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Is it illegal to?


The6thMessenger

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Is it illegal to distribute Scripts exclusive from DLCs?

 

You see, i was planning to have a mod that will give effects on attack, like that Salvaged Assaultron Head on Automatron DLC. But i need the script of that DLC to work, yet i want mod to work even without Automatron.

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If your mod doesn't actually enable content from the DLC, they'll likely not care. However if you are enabling functionality like seen in the DLC, but for the base game, than that'd be a problem.

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Is it illegal to distribute Scripts exclusive from DLCs?

 

You see, i was planning to have a mod that will give effects on attack, like that Salvaged Assaultron Head on Automatron DLC. But i need the script of that DLC to work, yet i want mod to work even without Automatron.

 

If you want to make something that works without DLC, you're going to have to make two versions... one which changes Automatron stuff, and one that doesn't. Otherwise, what you want to do is I suppose technically possible, but tricky without heavy scripting which may be prone to bugs (and is honestly beyond me).

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I have this mod that adds 2.5% extra firespeed to a limit of 75% with each attack that each stack lasts 1s, but to do so i need the script of that Salvaged Assaultron Head. Can i just upload "DLC01WeapOnFireEffect"?

 

Just that one .pex file.

 

Yes or no?

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I have this mod that adds 2.5% extra firespeed to a limit of 75% with each attack that each stack lasts 1s, but to do so i need the script of that Salvaged Assaultron Head. Can i just upload "DLC01WeapOnFireEffect"?

 

Just that one .pex file.

 

Yes or no?

No.

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I have this mod that adds 2.5% extra firespeed to a limit of 75% with each attack that each stack lasts 1s, but to do so i need the script of that Salvaged Assaultron Head. Can i just upload "DLC01WeapOnFireEffect"?

 

Just that one .pex file.

 

Yes or no?

 

No. It's not okay to use their PEX file and not require its source to be loaded. Period.

 

It would be okay to make a new script that does the same thing, which honestly is probably the better option anyways as that can probably all be done without an actual script in the first place.

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Hey, i modified the script a little to add limiting factors, can anyone check this for errors?

 

SPELL Property myWeaponFireSpell Auto Const
String Property myAnimEvent Auto Const
Float Limit == GetActorValue(MyLimit)
Float Speed == GetActorValue(MySpeed)
Event OnEffectStart(Actor akTarget, Actor akCaster)
DEBUG.TRACE("Effect applied to "+akCaster+" by "+akTarget)
registerForAnimationEvent(akTarget, myAnimEvent)
EndEvent
Event OnAnimationEvent(ObjectReference akSource, string asEventName)
debug.trace("Received anim event: "+asEventName)
if asEventName == myAnimEvent
Float MySpeed = GetValue()
if Limit > Speed
myWeaponFireSpell.Cast(akSource)
else
; get some other anim event? re-register.
registerForAnimationEvent(akSource, myAnimEvent)
endif
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
UnregisterForAnimationEvent(akCaster, myAnimEvent)
EndEvent
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