Update 1.1 fixes a bug with first-person view while wearing Power Armor and using a charging barrel. It also adds a Legendary attach point for mod compatibility purposes.
If you can't see the flamethrower projectile (even in long bursts) please try the alternate file I uploaded. It uses a different AddOnNode ID and may not conflict with other mods. If this helps you, please send me your load order so I can figure out which mod is causing the conflict.
Hey Kentington. I just tried to send this to you in a PM, but it said you can't receive any PMs at the moment, so I'll try to post it here instead. I'm not sure how this will be formatted in the comments section; it may be a royal mess if not viewed in the forum thread. Here goes:
Hello - I saw that you have a fix in your Union Blaster mod for tactical light omods not working properly when the weapon is holstered. I'm including a number of taclights in WARS and was interested in incorporating a similar fix.
There was no script source included in your mod, so I used Champollion to decompile the Union Blaster weapon script - hope you don't mind. I modified the script a little, just to remove the recycler-related stuff, and got this:
Event OnAnimationEvent(ObjectReference akSource, string asEventName) If (asEventName == "weaponDraw") If (Self.hasKeyword(FlashlightKeyword) && !flashlightOn) akSource.addItem(DummyArmor as Form, 1, True) (akSource as Actor).equipItem(DummyArmor as Form, True, True) (akSource as Actor).PlaySubGraphAnimation("pipboyLightOff") (akSource as Actor).PlaySubGraphAnimation("pipboyLightOn") flashlightOn = True EndIf ElseIf (asEventName == "weaponSheathe") If (flashlightOn) (akSource as Actor).unequipItem(DummyArmor as Form, False, True) akSource.removeItem(DummyArmor as Form, 1, True, None) flashlightOn = False EndIf EndIf EndEvent
Event OnUnequipped(Actor akActor) Self.unregisterForAnimationEvent(akActor as ObjectReference, "weaponDraw") Self.unregisterForAnimationEvent(akActor as ObjectReference, "weaponSheathe") akActor.unequipItem(DummyArmor as Form, False, True) akActor.removeItem(DummyArmor as Form, 1, True, None) flashlightOn = False EndEvent
Event OnEquipped(Actor akActor) Self.registerForAnimationEvent(akActor as ObjectReference, "weaponDraw") Self.registerForAnimationEvent(akActor as ObjectReference, "weaponSheathe") flashlightOn = False EndEvent
It compiled without errors, but doesn't seem to work in-game; I still get the light from the tactical light pointing off in a weird direction when the weapon is holstered.
As far as I can tell I set up everything else the same way you did in your mod; added the script to the weapons, made a new keyword and added it to the taclight omods, reproduced the dummy armour item you have, and filled out the properties for those things in the script instances on the weapon records.
I don't suppose you have any idea what I might be missing? (E.g. maybe the script didn't decompile properly?) It'd be much appreciated, but I'd understand if you don't have the time to spare on this.
On the off chance that the source scripts were not included because Kentington actively didn't want them to be distributed, I'm not going to just copy-paste them in here; it wouldn't feel right.
You can use Champollion to decompile the scripts though, like I did.
Has your upcoming mod E Plurbus Unum been shelved or scrapped. I was so excited when I heard about it in November 2017 that I started a new file dedicated to the brotherhood being my enemies in preparation. But that was nearly 3 months ago , please tell me you haven't given up on it yet.
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If you can't see the flamethrower projectile (even in long bursts) please try the alternate file I uploaded. It uses a different AddOnNode ID and may not conflict with other mods. If this helps you, please send me your load order so I can figure out which mod is causing the conflict.
The mods and the way you can customize the weapon is really interesting
Laser weapons 1st person reposition
https://www.nexusmods.com/fallout4/mods/23102
Hello - I saw that you have a fix in your Union Blaster mod for tactical light omods not working properly when the weapon is holstered. I'm including a number of taclights in WARS and was interested in incorporating a similar fix.
There was no script source included in your mod, so I used Champollion to decompile the Union Blaster weapon script - hope you don't mind. I modified the script a little, just to remove the recycler-related stuff, and got this:
ScriptName WARSTacLightFixScript extends ObjectReference
;-- Properties --------------------------------------
Keyword Property FlashlightKeyword Auto
Armor Property DummyArmor Auto
;-- Variables ---------------------------------------
bool flashlightOn
;-- Functions ---------------------------------------
Event OnAnimationEvent(ObjectReference akSource, string asEventName)
If (asEventName == "weaponDraw")
If (Self.hasKeyword(FlashlightKeyword) && !flashlightOn)
akSource.addItem(DummyArmor as Form, 1, True)
(akSource as Actor).equipItem(DummyArmor as Form, True, True)
(akSource as Actor).PlaySubGraphAnimation("pipboyLightOff")
(akSource as Actor).PlaySubGraphAnimation("pipboyLightOn")
flashlightOn = True
EndIf
ElseIf (asEventName == "weaponSheathe")
If (flashlightOn)
(akSource as Actor).unequipItem(DummyArmor as Form, False, True)
akSource.removeItem(DummyArmor as Form, 1, True, None)
flashlightOn = False
EndIf
EndIf
EndEvent
Event OnUnequipped(Actor akActor)
Self.unregisterForAnimationEvent(akActor as ObjectReference, "weaponDraw")
Self.unregisterForAnimationEvent(akActor as ObjectReference, "weaponSheathe")
akActor.unequipItem(DummyArmor as Form, False, True)
akActor.removeItem(DummyArmor as Form, 1, True, None)
flashlightOn = False
EndEvent
Event OnEquipped(Actor akActor)
Self.registerForAnimationEvent(akActor as ObjectReference, "weaponDraw")
Self.registerForAnimationEvent(akActor as ObjectReference, "weaponSheathe")
flashlightOn = False
EndEvent
It compiled without errors, but doesn't seem to work in-game; I still get the light from the tactical light pointing off in a weird direction when the weapon is holstered.
As far as I can tell I set up everything else the same way you did in your mod; added the script to the weapons, made a new keyword and added it to the taclight omods, reproduced the dummy armour item you have, and filled out the properties for those things in the script instances on the weapon records.
I don't suppose you have any idea what I might be missing? (E.g. maybe the script didn't decompile properly?) It'd be much appreciated, but I'd understand if you don't have the time to spare on this.
Thanks.
You can use Champollion to decompile the scripts though, like I did.