BustinJay Posted February 14, 2021 Share Posted February 14, 2021 I made my first two mods yesterday, though I probably did it wrong. One mod that changes which weapons can explode and/or sever limbs and how often, and another that makes the Police pistol from Dead Money into a double action revolver by making it use the firing animation and attack speed for the .44 Magnum. The mods work on their own but they have conflicts with each other depending on my load order, currently either the police pistol has the animation I want but explodes limbs or doesn't explode limbs but the vanilla single action animation is used. I imagine they will have conflicts with other mods that affect weapons so I'm wondering if there's a different way I should go about this. So for example, here I set the police pistol to not dismember or explode limbs in one mod but in my mod for the pistol I changed the firing animation and attack speed and left the limb damage effect as the vanilla explode only. How would I get these mods to only overwrite areas where I've made changes and nothing else? Don't want to use a merged patch because I think that method would make the mods useless on their own as I'd probably have to make a patch for all the mods I have specifically, no point in uploading the ones I made to the nexus. For some reason it's also overwriting the limb damage setting for the 44 Magnum even though I didn't make any changes there, I just opened the weapon record for reference to carry over the 44 Magnum settings to the Police pistol. So clearly I've gone about this wrong, do I need to do this with scripting or something instead? Tried using Google but am unsure exactly what tutorials I should be looking at for these kinds of mods. I want these mods to work with each other and other mods that affect weapons without overwriting anything other than the specific things I want to change about the behavior of these weapons. Link to comment Share on other sites More sharing options...
BustinJay Posted February 15, 2021 Author Share Posted February 15, 2021 (edited) Okay, I'm trying to use scripting instead for my edit of the police pistol but my script isn't running for some reason. Anyone know why? ScriptName NVDLC01WeapPolicePistolDoubleActionSCRIPT BEGIN GameMode NVDLC01WeapPolicePistol.SetWeaponAttackAnimation 7 NVDLC01WeapPolicePistol.SetWeaponAnimAttackMult 1 END I've also tried ScriptName NVDLC01WeapPolicePistolDoubleActionSCRIPT BEGIN GameMode SetWeaponAttackAnimation 7 NVDLC01WeapPolicePistol SetWeaponAnimAttackMult 1 NVDLC01WeapPolicePistol END I can get it to run from the in-game console by clicking on the gun and adding the command but it won't run automatically. The script compiles, I'm using the GECK with NVSE for these functions, but when I shoot the pistol in-game the same old animation plays. Edited February 15, 2021 by BustinJay Link to comment Share on other sites More sharing options...
GamerRick Posted February 15, 2021 Share Posted February 15, 2021 (edited) In FNVEdit you can drag the value you want from one column onto the other, such that the last ESP has all of the values you want from all ESPs that touch that thing. So, you could just drag the onHit value of No Dismember/Explode from the 0A mod to the 0B mod. Edited February 15, 2021 by GamerRick Link to comment Share on other sites More sharing options...
BustinJay Posted February 15, 2021 Author Share Posted February 15, 2021 (edited) In FNVEdit you can drag the value you want from one column onto the other, such that the last ESP has all of the values you want from all ESPs that touch that thing. So, you could just drag the onHit value of No Dismember/Explode from the 0A mod to the 0B mod. This is a merged patch right? This would work fine for personal usage but not if I wanted to upload the mods on the Nexus. I don't think people would want to have to make their own patch for my little mod and all their other ones. I figured out how to make the police pistol edit work though, made a quest that uses the script and now it seems to work fine. Just need to figure out how to make my other mod work unobtrusively. Edited February 15, 2021 by BustinJay Link to comment Share on other sites More sharing options...
GamerRick Posted February 15, 2021 Share Posted February 15, 2021 (edited) Simulating Global Functions in your Mod Begin GameMode If GetGameLoaded || GetGameRestarted NVDLC01WeapPolicePistol.SetWeaponAttackAnimation 7 NVDLC01WeapPolicePistol.SetWeaponAnimAttackMult 1 Edited February 15, 2021 by GamerRick Link to comment Share on other sites More sharing options...
BustinJay Posted February 15, 2021 Author Share Posted February 15, 2021 Simulating Global Functions in your Mod Begin GameMode If GetGameLoaded || GetGameRestarted NVDLC01WeapPolicePistol.SetWeaponAttackAnimation 7 NVDLC01WeapPolicePistol.SetWeaponAnimAttackMult 1Thank you, though I had to change the code a bit for it to run and I still needed to make it tied to a quest for it to work so it didn't change anything unfortunately. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 16, 2021 Share Posted February 16, 2021 The resulting file from your initial attempt would be a "compatibility patch" (between your plugin and the "master files" of the original plugins with those records that you modified) instead of a "merged patch" (which addresses record level conflicts in a similar manner but only by determining which is the last to touch that record and making it the "winner' without changes). Similar process but different intent. Such are uploaded to the Nexus all the time, but you need to check first that the original mod permits "changes" or risk getting banned. Please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example with three "master" plugins for the patch.-Dubious- Link to comment Share on other sites More sharing options...
BustinJay Posted February 17, 2021 Author Share Posted February 17, 2021 (edited) The resulting file from your initial attempt would be a "compatibility patch" (between your plugin and the "master files" of the original plugins with those records that you modified) instead of a "merged patch" (which addresses record level conflicts in a similar manner but only by determining which is the last to touch that record and making it the "winner' without changes). Similar process but different intent. Such are uploaded to the Nexus all the time, but you need to check first that the original mod permits "changes" or risk getting banned. Please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example with three "master" plugins for the patch. -Dubious-Thanks, I may have to go this route after all. Just seems weird to make a patch for my tiny mod that nobody cares about to make it work with some popular ones. I've tried to look into doing this with scripting based on ammo type but I can't find any functions that relate to a weapon's ability to explode/dismember limbs in the GECK, NVSE, or JIP NVSE. I'm a bit confused regarding the permissions needed to modify the mods of others, or make patches for them. Do I need permission from a mod other to upload changes to their mod, or compatibility patches between their mod and others, even if I don't include any assets from their mod in my upload? Unless they have open permissions listen, I mean. Edited February 17, 2021 by BustinJay Link to comment Share on other sites More sharing options...
dubiousintent Posted February 17, 2021 Share Posted February 17, 2021 It is always polite to ask if the original mod author(s) have any objections to your publishing it. It's the lack of courtesy that upsets most authors. Always make the effort to ask the author if possible and make note of it in your description if you don't get a reply in a reasonable time (at least two weeks). You can offer your patch to the original mod author to include as an optional file if they wish. Most will want to review your changes. When in doubt always ask a moderator before publishing, but the general practice seems to be if you publish your "patch" file separately and require the original mod (i.e. as a "master file" or as the source for the "asset files") for it to work correctly, and name it something distinct enough no one will think it is the original mod, then it will be acceptable regardless of the original mods permissions. The "no changes" permission restriction is to prevent someone from taking the original mod code, making changes, and then publishing as a complete replacement (often called a "Redux", though that term can apply to an original rewrite of the concept). -Dubious- Link to comment Share on other sites More sharing options...
BustinJay Posted February 17, 2021 Author Share Posted February 17, 2021 It is always polite to ask if the original mod author(s) have any objections to your publishing it. It's the lack of courtesy that upsets most authors. Always make the effort to ask the author if possible and make note of it in your description if you don't get a reply in a reasonable time (at least two weeks). You can offer your patch to the original mod author to include as an optional file if they wish. Most will want to review your changes. When in doubt always ask a moderator before publishing, but the general practice seems to be if you publish your "patch" file separately and require the original mod (i.e. as a "master file" or as the source for the "asset files") for it to work correctly, and name it something distinct enough no one will think it is the original mod, then it will be acceptable regardless of the original mods permissions. The "no changes" permission restriction is to prevent someone from taking the original mod code, making changes, and then publishing as a complete replacement (often called a "Redux", though that term can apply to an original rewrite of the concept). -Dubious-Got it, thanks for the clarification! Link to comment Share on other sites More sharing options...
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