Infamous95 Posted December 10, 2019 Share Posted December 10, 2019 So the situation is this. I have 2 sets of laser sights that are in the same custom category in game. The normal set works with all barrels but the custom set only works on half. Im looking to block crafting for the custom sights when a barrel that doesnt work with them is chosen. How would I do that? Link to comment Share on other sites More sharing options...
StormWolf01 Posted December 10, 2019 Share Posted December 10, 2019 (edited) Heya Infamous!I'm not entirely sure that this will work. I'm kinda guessing. You "might" try adding that specific barrel, to the craft recipe of the item. I dunno if that will mean that the barrel will be required in the gun, or the player's inventory, tho.Another option might be to look at the RU556 mod. Or the MPX mod. I can't remember which one it is ATM, (thinking it's the MPX) but I know that ONE of those two has barrel restrictions for attachments. https://www.nexusmods.com/fallout4/mods/34628 MPX https://www.nexusmods.com/fallout4/mods/22536 RU556 It might be something as simple as just NOT adding that to the list of available attachments for those particular barrels. IF your laser sights are attaching to the barrel, not the reciever. Sorry, I've got a deep virus scan, followed by a defrag going on ATM, so the computer with fallout and tools is kinda laid up, til 3 TB gets taken care of :dry: Edited December 10, 2019 by StormWolf01 Link to comment Share on other sites More sharing options...
Infamous95 Posted December 10, 2019 Author Share Posted December 10, 2019 First point just adds it to the recipe which is not something Im looking to do. The last point I've actually removed the keywords from the barrels but they still show anyways but I also have them on the gun though I think if I remove them they won't show at all. I've tried the haskeyword requirement in the conditions and added them to the barrels that just made them not show at all....was hoping that would work I swore I've done that before. Thanks for the references though. I figure they use scripts but Im always open to learning something new. Link to comment Share on other sites More sharing options...
StormWolf01 Posted December 11, 2019 Share Posted December 11, 2019 Hmmmm. Well, I was looking at the mpx and I'm afraid I didn't learn anything. I don't know if this might have anything to do with it or not, but is it possible that something about the way the models themselves are set up, could conflict? I've seen that with other games, I dunno if FO4 has a similar issue.Really sorry that I can't be much more help :( Link to comment Share on other sites More sharing options...
Infamous95 Posted December 11, 2019 Author Share Posted December 11, 2019 Thats because its all scripted on both of those. My models do conflict but thats the main point my guy. I have the normal 10mm barrels with the tube thing and I have a custom laser sight that uses the tube thing so they don't work together but I have other barrels we've made that they work with the custom one. The other one we have works with all because its a completely different model with mapping so it knows where to sit on each barrel. This just doesn't work with the custom laser because of what the model is. I'll fiddle around more with the keywords thing and if all else fails I'll just have to use a script. Thanks for trying though. The references were great for sure. Link to comment Share on other sites More sharing options...
StormWolf01 Posted December 11, 2019 Share Posted December 11, 2019 Hey again! Sorry, I guess I shoulda been a bit more specific. I meant, if you've got the 3d model lined up to mount on the gun receiver, and trying to set it in game as a barrel attachment. Some games end up going "Does not compute!" in those situations. But, I have no clue as to Fallout4 and that situation.No problem. I do wish I had an answer for you, on how to fix this. Glad I could at least give you a lead! On the MPX, I'm pretty sure the barrel restrictions are on the short version. Restriction might be on the barrel, or on the receiver. I look forward to seeing this in the downloads section, you've got me really curious as to how this is gonna look after you're done! :D Link to comment Share on other sites More sharing options...
Infamous95 Posted December 12, 2019 Author Share Posted December 12, 2019 Oh I see what ya mean, no fallout 4 is versatile that way you could attach something to the receiver and have it show up in the barrel category if you wanted. "Any mod any weapon" is a good example of that lol. I have custom sections for the laser sights so you can still pick the normal parts and a laser sight. I actually have released a beta (I'll drop the link at the bottom)....the next update will actually be released tmrw if I can before work so the page will be updated with all the new stuff then. Its basically an overhaul of the weapons system that extends the options for customization but still keeps it vanilla. Im pretty proud of it so far and will brag that I also take the extra mile and automatically make it compatible with the Unoffical Fallout 4 Patch as well as adding in other various fixes. So if you're a vanilla weapons kind of guy this could be the gem for you. I started it back in December 2018 but took a break around April after I got burnt out on it. From there I picked it back up in late august and released my first beta in September hoping to get a hand with stuff I don't know how to do. Now I have a great modding partner who has made a ton of new stuff for the mod. Very thankful for that and all the modders out there who have contributed to this. Anyways I appreciate the help once again. I will definitely be learning some basic scripting for the next update. https://www.nexusmods.com/fallout4/mods/36469 Link to comment Share on other sites More sharing options...
StormWolf01 Posted December 12, 2019 Share Posted December 12, 2019 (edited) :woot: Oh WOW!! I just looked at your mod page that you linked. That is some REALLY good looking work. I'll be downloading that when you're done!! (Maybe even before, I'm wanting to endorse that mod!) ((LOL my fingers are screaming "Click it!" at me atm!!))I'll be very honest, compliments pretty much fall short of how good a lot of that looks, so I'll just sum it up with "I'm drooling, and I want it!" Actually, since you're good at that stuff, and we're on the subject of the objects in a 3d editor. Do you mind if I ask something? If so, just disregard. Attachments that were originally made for other weapons... Say a sight for instance. Does the model have to be lined up in a 3d editor to work in game, like a lot of other games, or are there XYZ settings in the files that can be used to adjust the position or scale settings? I know some games are good with having those, others aren't. I also know that sometimes, scripts can be used to adjust those as well, but I haven't any clue what a lot of the references for this game are. And I'm a lot more of a script tinkerer, rather than a script maker. I am familiar with Any Mod, Any Weapon. I used it a lot, along with Wacky Weapon Workshop, back when I was on the PS4, and Sony doesn't allow external assets. But now that I'm playing on the PC, I've mostly moved away to custom stuff. But I'll definitely be checking your mod out, when you've got the update ready. I may even have to move Cait back into the direction of using shotguns again, :laugh: Best of luck with the scripting. I know the base game uses Papyrus, which I'm not familiar with. I've tinkered with C# in the past, and it's easy for a beginner to start to grasp, tho a lot of the terms are like hearing greek or japanese, or some other language that leaves you going "huh?" But once you know the references, it's a lot easier. It's basically a good one for tinkerers and patchers. There's a converter, here on the nexus, tho I dunno how good or bad it is. https://www.nexusmods.com/fallout4/mods/7473For doing the actual script work... if you don't have a compiler, I'm kinda at a loss there. The scripts I used to patch together, the game had it's own compiler. Notepad++ is a really good tool to use for it, as it helps out by color coding a lot of the scripts.PSPad is also another notepad-ish tool that I like, I haven't tried it with notepad++ but if you get a script that looks like a massive block of text, PSPad will automatically detect the end of line, break it up, and sort it all out into vertical columns like they should have done when the scripts were made. I also like that it has an windows explorer extension, so a lot of files, you can just right click them, and open them with PSPad. Stuff like ini files, txt files, hex edit files, etc. Best of luck! Looking forward to the results! Edited December 12, 2019 by StormWolf01 Link to comment Share on other sites More sharing options...
Infamous95 Posted December 13, 2019 Author Share Posted December 13, 2019 Thanks for the kind words :) Im actually the esp guy (Mavmanzero does the mesh work for the mod) but I do know the answer. In short yes most attachments you will need to line them up to sit on another weapon. I think thats done in nifskope. Also some weapons are lined up with each other in the base game. I think the submachine gun, combat shotgun and combat rifle use the same reflex sight. This also applies to modders weapons as they likely would have copied the position of a weapon thats similar in the base game. So you can add those parts to other similar weapone without lining them up if you wanted. Thanks for the info thats very helpful. I do have notepad++ will definitly checkout that PSPad. I have a script from another mod thatvI have permissions for that I might just edit so thatll help to. Link to comment Share on other sites More sharing options...
StormWolf01 Posted December 14, 2019 Share Posted December 14, 2019 Aha, I see. Well please pass it along to MavMan that he does some really great work!And that, all said, a lot of people don't really understand how tedious 3d work can be, so I for one really, really appreciate all the time and effort that the 3d artists put into these projects that everybody just...takes for granted.Thank you so very much for confirming that. About the XYZ settings. I know that most of the time that's how it has to be done. Just didn't know if FO would let you tinker/tweek them. Good to know. :)I think they Do use the same sight model, but I think that the submachinegun "may" have a different position to the animations. I don't remember for sure, but I think when I was tinkering with a pipe gun project, that the dots in the reflex for the submachinegun didn't line up the same as the combat guns did. And pretty much NONE of them lined up right on the pipe gun.Gawd that thing has got seriously lousy vanilla sights. No wonder I never used them in game! Not a problem at all. I mean, even if I don't have a direct answer, I wanna TRY to help out anyway that I can.LOL In some cases, that means just trying to offer encouragement. But, I do try ;) Link to comment Share on other sites More sharing options...
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