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Chthonian

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About Chthonian

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    http://www.twitch.tv/chthonian
  • Country
    United States
  • Currently Playing
    Fallout 4
  • Favourite Game
    Morrowind

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  1. Awesome, I will take a look at this and see if I can figure anything out, thanks for the suggestion
  2. Ok so I made a mod sometime ago, it is a player home, but I never got around to really "finishing" it. Its been sitting on The Nexus for a long time now in its current state and just the other day I got the itch to update it. I now have it setup to be a interior settlement just like how Home Plate is in Diamond City. The other thing I want to do is make it so you can "dock" the boat to other locations. My mod adds a boat to the game that the player can live in and it'd be really neat to see it be able to travel around to other areas of the map. I already have some ideas of the places I'd like to see the boat "docked" at, but the big problem I'm running into is doing the actual scripting to make it happen. I know some of the concepts that would need to be used but I have no idea how to actually implement that into the mod to make it work. Another thing is, this has already been done with another mod here on The Nexus, and the author of said mod has given me permission to use his scripts/methods for my mod. His mod is here: https://www.nexusmods.com/fallout4/mods/13307/? There is also a "reloaded" version of his mod that reworks some of the things about the original https://www.nexusmods.com/fallout4/mods/22013/? I'm going to attempt to contact the author of the reworked version and see if they'd like to help me with my mod. That goes for anyone reading this, if you think you can help me with my mod to get it working as a portable player home/settlement I'd be forever in your debt. This is my mod thus far if you want to take a look at it, also as I mentioned I have updated it to currently be a interior settlement, but its not uploaded to The Nexus as of yet, I'd love to get the "mobile" aspect done before uploading. https://www.nexusmods.com/fallout4/mods/12795?
  3. I recently got into learning how to make 3d models using Blender 2.49b so that I could make new objects to use for my mod I'm working on. I started out by making furniture, but then I wanted to make objects like floors and walls and things but quickly hit a snag when I discovered they are not on the games "snap-to grid". So my question is, how do I make sure a model I make is going to snap correctly to other objects on the grid? I have even loaded up models from the vanilla game to inspect them to see if I could find out how they are scaled or positioned or whatever it is that makes them snap together with other objects but that was to no avail, some of the objects were even outside the grid within Blender, and the grid in Blender is the only thing I can think of that can be used to properly scale/position a model so that it is on the games snap grid. Any help would be much appreciated, even if its pointing me to a tutorial or anything to do with this
  4. So I'm having a huge issue with a mod I'm making. I thought everything was going good until I actually loaded up the mod in game to do some testing and I found that something strange had happened. So in the CK my cell looks fine as far as layout and everything, but when I went in game to test, my character was stuck inside objects. So I used tcl to fly outside of the part I was stuck in and then I discovered that all the objects I had added to my cell are converging to a single area inside the cell. So I loaded the mod back up in the CK and everything still looks good in the render window, so then I did some digging in the warnings box. I found errors for every single object I had placed that is saying they all have "Potentially Invalid Y Value on reference". I've never had this happen before and I'm not sure if I accidentally clicked something in the CK that I shouldn't have that cause this, but needless to say I don't know how to fix it. I'm really hoping there's some fix for this, otherwise I will have to start my mod all the way over Can anyone help me out? I'd much appreciate it
  5. Yes I had planned on either making the crates misc items or activators that when activated places a misc item version of a crate in your inventory then disables the activator crate from the world. Your idea for making it so that the workshop is used to turn the item into a container that can be placed and looted is not a bad idea actually, thanks for the advice
  6. Yes that is where taking it back to a workbench would make sense, so its like you have the tools at the workbench to cut/break it open
  7. Yes that is for sure the "easier" way of doing it, but if I did that the mod would just be a simple loot table mod and to me that wouldn't be as much fun as my friends idea. I really like the idea of the player having to actually take the crate its self back home to be able to open it up. Plus making it so they have to open them up at a workbench adds more options for how the loot tables can be configured, allowing for more options of different crates with different loot available in each. Also with them being considered a misc item they could even be looted simply to sell for caps or even scraped for steel, it would all be up to the player
  8. So a buddy of mine had an idea for a mod and I really like it, so I want to make it happen as I think people would generally really like it and I don't think its been done before. So the idea is this: All throughout the game there are those metal crates that are just static objects that serve no real purpose other than being just for looks. Do you ever think to yourself, I wonder if there's anything inside those crates? Wouldn't it be cool if you could pick them up and take them back to your base and pry them open and see if they had loot inside? So basically, I either need a way to attach a script onto those crates or turn them all into misc items so they can be picked up and then brought back to a settlement where you can use a workbench of some sort to open them up. Then when they are opened there will be a sort of RNG that determines what items you will get, so I guess a custom loot table will have to be made for that. So what I need help most with is, how would I go about putting a script on those static crates, or turning them into misc items, and what would be the better option out of the two? Then how would I go about using them in a workbench to "open" them so it uses the custom loot table for the player to get loot from them? If anyone wants to help make this idea a reality I'd much appreciate it, and of course you would be credited in helping make it happen, thanks for your time
  9. I'm actually trying to figure this out for a settlement I'm making too. Have you found out anything regarding this yet? I've found no guides on it and its a little frustrating to say the least. I plan to keep trying to figure this out, so if I do figure anything out, I'll make sure to let you know asap
  10. So I've been tinkering with how settlements work once again and have a question regarding something, what makes an item scrapable? Most items from what I can tell let you junk them while others don't. I 'm just curious what actually makes that distinction? I've looked at items that I could scrap and items I couldn't, and didn't see anything significant between the two that "flags" them as scrapable On another note, in the cell I am testing all my settlement stuff at, I tried placing down items I made and the actual models of the items do not appear, yet when in workshop mode I can still see an outline of the item, as well as interact with it if its say a container when not in workshop mode
  11. omg thank you so much, worked like a charm!!! I can finally finish my mod and get it released!
  12. I am making all the lights in my mod turn off and on with switches via script, but I've got an issue. As many of you know there are not many tutorials floating around for Fallout 4's CK, therefore I have been trying to make my light switches work using scripts from Skyrim. I found this on the Creation Kits website: ScriptName ManualLightSwitch extends ObjectReference {Controls a set of lights with a master enable parent marker (EnableMarker) and a switch with this script attached to turn on and off when the switch is activated} ObjectReference Property EnableMarker auto {The marker set as the enable parent of all the lights} Event OnInit() If (EnableMarker.IsDisabled()) GoToState("LightsOff") Else GoToState("LightsOn") EndIf EndEvent State LightsOff Event OnBeginState() EnableMarker.Disable() EndEvent Event OnActivate(ObjectReference akActionRef) GoToState("LightsOn") EndEvent EndState State LightsOn Event OnBeginState() EnableMarker.Enable() EndEvent Event OnActivate(ObjectReference akActionRef) GoToState("LightsOff") EndEvent EndState Only thing I changed was the name at the start of the script to match the name I gave mine for my mod, but my problem is I go to save the script but it won't because it fails to compile. I have tried different names for the script thinking maybe something in the name is causing it to fail, but everyone of them fails. If someone can help shed some light on why its not compiling I'd be much obliged. Also just for reference these are what I have changed the name to: ChtTubManualLightSwitch ChtMOTlightswitchscript ChtMOTlightswitch00 chttublight
  13. So I want to create some new settlements for Fallout 4 using the new Creation Kit. So of course I loaded up the CK to take a look at all the things that are involved in a settlement. I am using the Starlight Drive settlement as a reference while trying to make my own. Looking at Starlight Drive's Workbench, I've basically just been setting up my workbench the same way, linking certain references to it using keywords. The thing I'm stumped on however is the part that says I need to link up a Workshop Sandbox Area REF to the workbench. I found a post on bethesda.net talking about this very thing and the answer appears to be to use a bounding box, resize the box to the size you want around the settlement and link the box to the workbench using the keyword "WorkshopLinkSandbox". What exactly are they referring to when they say bounding box? I've tried all the things I thought were "bounding boxes" but nothing is working and does not show up as the same thing that the workbench says its linked to in the Starlight Drive settlement. I have even tried copy render on the box at the Starlight Drive settlement and pasting it at my location and renaming it to see if that would work but it didn't. The Reference editor ID at the Starlight Drive Settlement is: "StarlightDriveInWorkshopSandboxArea" and the Base Object is: "Default Dummy". I'm pretty sure that "Default Dummy" is just the basic default model the game uses to show anything that isn't "defined". So what I need to know is how do I go about making a "bounding box" for my settlement to define the building area. I know this is probably something very simple but it has me stumped and rather frustrated at the moment and I just need some help figuring it out as I want to begin making new settlements for the game, I just need to learn the ins and outs of making them work correctly. So if you think you can help me out at all, if that is even just giving me some advice on the subject, I'd much appreciate it I also took a couple screenshots of what the reference windows look like for the workbench if that helps at all https://gyazo.com/de0ec297df25654130fd0458fdc39df4 https://gyazo.com/e5269ce571ce4cde4e9d0d73199f55db https://gyazo.com/d2e5f4111acd4fda4e7dee51844b1c5b https://gyazo.com/0701fcf6401a37c6e83504b23d848b25 https://gyazo.com/7f67f4a4a42d86ba70406025586a22a4
  14. Hello all, some of you may know me as a modder here on The Nexus, I am also a streamer over on Twitch.tv and I have been streaming New Vegas the last couple of days. I am playing as a Ghoul Legionary, going to do as much as I possibly can while siding with The Legion. Using a good amount of mods to enhance the gameplay a bit, so if you like interactive gameplay come check it out and say hi, I would much appreciate it. http://Twitch.tv/chthoniangames
  15. Hey guys, I am a fairly new streamer who is looking to entertain with some funny, interactive game play. I am currently playing a Legionary character who lacks a bit in the intelligence department. I will be playing New Vegas until I complete it daily for about 5-6 hours at a time. Anyway, If you've got the time come check it out and say whats up, I love talking to people in my stream. http://www.twitch.tv/chthoniangames
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