Mod articles
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07. Custom Thrust Sound Script (F4SE)
Scriptname RBTZ_RocketpackThrustSound extends objectreference
Sound Property CustomThrustSound Auto
Sound OBJRocketPackLPM
DefaultObject JetpackThrustSound_DO
Event OnEquipped(Actor akActor)
JetpackThrustSound_DO = Game.GetFormFromFile(0x00125C90, "Fallout4.esm") as DefaultObject
JetpackThrustSound_DO.Set(CustomThrustSound)
EndEvent
Event OnUnequipped(Actor akActor)
OBJRocketPackLPM = Game.GetFormFromFile(0x0012440D, "Fallout4.esm") as Sound
JetpackThrustSound_DO.Set(OBJRocketPackLPM)
EndEvent
This script is meant to be attached to the Armor, not Magic Effect. When you add the script to the armor in CK, the only property you need to fill is CustomThrustSound. As... -
Scriptname RBTZ_JetpackFXOnJumpControl extends activemagiceffect
ObjectReference selfRef
VisualEffect Property VisualEffect1 Auto
VisualEffect Property VisualEffect2 Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
selfRef = akCaster
RegisterForControl("Jump")
EndEvent
Event OnControlDown(string control)
If (control == "Jump") && !Utility.IsInMenuMode()
VisualEffect1.Play(selfRef)
VisualEffect2.Play(selfRef)
EndIf
EndEvent
Event OnControlUp(string control, float time)
If (control == "Jump") && !Utility.IsInMenuMode()
VisualEffect1.Stop(selfRef)
VisualEffect2.Stop(selfRef)
�... -
There is an alternative way to apply the visual effect - to use the Art Object directly in the Magic Effect and set condition to detect if the player is jumping. For the purpose the Art Object is set as Hit Effect Art. Other settings in the Magic Effect are the same as before. Exception is the flag FX Persist. Enable it if the effect doesn't "persist" for the duration of the jump.
The condition for the Magic Effect can be set in the Object Effect/Enchantment. The condition settings can be seen on the screenshot below.
The condition looks like this: Subject.GetGraphVariableInt(bInJumpState) = 1.000000 AND. The "String" inside the brackets is the animation variable and can't be selected from a list, you have to type it yourself.
For this alternati... -
I wrote the script without any scripting knowledge. I just looked at a couple of vanilla scripts and read a few lines in the CK Wiki. Although it works, If I made a mistake somewhere, you can share a comment or send me a message.
Setting up the properties for the script.
When the magic effect starts, register for the two animation events: "JumpUp" and "JumpDown". The game will "listen" for when these events occur.
On animation event "JumpUp", the visual effects will play(will be applied). On animation event "JumpDown", the visual effects will be stopped.
When the magic effect is removed, unregister for the animation events and stop the visual effects.
Note: About No4, if you remove the Jetpack mid air, the visual effects will be const... -
Resource plugin
Version 1.1 - Just a small change in the animation event for the non-PA jetpack start animation. This time I'm using "JumpStart" instead of "JumpUp". The PC will look like he is performing a jump in mid air, sort of like propelling/boosting himself by using the jetpack. If you don't like it, you are not obliged to use the same animation event.
Script
Version 1.1 - There were some flaws in my first script. In some situations the visual effect was not applied for a female character. In other situations, the visual effect didn't stop after the player's feet touched the ground. To make the detection more accurate, I added more animation events, for which the game to look out for, if performed by the PC. It's not perfect, but better than be... -
02. How to add visual effects for your jetpack
While it's much easier to copy forms with FO4Edit, adding a script and filling its properties are better done in the CK. This explanation is a bit less detailed, but you have Rocketeer.esp as an example, so the information is at your disposal.
You need an Art Object and path to the nif file you are going to use.
I'm not sure about the Type of the Art Object, leave it to Magic Hit Effect.
You have to create Visual Effect. The Art Object, which you created earlier, you will set up as the Effect Art.
Both the Art Object and Visual Effect forms can be created from existing vanilla forms. For example, I used the ones for the Mr. Handy booster, because I also used the nif file(after renaming and doing some edits to it).
The Visual Eff... -
01. How to change animations for your jetpack
In this tutorial I will show you how to implement my method of switching animations for the jetpack. By using 2 condition checks you will make sure for minimal problems and conflicts - the animations will work out of PA and only when your custom non-PA jetpack is equipped. I recommend using FO4Edit, because it's very easy to find and copy forms and make simple edits.
Load my mod and yours in this order. Example:
Duplicate a keyword from existing one:
Type of the keyword must be set to None.
Give it a name. Example:
You can use a different one, add suffix, prefix and so on.
Choose your plugin as destination for the new keyword. Example:
Copy as new record MeleeJetpackStart_NoPA from my mod: <...