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Making Power Armors use unique animations by using in game assets


Nightstrom

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Hello friends,

 

For a small mod project I'm looking for a way to add unique conditions for Power Armors, for instance some weapons (big guns) will work with a Power Armor only. Or even, I'm planning to add different type of animations (using already existing animations in the game) for gameplay.

 

Current plans are (suggestions are greatly appreciated):

-Wielding two handed melee weapons in one hand, demonstrating the massive strength bonus of power armor

-Using pistols with completely one hand, even for iron sights (we can use the default pistol attack animation for that)

-Carrying heavy weapons with ease (might need a new animation)

-Sturdier/bulkier running animation (might need a new animation, or maybe super mutant animations might work, don't know)

-What else?

BONUS REQUEST: Does anyone know how to make damage threshold take effect before damage resistance? In Classic Fallouts DT was applied first, but in New Vegas it's the exact opposite, DR gets applied first then DT takes effect.
Many thanks in advance, wishing a good day to you fine folks.
Edited by Nightstrom
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Hello,

 

Many thanks for your interest. I think that's a bit above my league but I'll definitely have a look at it when I get back to my PC.

 

I know that there are many mods altering SPECIAL effects so it's possible. I was unable to find it in GECK though.

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Go to Edit on the top toolbar, click Find Text, type unarm on the menu that turns up, click the Find Text button on that menu, choose the Objects tab, sort the list by Type, and look at the Game Settings type.

 

For other rebalancing, you can type something different and do the same thing.

 

Edit: Oops, this is good for scripts and such, but for game settings, it's faster to go to Gameplay-->Settings and just use the filter that turns up there.

Edited by EPDGaffney
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Oh yes! You are a great help, I found two settings named fAVDUnarmedDamageMult and fAVDUnarmedDamageBase, however they are not editable. A quick Google search said I need a script extender for modifying that setting but I have literally zero knowledge about that.

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I hope you're not getting upset with me, but that's actually modding 101. I've learned that by trial and error with my first tiny mod here.

Was a little scripted fight between mercenaries and aliens regarding the Wild Wasteland perk.

Even though I got a good explanation by a modder who provided me a lot of his translations, the Dynamic Pipboy Light was probably my first own success by using trial and error programming.

Yet as of the comments in the code, I was at some points really upset with the game engine being a jerk to my instructions. So I needed to try other methods of "explanation" and needed to get clearer and clearer until the engine finally understood in a way I could bear. ^^

 

 

Without NVSE and JIP LN NVSE plugin you've no access to advanced functions and even some mandatory fixes (JIP LN NVSE plugin also fixes some game settings).

 

You need to open up GECK with the script extender.

I also recommend GECK PowerUp (0.1.7.5)

and the optional NVSE plugin (2.0)

https://www.nexusmods.com/newvegas/mods/41642/?tab=files

 

Then you need to install NVSE:

http://nvse.silverlock.org/

 

Then JIP LN NVSE plugin:

https://www.nexusmods.com/newvegas/mods/58277

 

After you installed these go to your "Fallout New Vegas" root folder (where game EXE is located).

There should be a file called "nvse_loader.exe".

Make a shortcut of that file to your desktop.

Right click and open the properties of the file.

Look at the entry in the "Target" text field.

Should look like this (with a different start probably):

Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor

The important thing is that "-editor" at the end.

Add that and click "OK".

 

Then click on the shortcut and the GECK will open up. With NVSE, JIP and powered up.

 

 

Now you are allowed to use ANY FUNCTION you find on the GECK wiki. To change game settings use this:

http://geck.technodeep.net/index.php/SetNumericGameSetting

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Your detailed response is greatly appreciated, I can't thank you enough.

 

I've done everything you said except the last part, but when I click on the mentioned settings in GECK nothing happens. Tried to search Google for SetNumericGameSetting settingName:string float:float but I felt confused. Am I supposed to type this by using in game console?

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Here's my compilation of all GECK functions:

https://geckwiki.com/index.php/Complete_List_of_Function_in_Fallout_New_Vegas

It's a hijacked page; still looking into changing the title's typo.

 

Here's Dubious's information compilation, mostly intended for beginners but handling some obscurities that are new to me at times:

https://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK

On that page, do a find for TIP: Best Practice - Type prefixes for Variables and you'll see my explanation of variable types.

 

Now let's look at this:

SetNumericGameSetting settingName:string float:float

That's the syntax for using this function, and it's saying you type the function first (SetNumericGameSetting), then the setting you wish to change (fAVDUnarmedDamageMult or fAVDUnarmedDamageBase, for example), and then the number to which you wish to change it.

 

A string is text, typically real words that we understand and the script compiler doesn't (as opposed to something like MeleeWeapons, which the compiler understands as an actor value). In this case, the setting names are strings. Strings generally need quotation marks round them unless you're using a string variable, which this isn't.

 

A float is a number that can use decimals. In contrasts with short and int types, which are integers, and can't use decimals.

 

So, say you wanted to use a script to change the value of fAVDUnarmedDamageBase. Your quest may have a script that looks like this:

Begin MenuMode 4
    If GetGameRestarted
        SetNumericGameSetting "fAVDUnarmedDamageBase" 100
    EndIf
End

However, I really don't think you need to do this via script. You should be able to type new values and save them. There are a huge number of mods that do it this way. If the GECK doesn't let you for whatever reason, FNVedit should be capable of doing what you need.

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