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JesterDoobie

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    Fallout 4, Skyrim (x32), DOOM(2016), No Man's Sky
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    Super Mario Bros. 3, Doom(2016)

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  1. Apologies for Necro'ing this thread, but here's my solution, anyone reading this is free to do what they like with it, just rename it and attach it to a run-once empty quest, Scriptname (INSERTNAMEHERE) extends Quest InstanceNamingRules Property MyRules auto InstanceNamingRules Property dn_CommonGun Auto Event OnInit() MyRules.MergeWith(dn_CommonGun) EndEvent ;dn_CommonGun can be anything you like by manually setting the property different than it auto-fills in the CK, so you don't even need to change it. Could be a bunch of lists on either side of the "MergeWith" function using structs and arrays, if you need a hand with such PM me and I'll see what I can do for ya, just don't expect prompt replies, I don't check my mail here very often.
  2. I am unable to RegisterForKey() and have anything happen at all, can someone post a working example of such a script or some snippets to show how exactly to use this function in a script that extends a RefAlias? Also, anyone know the key codes for mousewheel up/down?
  3. Ty very much ser, <tophat> that resolves some of my confusion and might lead me to getting the whole thing workin, much thanks.
  4. I'm having trouble with this one, which object do I need to call it from? I have a workshop object (Rack) that when built adds a perk to the player that uses a quest to override default Rack activation and instead show a menu that has various scripted functions (all called from the QuestScript by the Perk using the menu it shows) that can placeAtNode() another object(WindMill), and then other objects like (Flooring) get placeatNode()-ed into the Windmill's 3d, eventually placing Actors(Modified Turrets) into the resulting creaky mess. It works fine as long as you take it all apart every time using the Menu functions before you do anything to it in Workshop Mode like move it or scrap it but as you might imagine the whole thing is kinda touchy about the base Rack being moved or scrapped if you don't. Meaning stuff just floats there forever. The Rack has a script already, although not the one that injects the "remote" objects so I thought it'd be super-easy to use ItemRef.setlinkedref(Rack, RackLinkKeyword) or Rack.SetLinkedRef(ItemRef,RackLinkKeyword) when I place the objects/actors then Rack.GetLinkedRef(RackLinkKeyword).Disable() and Delete() in the base Rack's working OnWorkshopDestroyed Event as a workaround (at least then there wouldn't be floating turrets and windmills all over and the Injected Objects are free to make so you can just rebuild 'em np was my thought) but it's not so much, been fighting with it for days now. I suspect I might need to linkchain them more like a patrol, the turrets are 3 "steps" from the Rack, not properly attached to the base object and Actors to boot, not attached Activators or MoveableStatics like the other stuff, but any advice appreciated, I'm not having any luck, really, with what I'm trying. As another option to accomplish this, I could possibly also use some help adding registrations for remote OnworkshopDestroyed events in the script that does inject the objects, atm this doesn't seem to be working at all. Is it possible to register a QuestScript for Workshop EVents with the right ObjectReference/Property/command? Anyone wanna reply with a snippet showing me how, with the resulting remote event? I come up with "RegisterForRemoteEvent(akRack, "OnWorkshopObjectDestroyed") in the receiving/Quest script and then "Event ObjectReference.OnWOrkShopObjectDestroyed(ObjectReference akActionRef, ObjectReference akItemRef) which atm don't work for me. And finally, anyone know how to link my Turrets to their Settlement from a script so Their SafetyAV applies properly? Likely solved if you can answer the question in the first line, I could then use Settlement.SetLinkedRef(TurretRef[Count], WorkshopItemKeyword) in the while when I place them initially but again, it's not working quite how I thought, so I might have that backwards. Likely do, as that line exactly don't work in my scripts atm, in fact. But neither did inverting it, so idk what's up there, either, really.
  5. Working with Aliases can be tricky, specially setting them up the first time. I've noticed that if you ever set SOME flags (like reserves reference, but not all of them) it ALWAYS lists it as an applied flag, IE even if you uncheck it in the alias data page it's still gonna show up under the "Flags" when looking at the Alias tab attached to it's quest.
  6. Crashing when testing models = bad models, gotta redo your work from scratch is you think it's all good/can't see the issue. Also, You can test .Nif's without loading the CK directly (or i'd go starkers mad waiting HOURS and HOURS for nothing all day every day), right click your nif, select open with.. and choose the CK, it has a MUCH faster preview window that'll pop-up. Can't do anything to the file, just lookit it, but it's WAY handier than loading the CK manually just to see if it works at all. Looked at your nif, and you just need to add CPA Nodes/Snaps to your terminal. (DO NOT use your version, restart from the ba2-file "archived" copy of the terminal nif) Lookit the PowerConnectorWall nif file, it a has perfect setup that you can just use "copy block" in Nifskope from one nif and paste into another. Then rename you new block to "CPA" (without quotes, of course) and add it to the 0Ninode's ExtraDataList. Then goto the "file" menu in Nifskope, and make sure "Auto-Sanitize on Save" is UN-CHECKED, then under "Spells" Click "sanitize," reorder blocks, save it and you're gtg. Ohh, and the Connect point called "WS-Snap" will likely need to be moved. The line that comes off the circle goes INTO your object, IE the flat side goes against the wall, the dotted line in Nifskope goes INTO your obj. This might NOT work, though. I tried removing the "ground-snap" from an object by making it snap to walls but what I was fighting was the Havok/Collision info, IT said "This object snaps to the ground like flooring does" and there's nothing I could do, I eventually had to redo my obj in 3DS from the ground up. Your object ALREADY IS a wall-object, though, it just don't know how to "stick" to the right surfaces, that's allk, so this shouldn't happen to you, afaik. But mebbe, idk, haven't tried.
  7. Ya working with non-persistent objects ingame like this is a beep, lots of script stuff just doesn't work like it should, returns empty objectreferences or you just can't get a "handle" on the obj to work with it at all. I'm pretty sure your explosions need to come from a projectile of some sort, ideally fired from a weapon to trigger a proper OnHit() event. You might be able to make "fake" grenades with a modded projectile that only has a speed and range of like 1,then use Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, \ bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial) ObjectReference Boom = akTarget.PlaceAtMe(DummyGrenadeMODDED, 1) Boom.Fire() Boom.DisableNoWait() Boom.Delete() akTarget.Delete() EndEvent Weapon Property DummyGrenadeMODDED Auto Cus without a Fire() event there just IS no OnHit() event. (AFAIK, that is)
  8. I can't promise it won't hurt, but I DO promise that I won't use the wire brush OR the glass dust in the sandblaster this time, so it won't be THAT bad. And I've got yummy virtual brownies for after... I'm Working on adding defence/safety capabilities to my Hydroponics Racks mod, and I'm getting something wrong. Anybody Ever modify defence dynamically in a script before? My mod needs a toggleable defence value like it's food and water values to be "perfect" imo(Basic idea is an awesome-looking AIO settlement supplies device, right? kinda needs defence somehow) , and I can make my object worth whatever safety I want on command, and it applies the AV to it's settlement fine, but making it then worth nothing or reducing the value either just don't work at all or breaks it's settlements defence value in unpredictable ways, resulting in settlements showing afaik just a random, +/- Integer from -99,999 to 99,999, while the obj is worth another random # or is totally unchanged and IDK WTF? I'm not modding the Settlement's safety actorvalue directly, BTW, just the Rack's Safety, alpha/beta testing revealed that modding settlement AV's in scripts directly is "touchy", to say the least, musta broken workshopparentscript (and hence my/your settlement) about 20000 times so far. Or if anyone knows a way to make script placed workshop turrets have a functional safety AV or "attach" to their settlement they way they should, and remove the AV from said settlement when they get removed by a script, that'd work, too. ATM I use PlaceatNode() to insert markers into my objects' 3d, then PlaceActorAtme() and MoveTo() to place customed heavy laser/missile turrets at the markers, which works just fine and results in functional workshop turrets (they killed the Queens and baddies i summoned using the console, anyways, I still gotta cause an attack somehow and test 'em "on auto" but since they killed something it looks like I'm all gtg so far, turrets usually either just work or won't fire a shot in my experience) exactly where I want, just they don't apply their safety AV to their respective settlements or to the Rack/Object that Places them, even if I try to RecalculateResources, and as noted above, modding/setting the values in a script is iffy. Food, power and water are treated differently somehow by the engine, I can set them or mod them as needed once I figured out how/when, just safety apparently uses Bethesda-"logic" that results in afaik random things happening and that I can't figure out at all or is more "protected" somehow and I'm stumped. Do I need to add something like TurretRef[count].SetLinkedRef(Settlement, WOrkshopLinkKeyword) or similar to my while loop to cue the workshop? Is there a more formal "WorkshopPlaceAtMe()" function, that'd just add the right sorta workshoplink for me, or an actual Bethesda method/function for such that I missed while scanning the workshopScript(s) somehow? It seems like it, but idk, afaik the game is largely predicated upon either the player adding objects to the world using workshop/build mode or using the CK to place them that way. Placing stuff, specially building complex, interactable compound "objects" ingame using just scripts (fired by pressing a button/throwing a switch ingame, for example) seems to be a bit touchy or weird somehow. I kinda get the feeling Beth is saying " ya the game technically "can" work that way, but we'd really rather you didn't so we're not gonna make it easy." Might just be cuz my technical approach is wrong, that's happened to me before many times, or mebbe I'm skirting a "protected/forced" game function like anims or SWF files/menus again, or just cuz I'm an idiot sometimes and well, sometimes is now. Any ideas?
  9. You can pretty much just look at any of my mod pages and do the exact opposite of them.
  10. AltWindowDrag solves this for me, hold <Alt> and click+drag from anywhere in any window and you can drag it, just like Linux functionality. I can grab the visible bottom/middle of a window and drag it up to see the actual bottom. It runs as a separate tiny notification-area program, and the Exe and such are so tiny and something like Open-Source I doubt there's any malware. Also recommended on the CK reference wiki, although that might be under the Skrim CK pages, and not on the Fallout 4 one yet. But I doubt it's anything bad if it's recommended. <chuckle> Now I installed it for modding, I kinda can't live without it, just grab a window and slide it away easy.
  11. Totally not my area of expertise, I do nothing with playerhomes or worldspace edits, but afaik "script persistence" is gained thru having a script active that holds the object in question in persistent memory, usually with a script property, although variables can work, too, or by an alias attached to your container. If your MasterBoxes have unique aliases, they already have persistence. If not, add them. You're basically duplicating how the workshop container works, check out it's scripts for more help. Suggest adding container filters so you CAN'T put Food in your Weapons box, that's help a LOT with sorting stuff, checkout dlc05WeaponRackScript for an example of the filter setup, they ONLY accept weapons. And don't forget that it ain't exactly stealing to use someone else's methods in YOUR work, >50% of scripting is copy/Paste. If worried, give plentiful credit to whomever you got the method from (or just ask in a PM, most modders are super-easygoing and love helping each other out) and you should be gtg.
  12. I can make models and hack apart nifs to make "new" weapons all day long, make static objects and clubs avec collisions NP, but I would REALLY love to be able to export from 3DS2013 a 92% working gun, just a few tweaks in Nifskope and im gtg. Anyone willing to help me out? Also very interested in learning more about Armors and how to edit bones and paint weights for such, and Papyrus, too of course.
  13. I use GIMP 2 with the built-in .DDS file exporter to export dxt5 files with generated mipmaps for Whatever_diffuse.dds files, then delete the alpha (if any, it's strictly greyscale transparency ) and use the filter==>Map==>Normalmap function, then export as bct (NOT bct+) _normal.dds files, again with mipmaps, works like a charm. _Specular.dds files with mipmaps the same as _n's, after tweaking them to satisfaction as you are familiar with for spec maps, greyscale and desaturate and all that, then export as bct (not bct+) and any alpha is a lost layer, FO4 don't see it for _normal OR _specular files afaik. I remove it from mine entirely before normalmapping susally, and fill any "dead zones" in my files with the generic "blue" of the background if I don't, "black" and "white" do weird things. I use quotes cuz normalmapping an obj also removes the blue layer, nothing is actually blue or black or green. You can also play with some of the layer info before exporting, increasing red increases "metalness", green is something like subsurface, if I understand right. Be careful, as objects like to "break" ingame doing that. Also the Intel thingy isn'y removing the alpha, afaik there literally IS none to remove, that's all. FO4 _n and _s files are both just red and green channels. Afaik, game always seems to throw some exception to a rule at you when modding, and my _specular mappings are kinda cruddy still, but that's just my art skills or lack of same, afaik, not the procedure to make the art. Black areas on your object otherwise colored ok usually means incorrect texture placement, it's showing black cuz there IS black there at the xy of the .dds file it uses. Workaround is to try adding transparency/alpha layer to your .dds file and deleting all the black to make it transparent then exporting as dxt5 and generated mipmaps, but depending on the object nif's shader/alpha settings this might or might not work. If it's at the border and it works on the right object at the border, it'll solve the overlapping issue. You can't really adjust the UVmap of an object (which is what you describe wanting to do) after you bake it into a nif, afaik, there's no texture that does exactly that you can edit in photoshop/dds editing software. That's 3d modelling work, Blender with the right nif plugin or 3DSMAX 2013x64. You CAN tweak the uv offset thru shader controls in Nifskope but that's only if you know exactly how to crunch the #'s to point to your texture's xy and how to setup the shader controllers, which I don't, exactly.
  14. Afaik the info you seek isnt available publicly, and is likely wrapped in so many layers of copyright red tape that it never will be. Hello Games would have to release a LOT of the source for their procedural generation code, and since such is really all theyve got, itll never happen
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