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fo4_misriah's Introduction

Fallout 4 - Misriah Armory

A Fallout 4 modification by NovaFinch This file should help authors get started with developing for Misriah Armory.

Built for v2.2.0 Beta

WIP

Prerequisites

Compiling

In the root Fallout 4 directory, create the file CreationKitCustom.ini if it does not already exist. Add these settings to the initialization file and restart the creation kit.

[Papyrus]
sScriptSourceFolder = ".\Data\Scripts\Source\MisriahArmory"
sAdditionalImports = "$(source);.\Data\Scripts\Source\User;.\Data\Scripts\Source\Base"
sAutoFillNamespaceDefault1 = "MisriahArmory"

Console Commands

  • StartQuest MisriahArmory_Cheat, Adds weapons to the players inventory for testing purposes.

fo4_misriah's People

Contributors

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Stargazers

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Watchers

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Forkers

clayne

fo4_misriah's Issues

Ammo Counting Code Improvement

With commit d5b5100, shavkacagarikia made some code improvement suggestions I intend to attempt, thanks.

The GetAmmoAmount will be incorrect if omod changes default ammo type of that weapon instance.
I better get ammo from the instancedata of a worn weapon on slot 41.
Also worn weapons aren't always on 41 slot.

Unnamed shader properties on armor will crash scripted material swapping.

Report

Seems people are having problems with the ammo counter when wearing an armour that has an unnamed shaderproperty, I had this problem when I had them on the weapons and the solution was to not have the shader be unnamed but it seems that armours might also have an effect. My thinking is the script is seeing the empty shader and getting confused about which one to swap the material on and crashes.
sadboi

Report

What Bethesda sometimes does for sight reticles is have a texture load and apply an emissive colour on it without needing to use a BGEM. Here is the shader for the decals on the ODST for example.
bgemsadboi

NIF Model with Unnamed Shader
cross_ret_f_mask_01_Tealfx.zip

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