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Andyno

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  1. Thanks for replies, guys! I just noticed there's been an activity in this thread... my notifications are probably not working as they should... So, did you make it? Did you solve the problem? I guess the solution is not so easy, like for example copy/paste the branch from working door to those that doesn't work...
  2. I followed this tutorial... https://www.youtube.com/watch?v=rwtZNDgtrL0 ... which is probably the easiest and straightforward tutorial ever... but it's not. OK, when I use the same door as he uses (BldWoodPDoor01), it works as intended, but when I use some other door, it is not. I tested more of the doors, and here are the results: WORKING - BldWoodPDoor01, BarnDoorSmL01 NOT WORKING - BarnDoorMedL01, RRBoxcarDoor01, TruckDoor01 So, can someone, please, explain to me, what is actual difference between these types of door? The only thing that is obvious to me is that working door are small, while those not working are big.
  3. Sorry for the late reply, but the simple answer is NO. I didn't bother with that since I realized the Creation Kit is not capable of fixing such things.
  4. I believe that member is... me. After 4 months of constant development I realized that I'm building my worldspace southward instead of northward. And BTW, this is my mod, just for clarification - https://www.nexusmods.com/fallout4/mods/42488
  5. The idea may sound stupid, yes, but this is actually all what I want - a very minimalistic World Map that depicts only walkable area (which is exactly what navmesh is for). This kind of map was used in many games, for example like this one: https://gamefaqs.gamespot.com/ps3/991143-kingdoms-of-amalur-reckoning/map/7855-detyre-alserund So, the question is simple: Is something like this even possible? Is there a way to somehow "extract" the navmesh layout from the whole worldspace?
  6. This is actually pretty funny because I'm currently finishing one, but I also think that nobody gives a damn... :laugh: This immediately came into my head when I saw the 1st announcement about that "Collections".
  7. It works fine now. Probably some maintenance or something...
  8. Didn't know how to name this topic, so I came up with this... Below you can see the screenshot from my mod (that will hopefully be finished one day...). The mod contains many cultural references (mostly for movies), and one of them is actually depicted on this picture. So, the question is simple: Can someone recognize, what movie this picture is referencing?
  9. No, I'm making this: https://www.nexusmods.com/fallout4/mods/42488 The mod is pretty huge, but also empty and... dull (as all my mods :laugh:). So, to eliminate this dullness just a little I want to add something... appealing. Sure, if you're working on some multi-branched quest mod with several choices/outcomes/endings, then you won't get too far without quests and scripts. But if you want something simple... I just thought I'll manage with some triggers, markers and packages. Sorry then, I played F4 long, long time ago, and I just thought that devs didn't improve this feature since it was not implemented in the previous Fallout games. This is the actual "drop-off" scene from the mod. Vertibird will land on right, and will "drop-off" BoS soldiers. The real BoS soldiers will be spawned behind the wall (I even placed a ladder here, so the player can possibly notice where they came from). On the picture you can also see that vertibird landing zone is not accessible to the player, thus it's not navmeshed. BTW, regarding attacking vertibird... I wanted to recreate this, where you can see several helicopters attacking ground targets, and vice versa: https://youtu.be/Vk5UDxCJdik?t=21352
  10. I suppose you mean this: debug.trace(self + " STARTING") kmyQuest.Startup() ; try enabling passengers here since this is simpler ; enable passengers Alias_Pilot.TryToEnable() Alias_Gunner.TryToEnable()It's kinda funny that note says "this is simpler", because for me it actually isn't - I'm usually totally overwhelmed by these quest/script things... So the pilot and gunner has to be attached to the vertibird by the script only? There's no other simpler way? I actually changed my mind - I made a vertibird that drops some troops. The player won't see how the troops are exiting the vertibird though, and I really doubt that there is an animation for this in the game. The thing is that if the XMarker is too high, the vertibird will make some short landing animation, but then it will simply drop to the ground like a rotten pear. I had to add this faction also to the vertibird, since it was always attacked by enemies from the ground. Regarding your script... Like I said, I'm totally overwhelmed, but it probably says that the vertibird will become hostile only after it arrives at the destination, and then it will attack a single target...? This is not exactly what I'm looking for. I'm trying to recreate some kind of mini war zone, or in other words "faction war" (supermutants vs. BoS), and it will be not very realistic that supermutants will notice the BoS vertibird only after it's above their heads. Also the vertibird thouldn't attack a single target but several random targets within radius of 3000.
  11. Thanks for reply. I kinda solved this by adding DefaultEnableDisableTrigger + Enable Marker, and slightly modified VertibirdTravel Package: Under the Flags Tab I checked Ignore Combat and No Combat Alert. It works fine, vertibird spawns from the initial spot, and follows the straight line to linked XMarker. Even though it has some flaws: - there's no pilot/gunner, so the vertibird looks like it came from some Terminator movie - I tried to make some checkpoints (another XMarkers) to achieve that vertibird will fly between some high objects, but it doesn't work - vertibird always travels to XMarker specified in the Package - not sure what Landing? means - the vertibird will land even if it's set to False. If I set it to True, the vertibird simply won't spawn All of the above, is, of course, the first case, but I suppose when I uncheck Ignore Combat and No Combat Alert, the vertibird will fight with enemies along the way... at least if it had a gunner...
  12. I'm trying to add something interesting into my mod, and that would be some vertibird encounters. Two types of them: 1. player activates a trigger that spawns a vertibird that will fly to a destination (possibly XMarker). It doesn't matter if the vertibird will land or not, because the player won't be able to see its destination point. All the player should see is a vertibird flying by 2. same as above, but on the arrival the vertibird will attack enemies on the ground within certain radius (let's say 3000). The vertibird will be at low level, so the enemies will destroy it, thus it never gets a chance to land Does anybody have an experience with this? And BTW, one additional related question: Does the vertibird's path have to be navmeshed?
  13. So according to your statement every action needs separate package...? What if I add, for example, one package that allows eating food, and one package that doesn't? What package will "win"? The website says this: Is this related? BTW, I set the hours in my Faction -> Vendor Tab. I thought it's sufficient, but apparently this tab is not collaborating with added packages. Before I forget: Do you know about some vanilla NPC that sells at shop, uses his owned refs, and when he closes the shop, he goes to bed?
  14. All 3 packages have set all schedules to -Any- by default.
  15. That was it! I just replaced Travel Template by Sandbox Template, and now it works! He's acting a little bit weird though - he doesn't walk between the markers, he run. Well, at least he's using them... Thanks! :thumbsup: Now, I'd like to mention something similar: I got a vendor that should be using his bed at night, but he doesn't. He got these packages: DefaultSandboxEditorLocOwnedRefsOnly DefaultSandboxInteriorUnlockDoorsContinueIfNear DefaultSandboxEditorLocation Some additional info: - he's in the interior - he's properly using NPCBarInvShopKeep markers which he owns, thus he's the only one who's using them - he also own the bed he should sleep in - he sells food from 8 to 18 - he's the only one that has a key to backdoor I also tried to manually link him to bed with the DMP_SleepNight Keyword, but no difference. I have a suspicion that some of the Packages are not compatible between each other, but that's just a guess.
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