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Fo4 mod load order
Fo4 mod load order













fo4 mod load order fo4 mod load order

So SetValue was safe to use for general health AV adjustments. Unfortunately, there were a few killer differences between the game platforms.įor starters, you couldn’t use SetValue in FNV to change base AVs for general health and limb condition. The basic principles seemed the same as in New Vegas. Thanks.īefore I began writing “Insult”, I tried out a number of different limb mods already on the Nexus, studying their own code bases. If so, please leave a comment and set me straight. Note: I’m sure that I’m still getting at least some of this wrong. PlayerRef.DamageValue(ActorValue name, float Val) : Subtract an amount (Val) from the current ActorValue, down to zero. PlayerRef.RestoreValue(ActorValue name, float Val) : Add an amount (Val) to the current ActorValue, up to the base value limit. (Val) can be positive or negative, modifying the AV up or down. Remember, that’s the maximum value, not the current one. PlayerRef.SetValue(ActorValue name, float Val) : Sets the base ActorValue.

fo4 mod load order

The “name” here is a passed value of type ActorValue, which you’d usually have to pass into the script as a Property. PlayerRef.GetValue(ActorValue name) : Retrieves the current contents of the passed AV. In Papyrus, there are five function calls that mess directly with Actor Values: This is what got me (and apparently, a lot of others before me) in trouble with FO4 limb damages. Rather, it was calculated based on other stats. Now back in New Vegas GECK days, you couldn’t change the player’s base Health AV by hand. If your Player currently has 20HP of health but has a maximum health of 100HP, the base value for Health is 100. The base value is the existing upper limit for the value. Each of these values comes in two flavors, the current value and the “base” value. These are the game engine variables that keep track of everything about Actors (the Player, NPCs, companions, enemies, etc.), from SPECIAL stats to Health to how fast you can move (SpeedMult). Alas, once again, God laughs.ĭata points such as limb health are stored in what are called Actor Values. In the New Vegas days, I did a lot of work with limb damage in my Tuckered Out mod, and in my sad delusions, I thought I knew how these things still worked in the new system. Which is fine if you’re into that sort of thing, but sadly disappointing if you’re not. This mod starts tackling the limb damage and recovery system, which honestly leaves a lot to be desired in vanilla FO4 – a lot less role playing, a lot more console shooter. I discovered this again recently trying to get my new Fallout 4 mod, Insult To Injury, working right. They both feed into assumption, and as we know, assumption is the mother of all fuck ups. When you’re trying to update your coding skills for a new platform version, the two biggest problems you’ll face are your memory of how things were and the way things actually were.















Fo4 mod load order