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ghozt24

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  1. Here is the link: https://www.nexusmods.com/fallout4/mods/28645 Thanks in advance to those who will help :happy: Report any issue into IMP's bugs section, please.
  2. Anybody knows why an NPC loses his current ability (permanent spell) right after he equips an item? Are there options to set in some way in the spell or magic effect windows to prevent this behaviour?
  3. Hello BlahBlahDEEBBlahBlah I apologize if I'm misunderstanding, do you mean ini files like CreationKit and the like? I already tried to look for something about fonts in those files but I didn't find anything :confused:
  4. Hello spacetimebender, have you figured out how to do with the bold font issue? I'm the same as you after having reinstalled CK... Thanks in advance for any tip. ghzfba
  5. Hello! Thanks for the reply! I did a test on some bugged cells and the result makes me think the cause could be an incoherent navmesh area that interferes with the NPC pathing. I opened the CK's Navmesh Toolbar and ran "Balance for Optimization", then "Finalize Current Cell's Navmeshes" on one of these cells. It seems the commands fixed the issue: now the settlers travel with no interruption from the start to the destination! I can't explain why Preston - on the same path / same cell - already did it right before the fix...
  6. Hi everyone! I have a question: have you ever tried to follow a provisioner across the map after having set a supply line? He rarely reaches his destination: he starts to travel around, he takes other directions, or he stops at some point and goes back to the initial place (seen along the supply line between Tenpines Bluff and Sanctuary). It's the same for a settler that is sent to another settlement by "Move" command. We find him at the destination settlement only if we fast travel to that. However, this is not the case for few specific NPCs: I tried to send Preston to another settlement, I followed him, and he goes straight to the destination without any strange behaviour. Is there anyone can explain why this happens? How can I replicate Preston's behaviour on common provisioners and settlers?
  7. Have a look at quests named Followers and CompanionAffinity. CompanionAffinity, in particular, contains functions like Danse_Likes(), Danse_Dislikes(), Danse_Hates(), etc, you can call in other scripts to handle your current companion's reactions. I hope this can help you.
  8. Hello! I'm trying to export a customized "water plan" from 3DS (CK objects like Water1024ExtOcean, Water1024ExtMurky, WaterCircle1024Weston, etc... See attachment). Does anybody know how to set correctly the Havok Tools in 3DS? So far, I get only solid (static) objects insted of liquid ones. Any help, please?
  9. Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if Game.GetPlayer().HasPerk(PerkToAdd) if akNewContainer == Game.GetPlayer() DoStuff("Hello World from OnContainerChanged") endIf endif endEvent I hope not to misunderstand your purpose. Have you already considered to use HasPerk() boolean function?
  10. Hey, do you still need some help with collections? I worked a little with those and maybe I can lend a hand. So, how do you set the quest containing the collection? Could you share here more info about it (screenshots and scripts will be appreciated)?
  11. Ok, I think I'll do as you said: that seems the best way to control the windmill speed. Thank you very much, you've been very kind and helpful!
  12. Thank you, seems Agent Ransack is a very powerful tool! I have never used before. Actually, I'm looking for a way to control the rotation speed of FO4 windmill. After having explored some animation stuff via Agent Ransack, it seems lots of animated objects manage its animation speed by one variable named "fSpeed". However, the windmill doesn't react if I attach a script and I vary "fSpeed" (or "fToggleBlend") inside of it. I also tried to work with other functions, such as "ApplyFanMotor" and "FanMotorOn" but, here too, I have no results (maybe because the objects which use those functions, such as the desktop fan and the mirrorball, have a nif node architecture that is different than the windmill's one). Any suggestion to reach my purpose?
  13. Hello! As the title states, I need to know if there's a way to control the animation speed of objects, such as vault doors or fans, by scripting. I know I can obtain it by editing the model's frequency parameter on NifSkope but I'm interested about an alternative way working on CK.
  14. Hi everyone! I'm looking for an English native speaker who wants to spend some time on my last FO4 mod. I'm not American and I'm not English either so I need someone who helps me to identify possible grammar errors and makes the texts (less than 50 messageboxes) more colloquial. If interested, please contact me on PM and we'll figure out the details. ghzfba
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