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Need some Info on How Power Armor Functions for a new Mod


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I'm working on a new mod which essentially adds a brand new power armor frame, not just new armor for the existing frame. I've made some good progress but I've hit a point where I need to understand more about how the game calls up power armor specific elements.

 

So Far I've created a new power armor race with its own stats and models. I created a basic activator with a script that stores the players previous race and switches them to the new power armor race. What I'm looking for is how to call up the power armor hud for it as that's all that's currently missing. I'm worried that this might be hardcoded as the only effects i can find are related to the rain drop effects for it and not the base hud itself. Does anyone know?

 

The second issue is the exit button, holding the activate key. This i'm almost positive is hardcoded but just in case, i thought I'd ask if anyone knew how to apply that in a new script. I'm not sure if F4SE has advanced enough to add keypress events but if it has that could be a workaround. Last I checked I couldn't find a list of its added functions.

And third, unrelated to power armor, but I can't seem to get InputEnableLayer functions to work. I'm trying to disable 3rd person camera permanently, until the power armor is exited. I've tried:

Game.ForceFirstPerson() - This works but it's a one time thing and the player can immediately switch back.
InputEnableLayer myLayer = InputEnableLayer.Create()
myLayer.EnableCamSwitch(false)
and :
InputEnableLayer myLayer = InputEnableLayer.Create()
myLayer.DisablePlayerControls(false, false, true, false, false, false, false, false, false, false, false)
Neither has worked. I think I'm implementing them incorrectly but I can't find a similar enough script example to show me how to apply them properly.
Thanks for all you guys do.
Edited by ZerasCETA
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