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RedxYeti

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  1. i keep getting this error in ck. the script is fine, its in script/source where my ck loads scripts from. i can right click and edit source fine. anyway i can fix this? update: the papyrus script manager can see the source, but add script cant Update 2: the add script can see it on a new esp, but the properties still has the error
  2. Scriptname tilemodaliasscriptagain extends ReferenceAlias TileModTrackedStatsQS Property TileModStatsEvent Auto FormList Property TileModFL Auto Const Event OnInit() AddInventoryEventFilter(TileModFL) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) TileModStatsEvent.UpdateWidget() Debug.Notification("item added") EndEvent this is attached to the player in an alias, the properties are filled and the items are in the formlist. not sure why this isn't firing, even the debug notif doesnt show. the alias is uniqueactor > player
  3. im trying to make a fake trigger on impact projectile. the alt trigger is ticked and set to 0.2. my issue is that it doesnt seem to explode if the projectile hits something before the 0.2 seconds, its set to missile. Setting it to arrow kind of works but still doesnt collide with certain walls, statics. im trying to do this so the projectile will explode both mid air and from the outside looks like its exploding when it hits something. is what im trying to do possible?
  4. Id like to have a string show on the hud while its open. I was thinking I could take over either the location or notifications. The problem is I cant find where to point the String target to for either location. ive opened up the hudmenu.gfx and poked around a bit but nothing ive tried is the right target. Can anyone help me out with this?
  5. That would be fine if it supported any strings. The info I want to show changes more than I can put into messages.
  6. I was wondering if I could use ui.invoke() to use the notifications in the top left for my own use. I don't own Adobe flash nor do I really want to learn how to make a widget for hudframework when all I need is a message to show up longer than a debug notification, but not stop the game.
  7. Im wondering what exact mul + add means. im trying to calculate bash damage of the pipe gun. the base bash damage is 6 and with a certain stocks its 6 with the mult + add of 0.5 to up to 2 so i guess my question is, how the does the mul + add affect the base 6 damage? my assumption is that it means like 6 + (6 * mult)
  8. oh perfect thanks, i will be using this more often now that i know how it works!
  9. thank you :thumbsup: i ended up using a flag instead, but your example is all i needed :)
  10. I swear ive seen it before, but i cant find it. I remember it specifically saying clip size instead of magazine size. ive scoured the wiki but i cant find it anywwhere. Anyone know of the function im talking about? or does it just not exist? edit: okay i think i found it, but i dont know how to use it https://www.creationkit.com/fallout4/index.php?title=GetAmmoCapacity_-_InstanceData I want it to check against the players equipped weapon if thats possible Edit 2: This compiles fine, but unsure where to go next InstanceData:Owner thisInstance = new InstanceData:OwnerthisInstance.Owner = PlayerRef.GetEquippedWeapon() as Weapon
  11. Finally had some time to try this way but im not sure where im going wrong. UI.Invoke("Console", "root1.AnimHolder_mc.Menu_mc.ClearHistory") var[] command = new var[1] command[0] = "sqt" UI.Invoke("Console", "root1.AnimHolder_mc.Menu_mc.BGSCodeObj.executeCommand", command) WriteStringtoFile("TeleportTest.txt", UI.Get("Console", "root1.AnimHolder_mc.Menu_mc.CommandHistory.text"), 0) String id = ReadStringFromFile("TeleportTest.txt" , 5, 1) as string Debug.MessageBox(id)Everything works up until the string is defined, the debug message returns with nothing my logic is that the 5th line will always contain a formid, so i can use FUP to read and remove the extra text and im left with the formid
  12. I dont know anything about actionscript, but thank you for trying. One annoying thing theres the command "ShowQuestTarget" which means the info is in memory somewhere, and it spits out all the info i need. it tried consoleutil but after the command, doing ConsoleUtil.ReadMessage() is an empty return
  13. Thank you for the reply, but if I do it this way, id have to check it against every quest. Im trying to see what quests the player may have active at any given point. Looking like its not quite possible though.
  14. Is there anyway in papyrus to find the players current objective or even the quest they have selected?
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