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Creating a Menu With Options that Trigger Scripts?


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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?

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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 by legobrick100
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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

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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.

Â

edit: and this article on startup bypasses may be helpful for things to expect https://www.nexusmods.com/fallout4/articles/1038

That 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.

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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.

Â

edit: and this article on startup bypasses may be helpful for things to expect https://www.nexusmods.com/fallout4/articles/1038

That 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.

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