Dryess Posted June 21, 2016 Share Posted June 21, 2016 (edited) Hi, [ Firstly : not sure if this is the right section or if i should move it to troubleshooting ]I'm trying to do a very simple dash mod, that would allow the user of an object to move very quickly for a fraction of a second. To do that i have an item that launches a "magic effect" which starts a papyrus script , that for the main part:-backs up the previous Speedmult (that's an actor value) value -sets the speedmult value (not my backup int, the real actor value with SetValue() ) to whatever it was *100- waits 0.2 seconds- sets the speedmult back to it's original value I'm having no issue whatsoever with the item itself ,and technically speaking my code works ( i think). After multiple tests (more precisely after a test in which i increased the wait to 5 seconds), it seems that the value is assigned, yet the game doesn't instantly apply it, it's like it's trying to have a continuous speed and only reaches the desired speed after ~1second, and that's very infortunate given what i want to do with it... From what i can gather it's not really a problem with how i use speedmult but really the engine in itself, since if you use console command to modify speedmult it does the same, and it was the same in skyrim apparently.However in skyrim such mods were made ( "kt dodge" and "dodge mod" for example) and from what i understand of their description (without having the source script) they are also pretty much just using the speedmult value, so apparently there is a way to do it, the catch might be that they both seem to recquire a script extender of some sort, so maybe it's not possible with the vanilla papyrus ? So my questions for you:[ Pretty sure this first answer is no (or at least not regarding my current problem (yes i know it's a waste of resssources but i don't mind my papyrus thread hanging around unused for 0.2 second guys :wink: ) but : ]- 1a)Am i doing something wrong?[ Then : ]- 1b) is their a way to bypass the slowness of the speedmult change without any script extender (while still using speedmult )?- 1c) Is there a script extender for fallout 4 that would allow me to do this ?- 2) is their some other value i could try to change our speed, whithout using speedmult ?- 3) Can you think of an other way to (quite easily) implement dodges in the game ? ( I thought about teleporting the player 10m forward for exemple, but i don't want to teleport in a wall so i would have to get a way to know if there is any object/wall directly in the player crosshair within 10 m, and even then a lot of bugs could happen...) Any help would be really appreciated ! ( and sorry if my english is not as good as it could be, it's not my native language) Edited June 21, 2016 by Dryess Link to comment Share on other sites More sharing options...
NorthWolf Posted June 21, 2016 Share Posted June 21, 2016 I know that by using script extenders something like this was trivial in Skyrim. If the built-in function has some weird smoothing function to it then you could just make a F4SE plugin that does whatever you want to the actor value without having to worry about the Papyrus functions tripping you up. As for your proposed implementation I can't think of a better one. I'd just hammer out the issues with modifying the speed multiplier. Link to comment Share on other sites More sharing options...
Dryess Posted June 22, 2016 Author Share Posted June 22, 2016 Ok Thanks a lot !I'll try to look into F4SE, and seeing how i could find virtually nothing that would guide me toward creating a plugin with F4SE and how difficult it is to find tutorials and info on creating plugins with SKSE (wich I assume is quite close to F4SE) , I truely hope both work pretty much the same way ( with different includes) so that i can use the tuto written for one and apply them for the other >< Link to comment Share on other sites More sharing options...
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