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Cohagen

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  1. There is that Vault buddy follower, he looks unique and is super nice.
  2. A video showing the problem i am having. As you can see a the ladders/doors work fine lot of the time but the video cuts where the game freezes on my last use of a ladder. Like i said before it freezes enough to stop someone enjoying the mod. I hate that this project might have been a wasted few months work. https://youtu.be/HC0-1Q3O3lA
  3. Hi guys, I was just wondering if anyone knows about this or if it is a common problem. I have created a couple of cells containing custom items and quests. My cells load ok if i load a save from within them or if i use a console command to teleport into them but if i use a door within the cells the game sometimes loads the next door on an infinite loop and even if its just a ladder to take me to one part of the cell to another. So the cells don't freeze the game a door/ladder sometimes does and just enough for someone to say my mod is broken. Thanks for any help you might give.
  4. Not intended to offend, I said thanks guys including you. The scrip works now just not as I thought the function would.
  5. Thanks guys, i see now that it does work and its during the event i can disable player contols.I was hoping it would toggle Vats until i enabled it again with another event lol, well at least i know now.
  6. Thank you for you continued help. I would like to help my self but there is clearly something i am failing to understand. Below was the results of many hours on the wiki, I can't see what i am missing here. It compiles if i make the script in a Quest stage but it does not seem to function in game. Thanks again.
  7. Just added the script to activator, not the render window, removed the changes made by the ck and now it works :yes: The transition to the minigame is seamless thanks for your help. Any idea if DisablePlayerControls Will not work in Fallout 4? I tried 'player.disablePlayerControls(abVATS = true)' but it come up with 'disablePlayerControls is not a function or does not exist' I would just like to know to save me chasing a dead horse.
  8. Sorry i was really hoping that would work, would you mind taking a look?
  9. Wow great, thanks for replying. I will try as soon as I get home. With Event OnActivate(ObjectReference akActionRef) do I paste it as is or make object reference a property? Thanks Edit: Sorry for multiple posts, I'm not good doing this on the phone.
  10. Wow great, thanks for replying. I will try as soon as I get home. With Event OnActivate(ObjectReference akActionRef) do I paste it as is or make object reference a property? Thanks
  11. Wow great, thanks for replying. I will try as soon as I get home. With Event OnActivate(ObjectReference akActionRef) do I paste it as is or make object reference a property? Thanks
  12. I feel like a dumb person, once again here cap in hand to ask for your help. I have been making a mod which allows you to go to a specific terminal and play a 90s style action minigame. I have so far created all new assets including models, textures, videos, sounds and now im ready to script it all together but im already stuck. I want to start a stage in my quest by clicking on an activator. I want it to work like the 'DefaultSetStageTriggerPlayerOnly' activator only instead of activating my quest by walking into the activator i want to activate the it manually. I tried: Onactivate MODQuest1.SetStage(20) But nothing happened. My second query is, is there a script that will store the players inventory into a container and return it all when i want it too? That is important so that i can keep players from bringing HD stuff into my retro minigame. Thank you anyone than can help me, i love making mods but scripts always sets me back.
  13. I will try looking at the assultron helmet when I get home. That changes state during combat.
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