legobrick100 Posted December 6, 2018 Author Share Posted December 6, 2018 (edited) 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 Link to comment Share on other sites More sharing options...
SKKmods Posted December 7, 2018 Share 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 Link to comment Share on other sites More sharing options...
legobrick100 Posted December 7, 2018 Author Share 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/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. Link to comment Share on other sites More sharing options...
legobrick100 Posted December 7, 2018 Author Share 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/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. Link to comment Share on other sites More sharing options...
Recommended Posts