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Posted
9 hours ago, idkmanyolo said:

Good job finding it. Do you know if the conflict has anything to do with the robco patcher implementation being incompatible with regular level list injection, or did I just make my injector the wrong way?

I don't make mods, i just use them and occasionally tweak them.

There is a youtube video example of how to make a leveled list injector which i think is the way you do it.  My background is C++ not scripting but my best guess is both are trying to add to the same leveled list at the same time via script and a memory corruption is happening either due to memory being created/moved or the script being suspended due to time restraints leaving the leveled list memory in a partially added to state.

  • 2 weeks later...
Posted
On 8/3/2025 at 5:14 PM, idkmanyolo said:

That's cool. I wondered if it might work, but was too disappointed to try it out because I couldn't understand why the baton failed.


now that I have played with the grenades and the net-harpoon for a bit:  
I often have the bound actors become hostile again when I hit them with the enslavement crop. And then my companions start wasting ammo......
Probably just the usual problem of the surrender functionality, or another mod interaction.

I'm going to add the "calm effect" (=Pax syringe) to the _KG_Bondage ObjectEffect via FO4edit, see how that works out.

just posting it here as an idea....
... and now I see that there's a globalValue 'kg_pacify' ?  
inactive/abandoned functionality? or hidden feature you're still toying around with?

PS:
one suggestion regarding the adjustable settings (kg_amp, kg_gag, etc):

if you were to define and use global variables for those, people could change them via console. And use different settings for different saves/playthroughs without having to meddle with FO4edit.
 

Posted
2 hours ago, egonm68 said:


now that I have played with the grenades and the net-harpoon for a bit:  
I often have the bound actors become hostile again when I hit them with the enslavement crop. And then my companions start wasting ammo......
Probably just the usual problem of the surrender functionality, or another mod interaction.

I'm going to add the "calm effect" (=Pax syringe) to the _KG_Bondage ObjectEffect via FO4edit, see how that works out.

just posting it here as an idea....
... and now I see that there's a globalValue 'kg_pacify' ?  
inactive/abandoned functionality? or hidden feature you're still toying around with?

PS:
one suggestion regarding the adjustable settings (kg_amp, kg_gag, etc):

if you were to define and use global variables for those, people could change them via console. And use different settings for different saves/playthroughs without having to meddle with FO4edit.
 

Thanks for looking into that. I haven't tried out the enslavement crop myself yet, but I recall that kind of thing happening with the enslavement baton after directly sending npcs to victims, victims01, or victims02 with the console. From what I've seen, pacification is handled by one of the packages in those aliases, so I don't know why it would matter if the npc was sent directly to the alias or processed fully by the FPV_OnHit script. I'm doing a Violate patch rn and I see shooting them mostly keeps them in surrender, but occasionally aggros them as well.

 

The kg_pacify is me converting a global from the original DD bondage grenade since it was part of the original design. It's set to on by default and will put a target in the player faction before they get disarmed. It's also supposed to stopcombatalarm but now that i'm looking at it I don't think that line is correct since it's pulling the function from the DD_Library, where it doesn't seem to exist.

 

I didn't like setting those values in the console, but thinking about it now, it's probably more familiar to a larger set of players if they can use the console instead of fo4edit, even if the race customization aspect still requires that program.

  • 2 weeks later...
Posted

Hi, first of all, an excellent execution of a great idea!

 

But something strange, which I'm not sure if I'd done something wrong, that I used the ll injection, and the enemies did have kft gerenades in their inventory, but it appears they'd never used it, not even for once. So I was wondering if there's a way to adjust something in FO4Edit so that enemies could use it whenever they have it, like to be their priority?

Posted
31 minutes ago, merisi_de said:

Hi, first of all, an excellent execution of a great idea!

 

But something strange, which I'm not sure if I'd done something wrong, that I used the ll injection, and the enemies did have kft gerenades in their inventory, but it appears they'd never used it, not even for once. So I was wondering if there's a way to adjust something in FO4Edit so that enemies could use it whenever they have it, like to be their priority?

How many battles have you fought so far, and how many other grenades were thrown at you? Have you seen molotovs and frag grenades? I see enemies throwing KFT grenades at me and my companions at the expected pace. I'm not sure if it will help, because frag grenades don't have this flag the way molotovs do, but you may want to try adding a secondary weapon flag to the kft grenade weapon record, found here:

 

image.thumb.png.a44767cb846793303f2bdeeec74158dd.png

  • 2 weeks later...
  • 1 month later...
Posted

I might be dumb as box of rocks, but I'm struggling to get the KG_AMP to function right. I set the float value to 1.0, 10.0, and 100. to give it a 100% chance to function but even then nothing is happening. Any idea on what could be causing it.

Posted
14 minutes ago, ninjabot117 said:

I might be dumb as box of rocks, but I'm struggling to get the KG_AMP to function right. I set the float value to 1.0, 10.0, and 100. to give it a 100% chance to function but even then nothing is happening. Any idea on what could be causing it.

Yup dumb as box of rocks. Leaving this up in case any is just as bad as me. You have to close Xedit to get the changes to stick.

 

  • 2 months later...
Posted

I wish to know whether enemies equipped with grenades will only utilise them during combat with players, or whether they will also employ them in battles between NPCs. Can this be configured?

  • 4 weeks later...
Posted

Version numbers... could do with having the version numbers in the Zip Files Names. I am guessing the main version is 1.0.2, but the Grenade Inject, is that a different version number.

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