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b3w4r3

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  1. Sorry it didn't help you. I know how frustrating it is when you want to mod and things don't work. Sadly papyrus is new to me so I don't have any other ideas for you. I struggle enough just trying to get my scripts working...
  2. I just went through this same issue, had to install the game on my laptop because my desktop computer had a hardware issue. Now on my laptop I could not compile anything. I did the steam move game option to my D drive and it moved everything properly (other then F4SE which i just reinstalled) all mods were moved along with the game and still work. Only had to re configure vortex to the new location. Now I can compile scripts. I'm sure it's a permission issue with the Program Files x86 folder. On my old desktop it worked there but I made a lot of edits to that OS and probably disabled permissions long ago. Don't copy/paste the game folder, let steam move it. It will be fine. Has to be a separate drive though, don't think steam will move to a new location on the same drive. Though you could create a new partition and try that if you don't have another drive.
  3. I had to reinstall the game and ck on a different computer after my old computer finally gave up. Now for some reason I can't compile any scripts. Not from my own mods or even scripts that came with the game. If I try in the CK to compile I get the following... Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "abAssaultronSelfDestruct.psc"... No output generated for abAssaultronSelfDestruct.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on abAssaultronSelfDestruct.psc Trying from notepad++ results in a warning message as follows... The code execution cannot proceed because MSVCP1110.dll was not found. Reinstalling the program might fix the problem. Both of the required dlls are in the Fallout4 folder. Scripts are unzipped and I have verified install on bot the game and construction kit. I have no idea how to proceed from here, any advice would be appreciated.
  4. You will need to add the pex files. The psc files are just your source code and can be opened in a text editor (I edit mine in Notepad++). The pex files are the compiled executables, and what works in the game. If you have a look in the script directory, and then in the source directory, there should be a corresponding psc for every pex that was supplied with the vanilla game (assuming you let the installer unzip the source files). You can take the psc away and the game works fine, but if you take the pex away then the quest scripts and so on won't function. As an asides, don't feel too bad about it, I completely left out the pex and psc of one of my first mods. Thank you.
  5. Well first mod I uploaded I only packaged the psc script files and so far no one has said it's not working. Second mod I did the same and one user commented the mod didn't work. After I added the pex it was working. Now I'm thinking I need to add the pex to the first mod also. Thanks for the help.
  6. When I package a mod that has scripts do I need to include the pex and psc?
  7. Thanks both of you. I.m trying the AOE as I was able to find an example on how to format everything. Got the script to compile but still have work to do getting it in game. I could do this so easily in the older games but this Papyrus is so different and the documentation on the CKWiki doesn't help me much. Anyway this is what I have for the start of the magic effect script. Hopefully I'll get some time this weekend to test it out. Scriptname b3SpellScript Extends activemagiceffect EffectShader Property b3DeadShader Auto Actor akEffectTarget Event OnEffectStart(Actor akTarget, Actor akCaster) akEffectTarget = akTarget if akEffectTarget.isdead() b3DeadShader.play (akEffectTarget, 60.0) endif EndEvent
  8. is there a function for Fallout 4 like GetFirstRef/GetNextRef? This was a script extender function for the older games that allowed you to scan the cells around the player to find and execute functions on returned objects. I want find dead actors and have them play a shader effect to make them easier to find in the dark/clutter.
  9. You could create a static object and store it in an interior cell. Place your misc object where you want it and use an OnActivate block to move the static object to it's position.
  10. Can someone post a script example of a Message Box with buttons? Having trouble finding anything that demonstrates how to detect button presses and how to implement it into a script. I have a message item set up already.
  11. Thanks, the OnInit part of the script was actually working, but I changed it as you suggested. I removed the Function block as it just wasn't running, I'm sure due to my improper use. Added the While block to the OnQuestInit() and it's functioning now. Scriptname B3AmmoReload:b3ReloadAmmoQuestScript extends Quest int b10mm int b38Cal int b308Cal int b45Cal int b44Cal int ShotShell int b556Cal int b5mm int b10mmShell int b38CalShell int b308CalShell int b45CalShell int b44CalShell int ShotShellShell int b556CalShell int b5mmShell Ammo Property Ammo10mm Auto Int added MiscObject Property b3AmmoBox Auto Event OnQuestInit() if added != 1 Game.GetPlayer().Additem(b3AmmoBox, 1) ;Debug.MessageBox("Reload Box Added!") Actor PlayerRef = Game.GetPlayer() While (b10mm != -1) if (PlayerRef.GetItemCount(Ammo10mm) < b10mm) b10mmShell = (b10mmShell + 1) Debug.MessageBox("10mm shell added") b10mm = PlayerRef.GetItemCount(Ammo10mm) Else b10mm =PlayerRef.GetItemCount(Ammo10mm) endIf endWhile added = 1 Endif EndEvent
  12. Hello all, I'm trying to recreate one of my FO3 mods in FO4 but having a lot of trouble with the changes in the script language. This script is intended to keep track of the players ammo use and increase the value "b10mmShells" accordingly. Previously I used a GameMode block to check the players ammo count, but everything I have tried has failed. As a last resort I tried adding the "while" to force that part of the script to loop, but that doesn't work either. Any help is greatly appreciated! Scriptname B3AmmoReload:b3ReloadAmmoQuestScript extends Quest Int added MiscObject Property b3AmmoBox Auto Event OnInit() if added != 1 Game.GetPlayer().Additem(b3AmmoBox, 1) Debug.MessageBox("Reload Box Added!") added = 1 Endif EndEvent int b10mm int b38Cal int b308Cal int b45Cal int b44Cal int ShotShell int b556Cal int b5mm int b10mmShell int b38CalShell int b308CalShell int b45CalShell int b44CalShell int ShotShellShell int b556CalShell int b5mmShell Ammo Property Ammo10mm Auto Function BulletFunction() While (b10mm != -1) if (Game.GetPlayer().GetItemCount(Ammo10mm) < b10mm) b10mmShell = (b10mmShell + 1) Debug.MessageBox("10mm shell added") b10mm = Game.GetPlayer().GetItemCount(Ammo10mm) Else b10mm = Game.GetPlayer().GetItemCount(Ammo10mm) endIf endWhile EndFunction
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