test weapons were a fully upgraded sniper rifle and a fully upgraded (automatic, not sniper) plasma rifle.

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