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Falling after shock for Devious Devices Integration 4.0


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Falling after shock for Devious Devices Integration 4.0

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Patch zadEventPeriodicShocker.pex adding fall animation for shock event.

 

It looks like this:

 

Install: unpack into "\Devious Devices Integration 4.0" mod folder or if you don't use MO unpack into "\Data" folder.

 

2019-05-19 no updates, I just want to write what works with version 4.2 as well


  • Submitter
  • Submitted
    04/30/2018
  • Category
  • Requires
    Devious Devices Integration 4.0
  • Special Edition Compatible
    Not Applicable

 

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  • 2 weeks later...
  • 6 months later...
  • 6 months later...

Out of curiosity, how did you alter the shock particle effect during the video? It looks a lot better than the purple aura briefly surrounding the character by default...

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@denkou331 This is shock from DD. I do not know. Is he different?

In the script of this event:

    libs.ShockEffect.RemoteCast(akActor, akActor, akActor) <-- DD source
    libs.PlayThirdPersonAnimation(akActor, libs.AnimSwitchKeyword(akActor, "OutOfBreath"), 6, permitRestrictive=True)    <-- i added only falling, nothing else changed

 

¯\_(ツ)_/¯

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  • 1 year later...

Tried implementing it for the 5.2 release version.

 

 

Spoiler

        if vPiercing && (vPiercing.HasKeyword(libs.zad_EffectShocking))
            libs.NotifyPlayer("The piercings within you let out a painful jolt!")
            Game.ForceThirdPerson()
            libs.Trip(akActor)

            libs.Log("zadEventPeriodicShocker: vPiercing")
        ElseIf vPlug && (vPlug.HasKeyword(libs.zad_EffectShocking))
            libs.NotifyPlayer("The plug within you let out a painful jolt!")
            Game.ForceThirdPerson()
            libs.Trip(akActor)

            libs.Log("zadEventPeriodicShocker: vPlug")
        Else
            libs.NotifyPlayer("A painful jolt courses through you!")
            Game.ForceThirdPerson()
            libs.Trip(akActor)

            libs.Log("zadEventPeriodicShocker: generic")
        EndIf

 

Spoiler

Event OnVibrateStop(string eventName, string argString, float argNum, form sender)
    libs.Log("OnVibrateStop("+argString+", "+Target.GetLeveledActorBase().GetName()+")")
    if Target && argString == Target.GetLeveledActorBase().GetName()
        if Target == libs.playerRef
            libs.NotifyPlayer("Your plugs jolt you with an electric shock!")
            libs.Log("zadShockVibEffect: ShockActor")
            Game.ForceThirdPerson()
            libs.Trip(Target)

        Else
            libs.NotifyNPC(Target.GetName() + " squirms uncomfortably as the plugs within her let out a painful jolt!")
        EndIf
 

 

Does make the game a little bit more annoying, but also adds to the challenge. 

Overwrite /scripts/.

 

(backups are mandatory, naturally)

zadEventPeriodicShocker.pex zadShockVibEffect.pex

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  • 2 months later...

@krzp

Can I ask you what program you use to modify these files, so that I can change their sequence to trigger/fire the shocker effect first, then choose the "out of breath" action instead of the more awkward 'trip' action next?

I did inject your two recently modified files into my Skyrim LE save, it it finally got an action to trigger after the normally occurring shocks.

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  • 2 weeks later...
On 7/15/2023 at 8:15 AM, Pyreliter said:

Can I ask you what program you use to modify these files,

I use Notepad++, you can download the plugin for Papyrus compilation from the "Plugins" menu, just search for one and it'll install it for you.

Modify the psc file, and then click Plugins->Papyrus->Compile.

Do remember to have all the needed sources (psc files) where it can find it.

 

There's a good tutorial here.

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