Jump to content

FO4 NudeBasics


Recommended Posts

Posted (edited)

Armor breaking is also part of the f4b_main_playerrefscript.

I had already done some changings in the OnMCMOpen and ONMCMClose functions, but I have forgot the reason why I changed this.

My changings effects in HitDetection is reenabled after closing the MCM, but

additionally in my game 'Armor breaking' is always on.

 

I guess to completely switch the break system off you only must set the Global

F4B_armorbreakchance = 0

 

For the Morphings there was an additional Global required, to distinguish if armor should break or armor simply should be unequipped

when body size is over the limit.

F4B_bEna_Attirebreak, I thought I have already said that to Krazyone, but different people different thinkings.

This Global belongs to the breaking system, but also to the Morphing system. If it is easier to understand than simply move it

to the morphings page in the config.json and simply optimize the description.

 

There seems to be an additional general enable in the Morphing-Script. --> Require more checking.

 

In this script there is also the function to leave the power armor when necessary. For each of the different states there is a different

realization for morph_checkundress.

 

Maybe leaving power armor onlöy requires a small delay (or waiting loop) . In my game (not overloaded with mods, slowing down your game) I had never a proble with it.

 

You can look here

 

;---------------------------------------------------------------
;
;---------------------------------------------------------------

state Covered_inPA

   ;-----------------------------------------------------------
   ;
   Event OnBeginState (string asOldState)
 
      ; log ("begin Covered_inPA" )

      libs.isNakedin_powerarmor = false

   endEvent

   ;------------------------------------------------------------------------------
   ;
   function morph_checkundress (int inew_pm)
     
      if inew_pm >= Morph_undress_pm
         pl_ref.SwitchToPowerArmor (None)  
         handle_break_or_unequip ()

      elseif inew_pm >= Morph_undress_pm * Morph_leave_PA_fak
         pl_ref.SwitchToPowerArmor (None)  
      endif
   
   endFunction

 

(There is also a state Naked_inPA)

 

Enough information for today

 

 

Edited by Kanlaon
Posted
9 hours ago, jbezorg said:

 

I can take a shot at it if you want.

 

 

If you, or anyone does take a shot at this mod, removing AWKCR would be very helpful. The slots side has been fixed by Beth (AWKCR's main benefit) and better mods exist.

Posted
10 hours ago, Kanlaon said:

 

A lot of stuff is done in the f4n_main_playerref_scripts. This inludes also the radiation when the player is in powerarmor.

The function is called when entering the armor, then every hour.


function powerarmor_radiation ()

   if pa_rad_damage
      RadStormSpell.cast (player, player)  
      Utility.wait (0.5)
      If player.hasmagiceffect (RadiationStormEffectM)
         player.DamageValue (RadsAV, pa_rad_damage)
         
         ; log ("pa radiation applied " + pa_rad_damage)
     endif
   endif
   StartTimerGameTime (1.0, myrad_damage_timerID)

endfunction

 

The log for papyrus can be reactivated. All calculation were done as if there was no power armor which is drastically reducing the radiation.

One of my own problems was: When inside of the power armor the hud shows up the current radiarion (per second) but not the

cumulated value as it was done with the regular hud outside of the power armour. --> Maybe therefore is untested.

The cast for the spell was only for the sound effect.

 

I do not know is somewhere here or on Nexusmods exist a hud where the cumulated radiation is also shown.

But maybe it is possible I am only blind. Without my glasses I really do not see much things. :)

 

Throwing 'things to the ground' when the player is defeated can be found in the F4B_QS_DefeatInventory script in the function

Surrender_Start ()

 

Maybe if you place these function calls in comments it will do the 'trick'

 

drop_attire_and_weapon (pl_ref)

drop_additionals ()

drop_random (sack)

 

 

 

 

Thanks, for the info and code... I'll have to check it out.

 

Power Armour Actual Radiation... I've spent a long time looking for a Power Armour Radiation mod, and found nothing.

There is a normal HUD, with a Radiation Bar on it. But that's for your normal Hud, not the Power Armour.

Posted
On 7/4/2022 at 11:22 PM, Nuka Cherry said:

 

 

If you, or anyone does take a shot at this mod, removing AWKCR would be very helpful. The slots side has been fixed by Beth (AWKCR's main benefit) and better mods exist.

 

I do not know exactly what you mean. I found a keyword 'ma_Railroad_ClothingArmor' in Fallout4.esm that coveres a lot of clothes (> 100) but also a handful of OMOD's. If this keyword could be used I assume the remaining vanilla armor could be stored in a Formlist, than some of the papyrus code must be changed.

The attire covered with the AWKCR slot33 keywords are something about 200 in total.

 

Anyway that still is not a solution idea for additional clothing mods.

Additional clothes could be added to a separate or even the same form list, much like the Skyrim mod 'I need' does for the various food recipes from other mods. Then the confusion in which some artists assign clothes for the torso to the shoe slot doesn't matter either.

It would require a patch for each different mod.

 

The following idea would also be conceivable:

he player registers the clothes of interest about the MCM itself. I had this idea to register pajamas (for a mod).

The procedure could then look like this: The player puts on ALL the clothes to be registered, then opens the MCM and clicks the button in the correct menu 'Register Clothes'. All clothes wearing at that moment are then registered as 'body attire'. Double registration is prevented by the script, as is the registration of devious devices, which cannot necessarily be stored. After registration, MCM closes automatically and the player can put on his normal clothes again.

Registration does not work in Power armor.

 

However, since more than one body slot is possible with additional clothing mods or using this variant,

the 'Player nude detection' must of course be modified considerably

--> I had no idea yet. It would probably be advisable to somehow extend the 'status machine' from the MorphingScript.

 

 

Posted
6 hours ago, Kanlaon said:

 

I do not know exactly what you mean. I found a keyword 'ma_Railroad_ClothingArmor' in Fallout4.esm that coveres a lot of clothes (> 100) but also a handful of OMOD's. If this keyword could be used I assume the remaining vanilla armor could be stored in a Formlist, than some of the papyrus code must be changed.

The attire covered with the AWKCR slot33 keywords are something about 200 in total.

 

 

 

 

 

I don't want to derail Nude Basics, but AWKCR is a historic (and once essential) mod, but is now an abandoned example of bloat that will cause CTDs. AWKCR was made when there a keyword limit which Bethesda has since removed. It is now abandoned, and exists only to be installed to create Fo4 patches so it can be deleted again or for patching out of older mods.

 

It edits levelled lists for example. Why is a keyword framework editing the number of stimpaks that carla carries? Yuk, burn it with fire.

 

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...