JanGuaR Posted May 11, 2018 Posted May 11, 2018 i wish i could get this Loot mod from witcher 3 for fo4. its like you are in a bubble and loot everything around 4meters of the player. at installing you choice what and when to loot. greetings your jonan
AWP3RATOR Posted May 15, 2018 Posted May 15, 2018 On 5/1/2018 at 7:12 PM, geraldofrivia said: Anybody can help me sharing the best way to unequip all player clothes (no pipboy) with a minimal syntax script? Game.GetPlayer().UnequipItemSlot(30) and Unequipall (pipboy included) Using this line of code slot per slot is kinda tedious and maybe its not the best way to undress the player. i am a beginner with the papyrus. Thank you! For this, if you want to eventually redress the player - you will need to find what they were wearing in various slots and load that variables, so that you can recall it later. If you just want to undress them completely, a sure fire way to do it would be to unequipall, then re-equip the pipboy, though that would not be compatible with the pip-pad, but you could check for that esp in an IF block and handle that case separately.
AWP3RATOR Posted May 15, 2018 Posted May 15, 2018 On 5/1/2018 at 11:36 PM, Exasper said: Hmm... Well, I'd mostly like to know if these things are doable, and how difficult they'd be. the first is a long-standing idea I've had, but never pursued for one reason or another, the other just an idle thought. I'd like to make an MCM based faction-specific leveled list injector, drawing from crafting workbench product lists. that way, mods which add items only obtainable from, say, the AWKCR workbench also add them to whatever factions you're interested in seeing them on. A sort of one size fits all type of deal, you know? The other idea is that idle thought I brought up: Would it be possible to make animated magazine retextures? Like a GIF file, or something like that? With the leveled lists - they are instantiated on game load, so I don't think an MCM based method to modify them would work (or at least it's out of my realm). You could consider making multiple versions of said lists and offering the user a FOMOD installer option to select what they like and add that to the game prior to load. See Leveled List Injection Toolbox for this. For animated GIF textures, no - not in the way you are thinking about it. What you're describing - like an ammo mod that does fire damage, where the magazine has a smoldering/fire effect, would be more of an animation effect on the magazine model itself. Think about it like when the model is in the game world, it plays an effect - which is triggered with a magic effect.
AWP3RATOR Posted May 15, 2018 Posted May 15, 2018 On 5/11/2018 at 11:22 AM, JanGuaR said: i wish i could get this Loot mod from witcher 3 for fo4. its like you are in a bubble and loot everything around 4meters of the player. at installing you choice what and when to loot. greetings your jonan Do you mean Auto Loot?
Exasper Posted May 16, 2018 Posted May 16, 2018 19 hours ago, AWP3RATOR said: With the leveled lists - they are instantiated on game load, so I don't think an MCM based method to modify them would work (or at least it's out of my realm). You could consider making multiple versions of said lists and offering the user a FOMOD installer option to select what they like and add that to the game prior to load. See Leveled List Injection Toolbox for this. Ah, alright. What I meant by MCM based was less picking the items, and more just turning on and off the injection to a given faction. I know there are mods to do something similar with mods like "War of the Commonwealth" where you can switch on and off what factions get increased spawns. I actually have the Leveled list Injection Toolbox and am already playing around with it. It does actually look like I can do what I am thinking of doing, I'm just still learning the ropes of scripting. I need to make a scanner that checks for items listed as products of a given workbench, (Like AWKCR) and then makes a custom leveled list out of the discovered items. Then use MCM like a switchboard to decide what factions have that leveled list injected into their own. It's too bad about the magazine thing, But I think you misinterpereted my use of "Magazine" as that of a gun. I was talking about the comic books and such in the game, like "Live and love" and "Picket fences"
moltobenis Posted May 16, 2018 Posted May 16, 2018 I want to make bugs and bloodworms impregnate on attack. How do I make Family Planning impregnate on hit instead of when a 4play animation ends? Not a coder btw.
Exasper Posted May 17, 2018 Posted May 17, 2018 This would probably be something to ask Vimfamy themselves, if you PM them over Loverslab, they almost always reply to the best of their ability withiin five days. If you asked I'm sure you could have this function worked into the Vinfamy Control Panel, or they could tell you how to do it yourself. I'm pretty sure the impregnation system works on a simple(ish) if-and-then program that tells the game "if female completes sex animation A, B, or D, then run impregnation chance (E.G 50%)" so, by changing the "If" from an animation to an attack from the given party, you should have the desired effect. Either way, you should first ask the permission of the mod creator before trying to change their content in the first place. moltobenis
Exasper Posted May 19, 2018 Posted May 19, 2018 On 5/14/2018 at 9:49 PM, AWP3RATOR said: Hey, actually, I recall Ruthless Peasant posting the method for which you replace perk menu icons with, but I can't find it. Does anyone have a link they could send me? I'm just going to merge his old progress with that of a few other people who've tried making Vault Meat replacers. If five different people get about a third of the way through the perk tree, each with unique designs, then there's more than enough to substitute a complete product with a compilation. (I'll message them about it either way, but I only intend to use resources from people who declared their asses free to use, all involved parties will be credited.) It'll be a good way to at least have my foot in the modding door while I figure the other stuff out.
startrecker Posted May 20, 2018 Posted May 20, 2018 Hey I am not sure if this is he right thread but seems like it might be. I was wondering if the modding in fallout 4 would allow me to add a sway or difficulty aiming/staying on target. I think it would be cool to add to the aroused state so the more turned on your character was the harder time they had focusing on target.
Guest Posted May 20, 2018 Posted May 20, 2018 5 hours ago, startrecker said: Hey I am not sure if this is he right thread but seems like it might be. I was wondering if the modding in fallout 4 would allow me to add a sway or difficulty aiming/staying on target. I think it would be cool to add to the aroused state so the more turned on your character was the harder time they had focusing on target. This is easy. You add a perk to the player that has an entry level on it that modifies scoped aiming stability - you can modify its strength by means of a global variable. The higher the value, the more the gun sways when you aim.
startrecker Posted May 21, 2018 Posted May 21, 2018 @Flashy (JoeR) Thanks I might look into that if my real life ever slows down enough for me to mess around with mods. Seems like a simple thing to add that would add quite a bit of immersion.
Guest Posted May 21, 2018 Posted May 21, 2018 4 hours ago, startrecker said: @Flashy (JoeR) Thanks I might look into that if my real life ever slows down enough for me to mess around with mods. Seems like a simple thing to add that would add quite a bit of immersion. I actually do this in RSE when the player develops sleep deprivation through Advanced Needs. Scoped aiming turns to complete shit...
moltobenis Posted May 22, 2018 Posted May 22, 2018 Spoiler error: Cannot add a None spell to the actor stack: [ (FF031EB3)].Actor.AddSpell() - "<native>" Line ? [Active effect 1 on (FF031EB3)].FPFP_PregApplyScript.OnEffectStart() - "C:\Users\YOU\AppData\Local\Temp\PapyrusTemp\FPFP_PregApplyScript.psc" Line 4 Spoiler error: Property FPFP_BasePregSpell on script FPFP_PregApplyScript attached to Active effect 9 on (00000014) cannot be bound because <nullptr form> (E7002EC1) is not the right type I added a copy of FPFP_PregApplyMagicEffect to dtRadiationEnchBloatfly, what do these errors mean?
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