Danceswithbananas Posted July 23, 2016 Posted July 23, 2016 I do like these mods, as they can easily be used to create an alternative to 'oops, you died, time to reload' scenario, which take me out of the game, in addition to a Fallout 4 version of Death Alternative (how I miss this and many other mods from Skyrim). So, thanks for making this. I did notice, however, that is took all my other configuration items from my inventory too (and things like 'sit' from 'sit anywhere'), which can be a problem. I have no idea if there is a way to flag those or if you need to know of them all and make a 'keep list' in the mod. Or, perhaps you could make a 'mark as keep' to objects in your inventory sort of menu somehow? Just a thought, I am clueless to these things and how possible or not that are - and it is all still very early in both this mod's history and that of alternate starts (without having to play a synth, heh), but this is a good start on one end of all that.
Guest Posted July 24, 2016 Posted July 24, 2016 Yeah, I can't do that yet, waiting for F4SE's papyrus support.
Danceswithbananas Posted July 24, 2016 Posted July 24, 2016 (edited) All right, understood. Edited to add: I forgot I wanted to ask if you could make a scenario where you lose your stuff but isn't teleported, but pacify the enemy/-ies as in that other scenario? You would already be disadvantaged and not find yourself perhaps half the map away from where it happened. Edited July 24, 2016 by Danceswithbananas
Guest Posted July 24, 2016 Posted July 24, 2016 Sure. I think in the final version all current scenarios will be a part of one "default" scenario with options: -/+ Play SexTec scene -/+ Start "retrieve your gear" quest -/+ Equip restraints (if appropriate mod is installed) Travel to random spot OR Pacify the enemies
Dielos Posted July 24, 2016 Posted July 24, 2016 All right, understood. Edited to add: I forgot I wanted to ask if you could make a scenario where you lose your stuff but isn't teleported, but pacify the enemy/-ies as in that other scenario? You would already be disadvantaged and not find yourself perhaps half the map away from where it happened. I'm working on a modified scenario where you are teleported to a random location not far from where the scenario started, as I was bothered that the actual system sends you all across the map as well, thus breaking progression. The idea is that you will wake up nearby, and you have the option to avoid the same enemies, or find a strategy to recover your items from them. In any case, you shouldn't be farther away than a couple of blocks. The script is working already. It finds a suitable location and drops you there. I'm looking to add checks now so that it doesn't spawn you right in the middle of a super mutant camp or similar hostile situation. I'd like to change the way loosing items works as well, although I haven't gotten to it yet, nor do I know how easy it might be. The intention is though that weapons and armor you have equipped will be dropped to the floor, and the rest in a spawned bag at the assault location. I will probably leave junk and other items untouched if I can. I hope this brings strategic options. Do I risk going back to retrieve that cool weapon, or just let it be? Camp nearby and sneak in at night or go in weapons blazing? Avoid the area and loose it all? etc...
Dielos Posted July 25, 2016 Posted July 25, 2016 Hello shakrum. Is there a way I can catch all pacified NPC's and populate a formlist with them from the relay script or custom scenario script? I tried adding this function just to test in the relay script: Function PopulatepSPEAggressorList() SurrenderMOD.PacifiedNPCs.KillAll() EndFunction And called it from the scenario script like this (doesn't let me call without params): Var[] params = new Var[1] params[0] = Aggressor SurrenderRelayScript.CallFunction("PacifyNPC", params) Utility.Wait(1.0) SurrenderRelayScript.CallFunction("PopulatepSPEAggressorList", params) No npc got killed, so I'm sure I'm not doing this correctly...
Guest Posted July 25, 2016 Posted July 25, 2016 SurrenderRelayScript.CallFunction("PopulatepSPEAggressorList", none) This should work.
bast65 Posted July 25, 2016 Posted July 25, 2016 I tried the mod out and liked it. But I had 98,559 caps when I started and I only got 33,073 caps back. Is that a bug or did that super mutant go on a spending binge?
Guest Posted July 25, 2016 Posted July 25, 2016 That's an interesting bug. Apparently F4 can't handle giving/removing huge amount of items (caps in this case). Even "player.additem f 100000" only gives you ~33k caps. I'll see what I can do.
Dielos Posted July 25, 2016 Posted July 25, 2016 SurrenderRelayScript.CallFunction("PopulatepSPEAggressorList", none) This should work. Thanks, will try this out. [EDIT]: It worked, although it killed only one from 5. Doesn't seem to catch them all.
Guest Posted July 26, 2016 Posted July 26, 2016 The way Pacify works is it removes selected actors from combat, so when player surrenders it only removes player from combat, NPCs around player aren't actually pacified. You can manually pacify some NPCs to play a little cutscene for example. PacifiedNPCs only keeps track of these manually pacified NPCs.
Dielos Posted July 27, 2016 Posted July 27, 2016 The way Pacify works is it removes selected actors from combat, so when player surrenders it only removes player from combat, NPCs around player aren't actually pacified. You can manually pacify some NPCs to play a little cutscene for example. PacifiedNPCs only keeps track of these manually pacified NPCs. Thanks shakrum. The thing is that although it's pacifying around 5 (testing in Hangman's Alley), PacifiedNPCs seems to only hold the first that detected the player. I'm trying to grab them to make them react a bit better to the situation instead of just keep on sandboxing. Got the player to drop weapons, armor and clothing to the floor upon assault. Looking on what more might be worth removing as well from the inventory and dropping it to the floor or transferring to the aggressor...
Dielos Posted July 29, 2016 Posted July 29, 2016 shakrum, any reason why you have the keywords ArmorBodyPartHands and DogmeatNoVisualsOnRetrieve on your settings object? It's being grabbed by my DropItems function and dropped to the floor. Not an issue as I'm picking it up again and placing it back in the players inventory, but might be good to remove them from the object anyway. Wouldn't it be better to have it under Aid instead of Apparel anyway?
Guest Posted July 30, 2016 Posted July 30, 2016 shakrum, any reason why you have the keywords ArmorBodyPartHands and DogmeatNoVisualsOnRetrieve on your settings object?Because it's a clone of the wedding ring and I forgot to remove all this stuff. I will probably make it a consumable item since it keeps causing problems.
Dielos Posted July 30, 2016 Posted July 30, 2016 The keywords might make the settings object react to any script that looks for armor parts, and could be picked up by other mods that use them. Moving it to Apparel is more for convenience, as all other mods seem to be placing their settings objects there, and thus they would all be in the same place. As said, I got it solved as I'm iterating through the items I drop and I can detect it and return it to the player's inventory, but might be better for compatibilty if it's changed. But if you're going to do changes, do you think it's possible to add a condition option for the scenario to trigger on health threshold OR no weapon equipped? I'd love for the possibility for it to trigger under both conditions. So, if I decide to fight instead of surrender, if I'm loosing I'd still like it to trigger anyway. Also, is it possible to change the condition for surrender on weapon not equipped to weapon not drawn, maybe with IsWeaponDrawn()? It feels better to surrender by stowing your weapon with a key press than having to go into the pipboy to unequip. Also allows for surprise ambushes, as almost everybody runs around with an equipped weapon although often not drawn. By the way, don't think I have said this before. I'm loving the mod, great job and thanks! And having a blast making my scenario as well!
Guest Posted July 30, 2016 Posted July 30, 2016 But if you're going to do changes, do you think it's possible to add a condition option for the scenario to trigger on health threshold OR no weapon equipped? I'd love for the possibility for it to trigger under both conditions. So, if I decide to fight instead of surrender, if I'm loosing I'd still like it to trigger anyway.That's the plan, but I'm waiting for a mod configuration menu because this mod already has too many settings for a message box. Also, is it possible to change the condition for surrender on weapon not equipped to weapon not drawn, maybe with IsWeaponDrawn()? It feels better to surrender by stowing your weapon with a key press than having to go into the pipboy to unequip. Also allows for surprise ambushes, as almost everybody runs around with an equipped weapon although often not drawn.Well if you don't run around with your weapon drawn it will be triggering non stop. If you do then it will never trigger and instead it's better to use manual surrender, which will be an option with F4SE.
torturecat Posted August 2, 2016 Posted August 2, 2016 This mod is amazing, I don't think I could ever play without it now. Thank you for making it.
Dielos Posted August 5, 2016 Posted August 5, 2016 Leaving here my scenario for some testing and in case someone wants to try it out. shakrum, please tell me if you don't want it here. This is not a release as it's not finished yet. I'm trying to learn how packages and scenes work, but can't wrap my head around it yet. At the moment it only changes the dynamics of shakrum's scenario of a random location. Instead of fixed locations, it searches for a nearby safe location and drops you there. It also changes a bit the animation flow and how items are lost. A short readme is included with a better description. It still has bugs and some unintended behavior. Maybe someone can go through the code to see if any mayor errors are in there, as I'm quite a newbie modder. Sadly, I did not rename the scripts at the beginning as I was initially just fooling around. This far in now, I have no idea how to rename them without breaking the plugin. Will find out how to do this for the future. If anybody installed the example plugin, this will replace it as of now. By the way, this is not intended for a main save yet. Use only one for testing... Surrender Plugin Relinquished.rar
wrythen Posted August 6, 2016 Posted August 6, 2016 any idea on how I can disable the essential player feature manualy? I wanted to turn it off but turning it off in the menu didnt do anything.
Guest Posted August 7, 2016 Posted August 7, 2016 any idea on how I can disable the essential player feature manualy? I wanted to turn it off but turning it off in the menu didnt do anything.setessential 7 0 This mod is amazing, I don't think I could ever play without it now. Thank you for making it.Thanks!
Guest Posted August 7, 2016 Posted August 7, 2016 Leaving here my scenario for some testing and in case someone wants to try it out.This is pretty cool. I messed up the pacify thing a little bit, so when NPCs are fighting someone else, they will keep getting pacified and unpacified, in this case packages will not work correctly. Maybe that's why you're having troubles with packages. I'm pretty sure when you drop something on the ground, unless you put it into a quest alias, it will disappear in a few days after you leave the location. So unless you want your mod to be really hardcore you have to do something about it (I might be wrong, check for yourself). Other than that, I died a few times, lost some caps, didn't get spawned between enemies, so it works.
Dielos Posted August 7, 2016 Posted August 7, 2016 Glad you like it! My issue with packages and scenes is mainly that I have never used them before, so no issues with your mod yet. I still have to learn how they work from scratch, and how to fire scenes from script. Items dropped might become an issue for people that carry a lot with them. My character only carries a couple of stuff due to low carry weight. Did expect the three days reset, although if the player hasn't gone back for it in three days, then it will probably mean it has abandoned that stuff and moved on. In that case, it might not be that bad that the engine cleans it up. Probably someone found it and sold it... Would be worried if they would disappear within a day though...
wrythen Posted August 8, 2016 Posted August 8, 2016 any idea on how I can disable the essential player feature manualy? I wanted to turn it off but turning it off in the menu didnt do anything.setessential 7 0 I had actually tried that but it doesnt work, oh well :]
ttpt Posted August 9, 2016 Posted August 9, 2016 Dropping things to the ground is usually a really bad idea, The way the engine works, things that the player drop, even things that are dropped by enemies on death remain on the world forever and don't get affected by cell respawn, which can lead to save bloating. The unofficial patch already acknowledged this and makes sure things seemingly dropped by enemies are still in their inventory. If you want the player to seemingly drop things on the ground it may be possible to do something similar somehow adding it to a container that will reset after a period of time. But just littering will eventually just cause problems on save files.
Dielos Posted August 9, 2016 Posted August 9, 2016 Dropping things to the ground is usually a really bad idea, The way the engine works, things that the player drop, even things that are dropped by enemies on death remain on the world forever and don't get affected by cell respawn, which can lead to save bloating. The unofficial patch already acknowledged this and makes sure things seemingly dropped by enemies are still in their inventory. If you want the player to seemingly drop things on the ground it may be possible to do something similar somehow adding it to a container that will reset after a period of time. But just littering will eventually just cause problems on save files. Hello ttpt. Thanks for your input. This is bad indeed if the engine doesn't clean itself and it causes save game bloating. If this is the case I will revert and move everything to the NPC as in shakrum's original version. The reason I want objects to drop is because I find it more dynamic and less forgiving. I don't like that recovering your items is a simple case of approaching a container and pressing one button to transfer all. Having the items dropped opens in my opinion other strategic decisions, like do I spend my time sneaking through a hostile situation looking for my stuff? Should I risk trying to recover all or do I sacrifice some items? Do I clear the area to search unhindered? Also, my intention was to apply a small bit of force to the objects to spread them a bit, so that looking for them is a task and that there still is the possibility to have to leave some stuff behind. It might not be for everyone, it's just a personal preference. This is a hoarding game, and it doesn't seem like there are many situations in-game were you can loose stuff... That said, I'm going to look at options on how to clean the mess myself through script, maybe through timers and form lists. I already use an invisible container to drop the items, as I need to transfer the desired objects to that container and drop everything from there. I might find an original solution with this container though. Maybe don't drop the objects straight away and only drop them once the player gets close enough to the area when trying to recover them. If I keep the objects in a form list, then maybe I can also get them back into the container if the player leaves again without collecting them. Let's see...
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