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ThoraldGM

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About ThoraldGM

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    Fallout 4

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  1. BAE > SeventySix - Interface.ba2 > interface > challengetracker.swf > "ChallengeTracker" & "ChallengeTrackerEntry" (viewed with JPEXS) seem useful (Challenges complete: X / Y) but how to change X isn't obvious. I know Papyrus, not ActionScript.
  2. Not sure what else to call it. My goal is to create a mod that counts all collectibles purchased from vendors as collected. What I know: - picked up magazines add a potion to the player - challenges check if potion is on player - on game load after mod installed, use HasItem or loop inventory / stash to see if each mag is found - if mag is found, add that mag's potion to player What Idk: - how to notify "Challenge Checker" that I want it to check player for potions & mark challenges completed. Any ideas? Twitter FO76Edit screenshot thread
  3. Also be aware that alt starts like Start Me Up bypass Vault111Ext completely. BigAndFlabby wrote a nice function for Hitchhiker that adds the holotape and magazine to inventory: https://github.com/ThoraldGM/Hitchhiker/blob/master/HH_LaunchScript.psc
  4. Here's a step by step with screenshots: https://forums.nexusmods.com/index.php?/topic/6362996-experienced-modder-wanted-for-play-testing/?p=57346901
  5. My Scavver unlocks containers via script *after* he loots them. I added the unlock because the "don't steal" flags in the Find and Acquire package/procedure trees are broken. You can fake the unlock with a dialogue option and one line of code, but you wouldn't have the action scene (walking to door, fumbling with picks, sound effects, reaction dialogue). Honestly I don't know the easiest way to plug in to what I posted. I've seen a lot of posts about the game not recognizing keywords. The CK has been grating on me lately, so I've been playing The Division until the weather is nice enough for cookouts and camping.
  6. Heh. Learn something new every day. I'm still trying to wrap my brain around "radio". We are talking about the little radios next to workbenches that play DCR or classical, right? And you are making them require power instead of the assumed batteries? Lol it's been a loooong week.
  7. Came for the Fallout, stayed for the Creation Kit. If we had more games with a CK, I'd bounce.
  8. I'm pretty sure that Personal Pack Animals has a "follower stays outside" option, but I haven't found it yet in Creation Kit or the mod scripts. What's the issue with parking a creature outside of the pub? Maybe they have a "No Radscorpions Allowed" sign.
  9. Yeah, I was really tired and not thinking about the fact you were working with a radio. Checking the generator power level is a neat workaround. Just be careful... if you must use a timer to mimic an event, you should have a way to stop it too. Maybe OnCellDetach() ... CancelTimer()
  10. Quest kmyQuest = GetOwningQuest() ; so as to not keep calling GetOwningQuest() each time. Oh that's nifty. I'll put that in my pocket and try to remember that it's there.
  11. This one was tough. I thought the answer would be in a Cait dialogue quest, but her dialogue is a hot mess. Turns out the answer is in the "generic" quest Followers. Start with Keyword: Followers_Command_LockPick_Allowed Use Info shows CompanionCait and Followers. In Followers quest Scenes window, you will see the various fail/pass dialogues. If you click into a success dialogue in Command_Lockpick_Scene, note that success will "Set Parent Quest Stage: 500 - Unlock CommandTarget". Click over to Quest Stages tab. You will see stage 500 code is: Alias_CommandTarget.GetReference().Unlock() Here's a screenshot of the fragment info if you need more reference. I haven't added this feature to a follower yet, so let us know how it goes. Btw I learned how to navigate the dialogue from Seddon4494's Companion Tutorial. Highly recommended for anyone making a companion.
  12. You were trying to grab the events check IsPowered on the PowerSource/generator, when you should have been grabbing them checking IsPowered on the DeviceToPower. The previous mentions about using self and the generators not receiving those events are correct. The good news is that you can dump all of the generator / workshop / infinite X unit timer code. Edit: The following script should be attached to the radio, not the generator. (I've been awake for 24 hours, but I think I read that was your original goal.) Edit 2: Radios don't require wires/power. If this doesn't work, then radios probably don't get power events or radio IsPowered is always true (?!) Scriptname JMBBunkerCheckForPower extends ObjectReference ; "Self" is whatever script is attached to, so no need for DeviceToPower property. ; However if you decide to attach script to a different object or a utility quest, ; then you will need DeviceToPower property and RegisterForRemoteEvent(s). Event OnInit() Bool HasPower = Self.IsPowered() ; Check status OF THE RADIO OBJECT the first time. If !HasPower ; If generator/wires are not connected OnInit, Self.BlockActivation() ; flag and let events do heavy lifting. EndIf EndEvent Event OnPowerOn(ObjectReference akPowerGenerator) ; The generator/wires started working, no other checks needed... Self.BlockActivation(False) ; unblock activation. EndEvent Event OnPowerOff() ; The generator/wires failed, no other checks needed... Self.BlockActivation() ; block activation. EndEvent Event OnActivate(ObjectReference akActionRef) If Self.IsActivationBlocked() Debug.MessageBox("Requires Power") Else ; Everything is fine so normal activation behavior occurs. EndIf EndEvent
  13. That's the site. I used the thumbs up and VANS ride in Hitchhiker.
  14. If event timing precision is not a factor, you could also remotely register for the button's OnActivate. Otherwise, custom events are the way to go. RegisterForRemoteEvent(RedR_ButtonBox, "OnActivate") Event ObjectReference.OnActivate(ObjectReference akSender, ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; Player pushed the red button (red button is akSender) If MY_MARKER_PROPERTY.IsEnabled() ; Replace allcaps with marker name from code or CK ; The marker was enabled Else ; The marker was disabled EndIf EndIf EndEvent
  15. I use the F4SE button in NMM. Sometimes the F4SE version number is displayed in settings when I start, sometimes it isn't. I assumed OP was experiencing the same thing. I agree it shouldn't be failing, but how else to explain the erratic behavior?
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