TheRizzler1 Posted August 3, 2016 Share Posted August 3, 2016 Hi guys. I'm on the verge of releasing a weapon mod but there's just a few last things to do, all potentially involving scripting, so I have a few questions before I begin; 1) Is it possible to give all versions of a weapon (including non legendary) an inherent 'hidden' legendary effect (I want to use the Defiant effect the Far Harbour DLC added, double damage on last shot.)2) Will people be able to use the effect if they don't own the FH DLC? Will it simply not activate or will I have to make a separate mod?3) Is it possible to script a new legendary effect to do double damage on the last shot (or any effect), so I don't need to worry about that?4) Is it possible to script a different firing sound to play on the last shot?5) What about removing a shotgun shell rather than a .308 round on the last shot? 6) Remove AP per shot as a penalty for not being in power amour/not using a light receiver mod? I'd really appreciate some example scripts but that depends on how generous you're feeling I suppose haha. Thanks in advance Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 4, 2016 Author Share Posted August 4, 2016 (edited) Might as well post here rather than make a new thread, as I've started trying to get a dynamic levelled list integration quest going and it doesn't seem to be working. I'd really appreciate someone looking over it [The Quest stages][The Quest scripts][Some LL examples/General files][Object Templates] I'm guessing there's also no way to spawn high ranking BoS soldiers in their power armour?Obviously you can't see everything in the pics, but hopefully you get an idea for what the situation is. Again, I'd greatly appreciate some help. Edited August 4, 2016 by TheRizzler1 Link to comment Share on other sites More sharing options...
steve40 Posted August 4, 2016 Share Posted August 4, 2016 Hi guys. I'm on the verge of releasing a weapon mod but there's just a few last things to do, all potentially involving scripting, so I have a few questions before I begin; 2) Will people be able to use the effect if they don't own the FH DLC? Will it simply not activate or will I have to make a separate mod?You're not allowed to copy forms from DLCs into your mod unless they are included as overrides which require the DLC as a master.It will crash their game if they don't have the DLC, so you will need to make a separate mod.The exception, I think, is if you are able to script it in such a way that it won't work unless the DLC is detected in the load order, and provided users can't bypass your script. That's where the "IsPluginInstalled" papyrus function comes in very handy. Link to comment Share on other sites More sharing options...
SamFisher338 Posted August 4, 2016 Share Posted August 4, 2016 (edited) I'm not the best person for answering these, but I guess it's better than nothing. 1) I think you can assign an object effect directly to the weapon record, but I'm not sure if it works or not. 2) If you reference the FH object effect it will require the DLC, but you could probably just create a copy of it if it doesn't rely on a script or any asset that only comes with far harbor, I think it's ok that way since basic CK stuff could be easily created identicaly without the DLC anyway. But some people might think differently about the issue. Either way if it's basic CK stuff possible with vanilla you could just see how it's done and recreate that yourself. 3) If it relies on a script, it should be simple enough to just write your own script for that. 4) Not sure about this one, I don't really know anything about scripting, but I don't think so, since sounds are somewhat tied to animations. But maybe something that checks if it's the last round and adds a keyword that changes the sound (check the .50 hunting rifle if you need an example) could work. 5) Something simulating the last round being loaded with a shotgun shell instead of a .308? Probably possible to have something like that with scripting. Again, a scripter would be able to answer that better. 6) Same as 5. I'm having some trouble with getting LL scripts to work myself so I'm not able to help with that at the moment. Edited August 4, 2016 by Sam Fisher Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 4, 2016 Author Share Posted August 4, 2016 Great, thanks for the info guys. I might look into doing 50% more damage on the last shot as a new effect, just to avoid any controversy. I'm 100% an artist and not a scripter, so I might have to scale back on some of the things I want to do. Disappointing :/Surprised no-one's written up or shared how the levelled list injection works yet since there's plenty of mods out there that supposedly use it Link to comment Share on other sites More sharing options...
SamFisher338 Posted August 4, 2016 Share Posted August 4, 2016 I've got mine working, if you want to take a look I can send it to you. User Silant helped me with it. Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 4, 2016 Author Share Posted August 4, 2016 That would be very generous if you would, thanks! Link to comment Share on other sites More sharing options...
SamFisher338 Posted August 4, 2016 Share Posted August 4, 2016 I'll pack it up and send you a PM. And I feel your pain, my previous mod was going to have an unique variant with damage scaling with the player's amount of bottlecaps, it wasn't even proper scripting, just CK entry point stuff, but I really couldn't get it working no matter what I tried. Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 4, 2016 Author Share Posted August 4, 2016 (edited) I've realised I'm missing an entire functions section in my .psc, where all the AddForm functions should be. Is this something the CK should have done for me or something I need to do myself? edit: Never mind, I do have to add them myself. Haha Edited August 4, 2016 by TheRizzler1 Link to comment Share on other sites More sharing options...
TheRizzler1 Posted August 4, 2016 Author Share Posted August 4, 2016 (edited) Absolutely awesome, guys. It worked. Brotherhood Knight-Commanders and above will have about 50:50 Laser Rifles/Magnum Revolver Rifles. Weirdly the .50 long scope version isn't appearing on Paladin Commanders (around level 49) even though I set it up to appear around 45. I'll have to fiddle with it. Huge thanks! Edited August 4, 2016 by TheRizzler1 Link to comment Share on other sites More sharing options...
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