The6thMessenger Posted June 17, 2016 Share Posted June 17, 2016 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. Link to comment Share on other sites More sharing options...
tonicmole Posted June 17, 2016 Share Posted June 17, 2016 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. Link to comment Share on other sites More sharing options...
Jeoshua Posted June 17, 2016 Share Posted June 17, 2016 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). Link to comment Share on other sites More sharing options...
The6thMessenger Posted June 17, 2016 Author Share Posted June 17, 2016 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? Link to comment Share on other sites More sharing options...
Reneer Posted June 17, 2016 Share Posted June 17, 2016 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. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 17, 2016 Share Posted June 17, 2016 Just copy over the method in which the script is written, make a new one, and then you can upload that. Link to comment Share on other sites More sharing options...
Jeoshua Posted June 17, 2016 Share Posted June 17, 2016 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. Link to comment Share on other sites More sharing options...
The6thMessenger Posted June 17, 2016 Author Share Posted June 17, 2016 If going to practically have the same content, copy paste then? Just rename the .pex and stuff. Link to comment Share on other sites More sharing options...
skubblebubble Posted June 17, 2016 Share Posted June 17, 2016 Still copying from the DLC to base without requiring the DLC. Beth would probably complain.(best to ask them on their forums to be sure) Link to comment Share on other sites More sharing options...
The6thMessenger Posted June 17, 2016 Author Share Posted June 17, 2016 Hey, i modified the script a little to add limiting factors, can anyone check this for errors? SPELL Property myWeaponFireSpell Auto ConstString 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 == myAnimEventFloat MySpeed = GetValue()if Limit > SpeedmyWeaponFireSpell.Cast(akSource) else ; get some other anim event? re-register. registerForAnimationEvent(akSource, myAnimEvent) endifEndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForAnimationEvent(akCaster, myAnimEvent)EndEvent Link to comment Share on other sites More sharing options...
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