• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
The new Cogsworth name list stolen from reddit [t]https://i.imgur.com/g9BxdYp.png[/t] [editline]5th July 2016[/editline] They added Korban and Leeloo :v: Also Joker and Harley
[QUOTE=Tuskin;50652206]The new Cogsworth name list stolen from reddit [t]https://i.imgur.com/g9BxdYp.png[/t] [editline]5th July 2016[/editline] They added Korban and Leeloo :v: Also Joker and Harley[/QUOTE] They added wigglesworth? Jokes aside, glad they updated the names, hope they do more in the future.
They added quite a few Pop culture names. [editline]5th July 2016[/editline] Oh hey they added Phasma and Ezra too
Bort... heh
Some Game of Thrones names
[QUOTE=Old Hermit;50652034]Maybe pipe revolver rifle? I've a feeling you're gonna need to make them from scratch, though[/QUOTE] I don't know a whole lot about modding (for any Bethesda game) but it doesn't seem very hard. Is putting custom animations in even possible yet?
[QUOTE=Omolong;50652061]The cylinder of that comes out from the side, unfortunately. It would be the best option if the weapon wasn't meant to be break action. Perhaps the Double-Barrel Shotgun would work, though? That's break action, and it probably wouldn't look too odd. I'm not sure how all of the animations would look with it, though. The Gauss Rifle or the Laser Rifle animations could maybe work, though I'm not entirely sure on them.[/QUOTE] Double barrel shotgun, feeding from half moon clips (since the character has to put two "shells" in) [img]http://i.imgur.com/xsGgt47.jpg[/img]
[QUOTE=DiscoInferno;50651778]This is why it's not the best idea to mod games that are still in some level of production. Not a terrible idea, mind, just one that will inevitably lead to a lot of faffing about.[/QUOTE] that's why i'm at least a little relieved that nuka world is the last DLC so every time a new dlc comes out i don't have to update all of my mods over and over again, and sometimes the original author is "dead" so there've been some mods I can't use anymore because the author went AWOL when the DLC that broke it came out
[QUOTE=Ruby_Axe;50652299]Bort... heh[/QUOTE] Oh come on Bort?
[QUOTE=Grenadiac;50652343]Double barrel shotgun, feeding from half moon clips (since the character has to put two "shells" in) [img]http://i.imgur.com/xsGgt47.jpg[/img][/QUOTE] It's got 9 rounds unfortunately (plus 1 shot shell). Don't ask me why I make life infinitesimally more difficult for myself [t]https://i.gyazo.com/4323124d300c9c39fd15d3b5f79686d9.jpg[/t]
[QUOTE=The Rizzler;50652446]It's got 9 rounds unfortunately (plus 1 shot shell). Don't ask me why I make life infinitesimally more difficult for myself [t]https://i.gyazo.com/4323124d300c9c39fd15d3b5f79686d9.jpg[/t][/QUOTE] Make some minor edits so it uses a hollow moon clip for the outer rounds then the 2nd reload is the shot shell, I'm pretty sure you can set what gets loaded into the gun as I've seen mods using different shells for each barrel of a gun before. Its very possible to do with the double barrel animations, it'll just look really weird.
[QUOTE=Mattchewy;50652274]They added wigglesworth? Jokes aside, glad they updated the names, hope they do more in the future.[/QUOTE] Still no Frank, but now I can be Sandman or Scorpion. :v:
[QUOTE=Reagy;50652474]Make some minor edits so it uses a hollow moon clip for the outer rounds then the 2nd reload is the shot shell, I'm pretty sure you can set what gets loaded into the gun as I've seen mods using different shells for each barrel of a gun before. Its very possible to do with the double barrel animations, it'll just look really weird.[/QUOTE] I think a way to make that "shot" shell in the middle work is if you give this weapon the legendary effect Far Harbor added that makes the last shot do double the damage. Combined with it being a shotgun shell, it could be devastating as fuck.
[QUOTE=purvisdavid1;50652662]I think a way to make that "shot" shell in the middle work is if you give this weapon the legendary effect Far Harbor added that makes the last shot do double the damage. Combined with it being a shotgun shell, it could be devastating as fuck.[/QUOTE] Fucking awesome, that would be perfect. Need to play the DLCs haha The reason the gun is so hueg in the first place is because it's supposed to be used with power armour (think bolters in 40K) as per the original concept art. The sights are high so you can see them through a helmet and the stock is low so your less-bendy armour-clad elbows can get a more comfortable grip on it But of course you'll be able to use it out of armour. I'm wondering what the extent of the programming for mods is right now, would it be possible to do something like subtract a few AP every shot if you aren't in power armour to balance the power this thing will have? Wondering if I can change the firing sound/ballistic properties on the last shot to that of a shotgun as well
[QUOTE=The Rizzler;50652695]Fucking awesome, that would be perfect. Need to play the DLCs haha The reason the gun is so hueg in the first place is because it's supposed to be used with power armour (think bolters in 40K) as per the original concept art. The sights are high so you can see them through a helmet and the stock is low so your less-bendy armour-clad elbows can get a more comfortable grip on it But of course you'll be able to use it out of armour. I'm wondering what the extent of the programming for mods is right now, would it be possible to do something like subtract a few AP every shot if you aren't in power armour to balance the power this thing will have? Wondering if I can change the firing sound/ballistic properties on the last shot to that of a shotgun as well[/QUOTE] Very possible to have it deduct AP every shot, having it check if you're in armour though is going to be tricky. Could be possibly done using F4SE though. As for sounds, no idea, currently I think the game only understands to play one shot sound for when you shoot, again could likely be resolved with F4SE though but it'd take some doing as you're practically building your own framework there.
[QUOTE=Reagy;50652772]Very possible to have it deduct AP every shot, having it check if you're in armour though is going to be tricky. Could be possibly done using F4SE though. As for sounds, no idea, currently I think the game only understands to play one shot sound for when you shoot, again could likely be resolved with F4SE though but it'd take some doing as you're practically building your own framework there.[/QUOTE] Okay. I'm 95% artist and 5% programmer, so I'll have to pass if it's too difficult
passing it off to someone who knows how to implement it would work great if you're not good at programming
I've always wondered; why aren't action points straight values? like is the action boy/girl perk even worth it? what does +25 AP mean? why not have it so let's say you have 3 action points and to use a weapon in vats takes 1 to fire once for that particular weapon. instead it's like i have 3032 action points which means I can fire this gun 5 times in vats, this is more complicated than it should be
[QUOTE=LolzMan1325;50653053]I've always wondered; why aren't action points straight values? like is the action boy/girl perk even worth it? what does +25 AP mean? why not have it so let's say you have 3 action points and to use a weapon in vats takes 1 to fire once for that particular weapon. instead it's like i have 3032 action points which means I can fire this gun 5 times in vats, this is more complicated than it should be[/QUOTE] Because it's also used as stamina
[QUOTE=UnidentifiedFlyingTard;50651516]They added Kyle. Kyles everywhere rejoice.[/QUOTE] :toot:
[QUOTE=The Rizzler;50652695]Fucking awesome, that would be perfect. Need to play the DLCs haha The reason the gun is so hueg in the first place is because it's supposed to be used with power armour (think bolters in 40K) as per the original concept art. The sights are high so you can see them through a helmet and the stock is low so your less-bendy armour-clad elbows can get a more comfortable grip on it But of course you'll be able to use it out of armour. I'm wondering what the extent of the programming for mods is right now, [B]would it be possible to do something like subtract a few AP every shot if you aren't in power armour[/B] to balance the power this thing will have? Wondering if I can change the firing sound/ballistic properties on the last shot to that of a shotgun as well[/QUOTE] I haven't had the chance/inspiration to open the CK yet, but something like this should work (probably with some modification and correct syntax) [quote] ActorValue property ActionPoints ;The CK should let you link this to a general action points [URL="https://www.reddit.com/r/fo4/comments/3texxt/heres_a_table_of_actor_values/"]actor value[/URL] somehow (i.e. not tied to any specific actor) Actor property Shooter ;Leave this unlinked since the script links it Event OnEquipped(Actor akActor) Shooter = [URL="http://www.creationkit.com/fallout4/index.php?title=GetContainer_-_ObjectReference"]GetContainer()[/URL] ;May need to cast this as an Actor endEvent [/quote] [quote] ;Put the following code in the firing implementation. I'm not sure how the CK/Fallout 4 handles it, since there seems to be very little in the way of weapon functions if (Shooter.[URL="http://www.creationkit.com/fallout4/index.php?title=IsInPowerArmor_-_Actor"]IsInPowerArmor()[/URL]) { Shooter.[URL="http://www.creationkit.com/fallout4/index.php?title=DamageValue_-_ObjectReference"]DamageValue[/URL](ActionPoints, <amount>) ;I'm not sure that this is the correct function. The documentation isn't clear whether it lowers max AP (unintended) or whether it lowers the percentage of available AP (intended) } [/quote]
[QUOTE=ColonelCorn;50653176]I haven't had the chance/inspiration to open the CK yet, but something like this should work (probably with some modification and correct syntax)[/QUOTE] Great, thanks for taking the time to write this up! Gives me somewhere to start at least. Hopefully I'll be able to start the modding process soon
[QUOTE=Reagy;50652772]Very possible to have it deduct AP every shot, having it check if you're in armour though is going to be tricky. Could be possibly done using F4SE though. As for sounds, no idea, currently I think the game only understands to play one shot sound for when you shoot, again could likely be resolved with F4SE though but it'd take some doing as you're practically building your own framework there.[/QUOTE] Nah, you don't need to deduct AP per shot. All you need to do is damage the player's limbs when they're using the gun. Just like that one [URL="http://www.nexusmods.com/newvegas/mods/38762/?"]handheld tank cannon mod for FONV[/URL]:v:. [editline]5th July 2016[/editline] [QUOTE=ColonelCorn;50653176]I haven't had the chance/inspiration to open the CK yet, but something like this should work (probably with some modification and correct syntax)[/QUOTE] For the code for reducing AP, you made it to where only when the player is [I]in[/I] power armor does their AP decrease. It should be like this to make it to where AP decreases per shot when not in power armor: [code];Put the following code in the firing implementation. I'm not sure how the CK/Fallout 4 handles it, since there seems to be very little in the way of weapon functions if (!Shooter.IsInPowerArmor()) { Shooter.DamageValue(ActionPoints, <amount>) ;I'm not sure that this is the correct function. The documentation isn't clear whether it lowers max AP (unintended) or whether it lowers the percentage of available AP (intended) } [/code]
[QUOTE=LolzMan1325;50653053]I've always wondered; why aren't action points straight values? like is the action boy/girl perk even worth it? what does +25 AP mean? why not have it so let's say you have 3 action points and to use a weapon in vats takes 1 to fire once for that particular weapon. instead it's like i have 3032 action points which means I can fire this gun 5 times in vats, this is more complicated than it should be[/QUOTE] To add variability so that things like player agility and % increases/decreases to AP values, also gives devs a little more room to make the guns have different properties in vats.
[QUOTE=The Rizzler;50653283]Great, thanks for taking the time to write this up! Gives me somewhere to start at least. Hopefully I'll be able to start the modding process soon[/QUOTE] This should do what you want: [code]Scriptname NAMEGOESHERE extends WHATEVER Weapon Property theGun Auto Const ActorValue Property ActionPoints Auto Const Event OnInit() Self.RegisterForAnimationEvent(Game.GetPlayer(), "weaponFire") EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if((akSource as Actor).GetEquippedWeapon() == theGun && asEventName == "weaponFire") if(!(akSource as Actor).IsInPowerArmor()) (akSource as Actor).DamageValue(ActionPoints, VALUEGOESHERE) ;Maybe a GlobalVariable for customizability? endIf endIf EndEvent[/code] It's 3 AM though so I might've missed something. The event "weaponFire" will also fire when you throw a grenade, but that should be easy to check for. [editline]6th July 2016[/editline] Actually I think you could get away with just using an enchantment on the weapon (if you just wanna damage the AP), no scripting required.
Has anyone played WASTED? The reference game is on point in it. [sp]A quest where you have to find some dude named Slabs 'waifu' named Auska has you find a missing model error model from Fallout. The quest is named Lover Slabs. He drops a hyper realistic AK-47 with a realistic description, Auska's missing model drops a Type-C Bikini armor, and he goes on a tirade about wanting big tittied waifus and immersive house mods.[/sp]
OFC every time I do a new char, FO4 updates and breaks F4SE
[QUOTE=DiscoInferno;50652152]put it in for every Sole Survivor that has a tiny penis from the cyrogenic freezing.[/QUOTE] Don't they know about shrinkage? [QUOTE=The Rizzler;50652446]It's got 9 rounds unfortunately (plus 1 shot shell). Don't ask me why I make life infinitesimally more difficult for myself [t]https://i.gyazo.com/4323124d300c9c39fd15d3b5f79686d9.jpg[/t][/QUOTE] Easy enough, 3 half-moon clips.
[QUOTE=Intoxicated Spy;50654020]OFC every time I do a new char, FO4 updates and breaks F4SE[/QUOTE] The beta build should work, as that's all they pushed to retail.
[QUOTE=ElectricSquid;50654101]Don't they know about shrinkage? Easy enough, 3 half-moon clips.[/QUOTE] but then you have 1 and a half moons, and earths gravity would get all wonky
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