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So kinda at my wits end. Need expert advice.


markyrocks

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So I'm dealing with robots in vr and everything for the most part is great. My current problem is that when I try to creat a Mr handy type robot, no matter which way I try to do it as soon as I add any mod to it, the robot basically loses 2 arms and 2 eyes lol...

 

I can remove a mod using removemod() with no I'll effects but adding anything messes it all the way up. I've tried pretty much every reasonable method I can think of.

 

That's what doesn't work. The good news is that if I manually add the object mods to the robots object template and spawn the robot in it works just fine... so that leads me down 2 paths either A. I'll be severely limited in the functionality of this particular aspect of the mod bc I'd have to make every handy version individually and just spawn them in. I think I did the math and to get every variation would be more than a million combinations....

 

Or B. I need to manipulate the object template ingame. It seems that there is a fo4se function that gets you in there but I'm not exactly sure how. https://www.creationkit.com/fallout4/index.php?title=GetTemplate_-_ActorBase

 

I wanted to avoid f4se but i can basically just make 2 versions of my mod. One that requires it and one that doesn't.

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apologies to seek clarification;

Are you trying to make a New NPC in FO4VR,

which has 2 or more Arms etc?

that's more a "how do animation rigging in FO4VR function" type question.

 

Or, are you trying to 'anchor' and append stuff

to the root-node of an NPC instance?

ie - stick containers to moving Power Armor, Vertibirds etc?

 

Or, is this more a "I'm having issues with Automatron DLC in FO4VR"?

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