legobrick100 Posted December 6, 2018 Author Posted December 6, 2018 (edited) On 12/6/2018 at 5:46 PM, NikaCola said: On 12/5/2018 at 10:36 PM, legobrick100 said: One final thing came up: I'm trying to figure out how to use enableplayercontrols correctly. I managed to reset the AnimationArchtype (to disable the FastWalk limiter), but I can't figure out how to use EnablePlayerControls to allow the player to fight, sneak, use VATs, etc. Any help there? I'm not sure I follow. How did player controls get disabled in the first place?By the start of the game. In the prologue, the quest MQ101 disables player control(with some exceptions) - so the player can only walk and activate objects. I fixed the walking, just need to re-enable the rest. It's disabled because the mod I'm making involves an alternate start: as soon as the player leaves the bathroom, they are moved to the start of my mod, skipping the vanilla way of re-enabling it. Edited December 6, 2018 by legobrick100
SKKmods Posted December 7, 2018 Posted December 7, 2018 Skipping MQ101 and the first 15 stages of MQ102 opens a challenging stream of closed vault doors, stuck elevators, invisible pip boys, no vertibird sounds, stuck kellogg scenes, zero timescales (and probably some others, its been a while) to wrestle with. edit: and this article on startup bypasses may be helpful for things to expect https://www.nexusmods.com/fallout4/articles/1038
legobrick100 Posted December 7, 2018 Author Posted December 7, 2018 On 12/7/2018 at 9:27 AM, SKK50 said: Skipping MQ101 and the first 15 stages of MQ102 opens a challenging stream of closed vault doors, stuck elevators, invisible pip boys, no vertibird sounds, stuck kellogg scenes, zero timescales (and probably some others, its been a while) to wrestle with. edit: and this article on startup bypasses may be helpful for things to expect https://www.nexusmods.com/fallout4/articles/1038That won't be an issue for me as my mod is standalone and will not touch the vanilla worldspace or quests. I already solved the Pip-Boy issue as well, which is simply due to the Pip-Boy not being added and equipped. Thank you for bringing up timescales however, as I completely forgot that detail. I'll fix that too.
legobrick100 Posted December 7, 2018 Author Posted December 7, 2018 On 12/7/2018 at 9:27 AM, SKK50 said: Skipping MQ101 and the first 15 stages of MQ102 opens a challenging stream of closed vault doors, stuck elevators, invisible pip boys, no vertibird sounds, stuck kellogg scenes, zero timescales (and probably some others, its been a while) to wrestle with. edit: and this article on startup bypasses may be helpful for things to expect https://www.nexusmods.com/fallout4/articles/1038That won't be an issue for me as my mod is standalone and will not touch the vanilla worldspace or quests. I already solved the Pip-Boy issue as well, which is simply due to the Pip-Boy not being added and equipped. Thank you for bringing up timescales however, as I completely forgot that detail. I'll fix that too.
Recommended Posts