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ThalonMook

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  1. Hi, I tried to make it. Atm the patch is not on the right position but it's easy to move ;-) http://www.tzd-online.de/fallout4/SpaceSuitNasa.jpg *edit Ok now it's on the shoulder. http://www.tzd-online.de/fallout4/SPSuit2.jpg Cu Thalon
  2. Ahh thx. This was the missing thing :-) I found all other part names with this info. But one thing I also need to know. How did I get the parts I that where needed for the repair? Cu Thalon
  3. Hi all, is it possible to repair the Power Armor with a script? I searched all papyrus commands but didnt found one that gives the damage of the PA. Thx Thalon
  4. Yeah it works as it should :yes: Thx for your help :thumbsup: Cu Thalon
  5. Hi Plarux, did I understand it right. You want to enter the shelter and then it will teleport you to a special place? CU Thalon
  6. Ok I did it now this way. Scriptname ThalonCompAmmo extends Quest string Property ThalonComp = "ThalonCompAmmo" AutoReadOnly Int ThalonTimerID = 100 Event OnInit() RegisterForExternalEvent("OnMCMSettingChange|ThalonCompAmmo", "OnMCMSettingChange") EndEvent Function OnMCMSettingChange(string modName, string id) ;Debug.Trace("[MCM Quest Script] OnMCMSettingChange modName: " + modName + " id: " + id) If (modName == ThalonComp) If (id == "iSliderAmmo:Main") Int newValue = MCM.GetModSettingInt(ThalonComp, "iSliderAmmo:Main") MCM.SetModSettingInt(ThalonComp, "iSliderAmmo:Main", newValue) ;Debug.Trace("Id: " + id + " Value: " + newValue) MCM.RefreshMenu() ElseIf (id == "bEnabledMunCheck:Main") int iTimer = MCM.GetModSettingInt("ThalonCompAmmo", "iSliderTime:Main") If (MCM.GetModSettingBool("ThalonCompAmmo", "bEnabledMunCheck:Main")) CancelTimer(ThalonTimerID) Debug.MessageBox("Mod enabled") StartTimer(iTimer*60, ThalonTimerID) Else CancelTimer(ThalonTimerID) EndIf EndIf EndIf EndFunction EVENT onTimer(int aiTimerID) Debug.Notification("Überprüfe Begleiter Munitionsvorat!") If (MCM.GetModSettingBool("ThalonCompAmmo", "bEnabledMunCheck:Main")) CheckCompMuni() int iTimer = MCM.GetModSettingInt("ThalonCompAmmo", "iSliderTime:Main") Debug.Notification("Starte Timer " + iTimer + "Min!") StartTimer(iTimer*60, ThalonTimerID) EndIf EndEVENT Function CheckCompMuni() blub blub blub do your thing EndFunction It compiled so I think it will work :D The bEnabledMunCheck:Main is a switch so if it's enabled the value ist true and if disabled it's false. The iSliderTime:Main is a slider that will give the timer length. If the switch is of the timer should be stoped Thx Thalon
  7. Hi thx for your help. In the MCM script there is a function that will be fired when a setting ist changed. I think I can use this to start the timer and maybe stop it. I used the demo script and changed it to my needs. Scriptname ThalonCompAmmo extends Quest string Property ThalonComp = "ThalonCompAmmo" AutoReadOnly Event OnInit() RegisterForExternalEvent("OnMCMSettingChange|ThalonCompAmmo", "OnMCMSettingChange") EndEvent Function OnMCMSettingChange(string modName, string id) ;Debug.Trace("[MCM Quest Script] OnMCMSettingChange modName: " + modName + " id: " + id) If (modName == ThalonComp) If (id == "iSliderAmmo:Main") Int newValue = MCM.GetModSettingInt(ThalonComp, "iSliderAmmo:Main") MCM.SetModSettingInt(ThalonComp, "iSliderAmmo:Main", newValue) ;Debug.Trace("Id: " + id + " Value: " + newValue) MCM.RefreshMenu() ElseIf (id == "bEnabledMunCheck:Main") Debug.MessageBox("Mod enabled") EndIf EndIf EndFunction As you said I want to be sure that the timer will be run only in one script. So that I dont have x timer running. There where the messagebox is called I can start the timer. But I dont how to start it in a seperate script. Or will this script do other stuff when it waits for the timer is down? Then I can start the timer here. Thx Thalon
  8. Hi all, can nobody help me with this? I need the timer start from MCM if the switch is enabled but I dont know how to. What I tried atm is following: ScriptName ThalonCheckInventoryScript extends ScriptObject EVENT onInit() ; This event will run once, when the script is initialized int iTimer = MCM.GetModSettingInt("ThalonCompAmmo", "iSliderTime:Main") Debug.Notification("Starte Timer " + iTimer + "Min!") StartTimer(iTimer*60) gotoState ("waiting") endEVENT STATE waiting EVENT onTimer(int aiTimerID) Debug.Notification("Überprüfe Begleiter Munitionsvorat!") If (MCM.GetModSettingBool("ThalonCompAmmo", "bEnabledMunCheck:Main")) CheckCompMuni() int iTimer = MCM.GetModSettingInt("ThalonCompAmmo", "iSliderTime:Main") Debug.Notification("Starte Timer " + iTimer + "Min!") StartTimer(iTimer*60) gotoState ("waiting") EndIf EndEVENT EndSTATE It works as I need but I know if I disable the switch in MCM it will never run again :-( Thx Thalon
  9. Hi Plarux, for the meshes make a folder with modname in data\meshes and put them there. With the other files you can do the same, e.g data\texture for the textures, but then you have to change the paths in the nif files. If you made own textures and materials then better create the folders. If they are the vanilla ones you dont need them. Cu Thalon
  10. Ok I made a quest 'ThalonCompInventory'. Set 'Start Game Enabled' disabled 'Run Once' Then I added a new script: Scriptname ThalonCheckInventoryScript extends Quest EVENT onInit() ; This event will run once, when the script is initialized StartTimer(20) gotoState ("waiting") endEVENT STATE waiting EVENT onTimer(int aiTimerID) Debug.Notification("20 Sekunden Timer abgelaufen!") endEVENT endSTATE It works an brings a message when the timer is down. Now how I can restart it? *Edit* Ok I learned that OnInit only runs one time :D Then I need a better way to start the script :unsure: It should be startet with an other script from MCM when I activate the setting. How can I do that? Thx Thalon
  11. Hi all, I need to make a script that check the inventory of a companion in a defined time period. I new with papyrus so I need to know how to start a script on an actor/companion. How to get the comainon I know. Also how to manipulate the inventory. I only need the beginning from scratch plz. Ahh ok I also need to make this switchable. So that I can set the companion check on or off. I will use MCM for this. How to make a switch with MCM and how to read or write I know. Thx Thalon
  12. Hi, I seperated the parts. Both are in game. Animation works fine. But Im working on the collitionObject. Atm you can not enter the shell :D *Edit* Ok it works. I removed the CollisionObject from the shell http://www.tzd-online.de/fallout4/ShelterShell.nif http://www.tzd-online.de/fallout4/ShelterDoor.nif Ok short discription what I did: I made 2 copys of the nif. and named them ShelterDoor / ShelterShell Then I removed the shell from the 1st nif with Block->Remove Branch. Saved it. Then I removed all from the 2nd nif exept the shell. After this I also removed the collisionobject. Thats all ;-) Cu Thalon
  13. Ok nobody has an answer :D I found a solution by my self ;-) I moved the CompEnabled script in front of the SetMuni func and set it to global. Now it compiled and work as I want to. Thx Thalon
  14. Hi, I have a problem how to call a function right. Heres the script I wana use. Function SetMuni() global Bool acComp = 0 Debug.Notification("Ammo Anz Start!") int AnzMuni = MCM.GetModSettingInt("ThalonCompAmmo", "iSliderAmmo:Main") Debug.Notification("Anzahl: " + AnzMuni) ;Debug.Trace("Anzahl: " + AnzMuni) Actor[] playerFollowers = Game.GetPlayerFollowers() Actor akActor = playerFollowers[4] acComp = CompEnabled(akActor) Debug.Messagebox(akActor.GetDisplayName() + "<br>Aktiv: " + acComp) EndFunction Bool Function CompEnabled(Actor coActor) If (MCM.GetModSettingInt("ThalonCompAmmo", "bEnabledDeacon:Main") && coActor.GetFormID() == 0x50976) return true ElseIf (MCM.GetModSettingInt("ThalonCompAmmo", "bEnabledVex:Main") && coActor.GetFormID() == 0x49002e1a) return true ElseIf (MCM.GetModSettingInt("ThalonCompAmmo", "bEnabledPiper:Main") && coActor.GetFormID() == 0x49002e1a) return true ElseIf (MCM.GetModSettingInt("ThalonCompAmmo", "bEnabledCait:Main") && coActor.GetFormID() == 0x79305) return true ElseIf (MCM.GetModSettingInt("ThalonCompAmmo", "bEnabledMcCready:Main") && coActor.GetFormID() == 0x2a8a7) return true Endif return false EndFunction This error I got from compiler: cannot call member function CompEnabled in global function setmuni without a variable to call it on How I have to call the function? The 'SetMuni' function I have to declare as global cause I want to start it via hotkey 'cgf "myscript.SetMuni" If there is an other way to start it then I need to know how :-) Thx Thalon
  15. Ok found it out. I looked at the MCM_Demo.psc and saw I have to use: Int AnzMuni = MCM.GetModSettingInt("MCM_Demo", "fSliderValue:Main") Ok other question :smile: Is it possible to make dynamic MCM menus. What I need is that MCM shows all my companions from an array that I create in my scipt. I need to set some parameters to every one of them via the MCM. Cu Thalon
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