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Adding an effect to PA enchantment


ModBrains

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Just trying to add a "detect dead" feature to the "EnchPA_TargetingHUD" enchantment (the one that highlights living beings red when wearing the power armor helmet).

I have it mostly working, but can't figure out why the shader is not applied to freshly dead entities without removing the helmet and putting it back on.

 

To clarify:

1) If I spot an enemy it appears red. This is the base/normal functionality of the helmet mod.

2) If I then shoot that enemy dead, the red shader fades off. This is the base/normal functionality.

3) I then exit and reenter the power armor (or remove the helmet and put it back on) and the fresh corpse now gets a yellow shader applied.

 

My problem is step 3. I want this to happen automatically.

My approach to creating this mod was just duplicating the already existing MagicEffects, Spells and EffectShaders associated with the TargetingHUD enchantment, changed the color of the shader duplicate and changed the condition of the effect to look for GetDead to be == 1.00 instead of != 1.0 and ticked "No Death Dispel" on the duplicated magic effect.

 

Again, it's MOSTLY working as expected, just not changing the shader when an entity switches from alive to dead. My suspicion is that it has to do with the conditions of the spell not being rechecked until the helmet is removed and reapplied. Can someone with more experience shed some light on this? Maybe there's a setting I'm not applying that I need to to have a shader change when something dies?

Edited by Jajjo
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How odd.

 

I found a mod that did what I wanted to do (https://www.nexusmods.com/fallout4/mods/8671?), so opened that up in Creation Kit and the approach that author took was the exact same as mine. The only difference was that the conditional checks (checking if something was alive or dead) were moved to the Magic Effect as opposed to leaving them on the Spell itself. I'd like to understand how that difference caused my mod to fail.

 

Happy to see that my approach to the mod design was correct and I was only stifled by a lack of understanding of a couple of features.

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