amokrun1 Posted July 6, 2019 Share Posted July 6, 2019 I am working on a heavy weapon and I would like to make it so that you need to be in a suit of power armor to wield it. Does anyone know if this is possible, and if so, how? Link to comment Share on other sites More sharing options...
DeathMotif Posted July 6, 2019 Share Posted July 6, 2019 You can try applying the power armor keyword to it. It’s the same keyword that’s applied to all power armor pieces and frames. No guarantees that this will work. It’s something that I had planned to work on myself once I get back to modding again. Can’t do it now due to a medical condition. Let me know how this works out for you. Link to comment Share on other sites More sharing options...
DeathMotif Posted July 6, 2019 Share Posted July 6, 2019 One point I should note. There are aspects of the power armor system that appears to be hard coded into the game. At present, there are no know workarounds for it. Nevertheless I wish you good luck. Link to comment Share on other sites More sharing options...
hereami Posted July 6, 2019 Share Posted July 6, 2019 (edited) I am working on a heavy weapon and I would like to make it so that you need to be in a suit of power armor to wield it. Does anyone know if this is possible, and if so, how?For a custom weapon may be simple. Attach an OMOD Enchantment with a script like that to the weapon: OnEffectStart - UnequipItem(MyWeaponBase). This should be done via custom default OMOD (so the Mgef applies to Actor, not combat hit). Condition WornHasKeyword(isPowerArmorFrame)==0 should be placed onto Ench (so it's evaluated constantly and also fires the Mgef/Script, when leaving Power armor). It works.OnEquipped Event could be used instead and placed directly onto Weapon, but won't cover the case of exiting from power armor - still a Mgef would be required or other measures, like Animation events catching maybe.On positive side - should work for any NPC and is very simple, downside - not able to cover existing weapons (could make sense for all heavy weapons), and also there's a momentarily attempt to play Equip animation.If need universal or advanced solution, would require Events handling etc., also doable i suppose, but others can explain better (PS. there should be kind of framework for this i believe). You can try applying the power armor keyword to it.If the goal was to Store items inside P.A.... but no - it doesn't work, i'd love to. How does the filtering work and how to fool it? Edited July 6, 2019 by hereami Link to comment Share on other sites More sharing options...
amokrun1 Posted July 7, 2019 Author Share Posted July 7, 2019 I've only worked with scripts directly once before, not very knowlwedgeable of it, but I'll give it a shot. Thank you both! Link to comment Share on other sites More sharing options...
DeathMotif Posted July 9, 2019 Share Posted July 9, 2019 I am working on a heavy weapon and I would like to make it so that you need to be in a suit of power armor to wield it. Does anyone know if this is possible, and if so, how? You can try applying the power armor keyword to it. If the goal was to Store items inside P.A.... but no - it doesn't work, i'd love to. How does the filtering work and how to fool it?Yeah, no. You can’t store a weapon on a PA frame. It functions just like mannequins that can only store and display clothing and armor. However, that’s only the case for unpowered PA. Now that I have thought more about it, a script might be the only practical solution for limiting the weapon to equipping on PA only. Your suggestion might work fine. As for equipping weapon’s on mannequins/unpowered frames, A script converting the weapon to a piece of armor when exiting the PA (and vice versa when entering) and equipping it to the hand location would be a nice touch. I wonder why no one’s tried it before (if they did, I somehow missed it)? Link to comment Share on other sites More sharing options...
hereami Posted July 9, 2019 Share Posted July 9, 2019 I've only worked with scripts directly once before, not very knowlwedgeable of it, but I'll give it a shot. Thank you both! Find this one SentryBotShoulderClusterScript.psc and modify. I've used it for testing on ps4, so you can simply attach, but it's only for interior. Link to comment Share on other sites More sharing options...
amokrun1 Posted August 3, 2019 Author Share Posted August 3, 2019 For a custom weapon may be simple. Attach an OMOD Enchantment with a script like that to the weapon: OnEffectStart - UnequipItem(MyWeaponBase). This should be done via custom default OMOD (so the Mgef applies to Actor, not combat hit). Condition WornHasKeyword(isPowerArmorFrame)==0 should be placed onto Ench (so it's evaluated constantly and also fires the Mgef/Script, when leaving Power armor). It works.OnEquipped Event could be used instead and placed directly onto Weapon, but won't cover the case of exiting from power armor - still a Mgef would be required or other measures, like Animation events catching maybe.On positive side - should work for any NPC and is very simple, downside - not able to cover existing weapons (could make sense for all heavy weapons), and also there's a momentarily attempt to play Equip animation.If need universal or advanced solution, would require Events handling etc., also doable i suppose, but others can explain better (PS. there should be kind of framework for this i believe). I have some questions. First, what is an OMOD Enchantment? Does this mean attaching an enchantment to an OMOD? If so, how would I do that? And how would I place a script on ENCH record? I guess it's the terminology but I cannot find where to begin as per these instructions. I am now looking at tutorials and reading the Bethesda resource(though this one is hit or miss usually), but any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
hereami Posted August 3, 2019 Share Posted August 3, 2019 (edited) OMOD - Object modification, OMODs can attach Enchantments to equipment, Enchantment (Object effect) is kinda spell - it contains Magic Effects, which can have scripts on them. Don't try to learn basics in CK, use XEdit, if want a ground and clear understanding how game/mods work. Well, just look https://drive.google.com/file/d/1IDkgMR48Mv2rkTxlwsda-DfAgHYINGOj/view?usp=sharing , there's a custom legendary attachment for miniguns, still functional only inside interior - you'll have to modify the script on your own. Why can't attach zip files to the post?? Need Premium ? Edited August 3, 2019 by hereami Link to comment Share on other sites More sharing options...
amokrun1 Posted August 3, 2019 Author Share Posted August 3, 2019 Ok, so the scripts get attached at the MGEF record, right? I understand the reference chain goes MGEF-->ENCH-->OMOD-->COBJ, but how is this supposed to work? I tried the zip you so kindly provided but I cannot seem to see a difference when in-game. I thought COBJs are always crafted and applied to something, so does this mean I need to craft it and apply it to the weapon while playing? And I have no idea why you cannot attach a zip here, sorry. Link to comment Share on other sites More sharing options...
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