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[WIP] Working visible weapon mod


slevin92

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Thats great mate :) im still working on a solution for grenades too - hopefully i will have a solution soon :)

I have another idea in mind for visible weapons without the placeatnode function, and will allow the weapons to jiggle around as the player moves. But i dont know how long it will take to crack it...

 

Here is a link to the post i made on the creationKit part of the forum about the potential solution,

https://forums.nexusmods.com/index.php?/topic/7447781-equip-weapon-to-custom-equipslot-ck-or-script/

Please feel free to help out if you would like to :) right now im looking though the ck to find any reference to EquipSlots to see how they work (no info on google like usual haha)

 

ah, damn shame to hear about grenades not being possible yet, if the problem is in not being able to detect grenades by keyword, then maybe grenades can be detected by type instead as there are only 11/12 grenade types (i think?) thats how i planned to get the grenades because grenades dont have mods, we can just pull the base or projectile object and fit it straight onto the player.

 

Once again, great work mate :) ill download, endorse and look though the script later tonight/tommorow and see what can be done :) if i find any more solutions to this type of script ill send you my work so you can test/update if you feel like it :)

 

VISIBLE WEAPONSSSSSSSSSSSSSSSS!!!!!!!!

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Good to ear and thank you :)

 

The problem with grenades is not the keyword they use, it's that there's no function like Getequipedweapon to get the currently equipped grenade :/

I tried with getequipeditem but it wasn't compatible with the script i used. May be i missed something.

 

I don't know how equipslot works but weapons have also a hidden biped slot https://www.creationkit.com/fallout4/index.php?title=Biped_Slots where we can found datas about the current equipped weapon like biped slot 41 for pistol, rifle and heavy gun

Edited by slevin92
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Try this mate:

 

https://forums.nexusmods.com/index.php?/topic/7419361-get-equipped-grenade-script-help/&do=findComment&comment=67930936

 

Try "if (akActor.GetEquippedItemType(2) == 10)" :) 2 is the equip slot for grenades and 10 is the type of grenade (10 = frag grenades)

 

Awesome, I'll read up on biped slots too and see if I can find any solutions there :)

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