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Is there a way to modify game settings via scripting?


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Okay, to make a long story short, I know you can pull information from game setting variables with a get function (getGameSetting) but I'm wondering if you can modify them in-game with scripting.

 

So far, that doesn't seem possible, at least if the game setting globals are anything like they are in Skyrim.

 

The only other thing that I'm wondering is this: is there a way, via scripting, to "recharge" a damaged/used fusion core as long as the core has not hit 0/100 charge and been thrown away (IE: I have a core at 25/100 charge; can I use a script to reset the core's health)?

 

 

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You can change game ini settings using scripting as long as the ini parameter already exists in your current ini file.

You can change game global variables using scripting.

You can also set various animation variables, however the actual variables are not documented.

 

http://www.creationkit.com/fallout4/index.php?title=SetINIBool_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIFloat_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIInt_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetValue_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetValueInt_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableBool_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableInt_-_ObjectReference

 

Afaik, Game settings can only be changed using an esp, as they are "hard" changes that would require a game restart, so is pointless to do this via script.

 

About recharging the fusion cores, probably yes.

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You can change game ini settings using scripting as long as the ini parameter already exists in your current ini file.

You can change game global variables using scripting.

You can also set various animation variables, however the actual variables are not documented.

 

http://www.creationkit.com/fallout4/index.php?title=SetINIBool_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIFloat_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIInt_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetValue_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetValueInt_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableBool_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableInt_-_ObjectReference

 

Afaik, Game settings can only be changed using an esp, as they are "hard" changes that would require a game restart, so is pointless to do this via script.

 

About recharging the fusion cores, probably yes.

 

The info is appreciated. Thanks.

 

Here's the thing that I want to know now; how is the health for fusion cores handled by the game?

 

I'm trying to find out if there's any way to "refresh" or "reset" a fusion core's health/charge, but so far I'm drawing a blank. The creation kit wiki isn't any help either.

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You can change game ini settings using scripting as long as the ini parameter already exists in your current ini file.

You can change game global variables using scripting.

You can also set various animation variables, however the actual variables are not documented.

 

http://www.creationkit.com/fallout4/index.php?title=SetINIBool_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIFloat_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIInt_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetValue_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetValueInt_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableBool_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableInt_-_ObjectReference

 

Afaik, Game settings can only be changed using an esp, as they are "hard" changes that would require a game restart, so is pointless to do this via script.

 

About recharging the fusion cores, probably yes.

 

The info is appreciated. Thanks.

 

Here's the thing that I want to know now; how is the health for fusion cores handled by the game?

 

I'm trying to find out if there's any way to "refresh" or "reset" a fusion core's health/charge, but so far I'm drawing a blank. The creation kit wiki isn't any help either.

The fusion cores charge is related to their health value. However it would likely be much easier to simply "refresh" all the fusion cores in the player's inventory / in your machine's inventory by simply adding new copies to the container. But if you wanted to directly edit the fusion cores health values, you would probably want to use ObjectReference.SetValue(ActorValue akAV, float afValue).

Edited by Reneer
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You can change game ini settings using scripting as long as the ini parameter already exists in your current ini file.

You can change game global variables using scripting.

You can also set various animation variables, however the actual variables are not documented.

 

http://www.creationkit.com/fallout4/index.php?title=SetINIBool_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIFloat_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetINIInt_-_Utility

http://www.creationkit.com/fallout4/index.php?title=SetValue_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetValueInt_-_GlobalVariable

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableBool_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference

http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableInt_-_ObjectReference

 

Afaik, Game settings can only be changed using an esp, as they are "hard" changes that would require a game restart, so is pointless to do this via script.

 

About recharging the fusion cores, probably yes.

 

The info is appreciated. Thanks.

 

Here's the thing that I want to know now; how is the health for fusion cores handled by the game?

 

I'm trying to find out if there's any way to "refresh" or "reset" a fusion core's health/charge, but so far I'm drawing a blank. The creation kit wiki isn't any help either.

 

More specifically if OP is looking to have a fusion cores that 'do not run out', then take a look at the perk which already does that.

 

I surprise myself everyday when I look at the vanilla assets and find my answer is in them in some shape or form -- especially true for quest related scripts!!

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