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track1044

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  1. Perk Activate Entry There you can add an activate option. so instead of just E) Talk, they will have 2 options, E) Talk R) "YourActivateNameHere" Just remember to fill in some target conditions, for who you want to have this option be available for. You then put in the code for showing your message in the Perk Fragment (I suggest having it call a function in another script, so the fragment doesn't run forever, but its only used to show the message. I suspect that's how your pipe works now?) Add the perk to the player and voila, the activate option should show on the folks that matches the conditions you've set.
  2. They are on new Actors I made in the CK, should I try filling them into an alias? is that more reliable?
  3. Hey guys, I am having an issue with a very simple package. A travel package pointed at the player with 5120 radius(Not soft), with two conditions. Player is not in an interior and the distance from the player is over 5200. The problem is, sometimes it works, sometimes it doesn't. Really inconsistent. What I am doing is spawning enemies at a marker far away and then this travel package should make them go to the Player. I attached a script to the package sequence, so I know whats going on, and when something halts its because the travel package starts but doesn't complete. I've tried standing still with sgtm to see if it was player movement. but nope. I've tried evaluatePackage() elsewhere but doesn't help or fix. I've tried forcing a change in package, so it would refresh but nothing. Anyone have any ideas or experience with this sort of thing?
  4. Not to discourage you but, I like to script and I welcome challenges, but this one would be one of them "Is the effort really worth the prize?" and I would probably answer no to that. If the system were different, perhaps, but not under the current conditions. Though, The base Fo4edit scripts are already coded into Fo4edit. Just right click a mod and "apply script" and a list comes up with the scripts that you can use. Most of them have descriptions that tells you what you need to input.
  5. If you delete the Lchar list I assume the lvled actor will just use its own data. the lvlxxxxx is what is placed in the world, it leaves a nice M in the renderwindow, which changes color based on difficulty. The most common are just the base lvlraider for example but there is also lvlraidermelee and so on. Some quest create new lvled actors when the quest is started, some just spawn more when needed, so its so deeply nested that I think a script would be the most sane way to this. I know Fo4edit has a base script that allows you to remove a certain percentage of a specific thing but not quite sure how it works.
  6. I don't know but you are gonna run in to a lot of trouble. There is no easy way of doing what you want to do, so either drop the idea or do it the hard way. Below is what I would assume is going to happen, cause I don't know how the fail safe spawn works exactly Lots of lvled actors draw from different LChar records, so what if 1 returns something and another doesn't? If the Face/Gender LChar returns, you're going to have a human with radroach Data. If the Face/gender doesn't return but the rest does, you're gonna have a radroach with human Stats and Inventory. Then there is lvled actors called lvlXXXmelee or another variation, that doesn't use inventory Data from LChar, but directly from another template. If nothing at all returns, you now have a radroach with melee template inventory.
  7. lvlraider is what is placed in the world, its a "container" of data so to speak, right click and "use info" and you can see where its used and placed. Lvlraider is not a template, its a leveled actor. The data inside the LChar Records are templates. When the lvlraider gets loaded it picks a template from the set LChar records and uses the picked Data. I don't think you will be able to make them spawn on chance unless you use a script and replace the lvlxxx with a marker with the script. As I said, LChar records is NOT a lvled list. It shares the same interface, yes and functionality, but LChar is nothing but a data holder, that lvled actors use when they spawn. LL_xxx items are different as they, very simply put, become the item that is calculated from their list or disappears if it was below the chance. Lvled Actors on the other hand, already exists in the game world when the data is pulled, so if LChar returns nothing then the game uses the fail safe spawn.
  8. Why not try setting the chance of "lvlraider"? (LChar records is NOT the same as a lvled list) If you set the chance in LCharRaider, the lvlraider will still spawn a raider except that raider has a chance of having no info at all. LChar records are only collection of data while The lvlraider is what is placed in the world and are used to spawn things. LChar records holds the base template data of what the lvlraider will spawn with, often those lvled Actors pull data from more than 1 LChar Record (Often Base Data and Face/gender) So the lvlraider is actually the leveled Actor that pulls data out of LChar records, and even if that data is None, it will still spawn. As I crossed out there is no "chance" on a leveled Actor, only a "difficulty". If LChar stuff could actually be placed in the world, it would work, but they cant.
  9. You cant have a non-esm file as a master in the CK (also you cant edit a master file) but you can trigger the CK to think the esp file is a ESM Open your mod in Fo4edit and in the file header, there is something called "Record Flags". Right click and tick ESM. that way it is still an esp but the CK thinks its an ESM. (Remember to save xD) Now you can make esp files that depend on that esp file. Just remember to remove the ESM flag once you're done or the users sorting software will go nuts, cause esm (tagged or real) has to be at the top.
  10. Much easier than the replace function, cant believe I didn't try that first o.O Not really into pascal, so nice with these scripts. Another question: Lets say I always have a list of FormIDs I always want to replace with another, is it possible to store that list somewhere and have it called when I want to use this replace FormID stuff?
  11. I might be missing something and my google fu is really bad, but is there a way to get the quickchange replace function to search all records inside the path? For example, I wanna edit all the Keywords in "MNAM" without setting up x amount of replace functions just to make sure I get them all, just in case there is more than 1. Thanks
  12. http://skyrim.nexusmods.com/mods/11784 got a mechanical arm thingie =)
  13. Anybody who can tell me what Animations (She stands a different way and holds her swords epicly awesome), body and armor this is? Thanks =)
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