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MrFisse

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  1. You are missing the closing description tag on line 59 of ModuleConfig.xml EDIT: Also all descriptions should be enclosed in CDATA tags, your plugins in the second group should all have their typeDescriptor set to Optional, and your using some tags that may have been deprecated in later NMM versions in your info.xml (plus these aren't required anyways due to NMM pulling the info from your mod's page when downloaded with the NMM button) Link to a fixed version: Dropbox If you want a simple to follow tutorial so you can learn to make FOMod installers the right way I have a tutorial I made in my signature. Thanks a lot for the help will take a look at it as soon as I get home. Much appreciated !!
  2. Hi everyone, put up a new mod today for F4. Thought I might as well give it a go to make it FOMOD ready for easier installation of variations etc. Made the file and looked at some tutorials etc on how to set it up. But when i download my own file from the nexus now and when I double click it to install nothing happends. Checked the xml files 100 times now and just cant find whats wrong. Can someone please take a look at it and help me spot the error! File can be found here ! http://www.nexusmods.com/fallout4/mods/3029/? Thanks!
  3. Yup that i will do and idle markers ofc. But was more thinking in terms of usability of the mod.
  4. Hi everyone, im in the progress of making yet another house mod. To be exact it is a Vault placed a little short walk outside of Megaton. Its a mid size vault, i have seen a couple of vault homes but all of them felt pretty unpersonal so i decided to make one, emphazising on a personal feeling and a nice design and furniture layout. Now to the problem, ive hit a wall when it comes to making stuff up when it comes to things that actually is usefull in the Vault. It feels a bit boring with just a Vault and some furniture and storage place. So i though i could ask here what you think should be in a vault, still keeping it somewhat "realistic". Anything really, doesnt matter what category it is. Cheers / John Back to the G.E.C.K
  5. Hm not anything that i can see atleast. The strange thing is that it works with the other script outside the vault using the same parameter. And in the script that fails to disable the reference is disabling the other stuff in that iStage. Looks like something else is enabling it again but i have no idea what it could be :/ iStage is set to 18 intentional since it is possible to make the script to fail using other scripts inside otherwise. It is probably solvable but since i think its taking water over my head digging into that right now. So much else to do in the vault :) The generator rigg is looking really cool, now i just need to find a cool startup sound, cant seem to find any "powering up" sound in the geck so i guess i will have to look somewhere else for that :) Some screens of the first part of the Vault :) The generator in Vault 172 shutdown. http://www.mrfisse.com/ScreenShot1.jpg Vault 172 Control room, generator down http://www.mrfisse.com/ScreenShot2.jpg Vault 172 Generator fired up http://www.mrfisse.com/ScreenShot3.jpg Vault 172 Workstation Area http://www.mrfisse.com/ScreenShot4.jpg
  6. Used your script further now and applied it to my generators. Works almost perfect :) Looks really cook when you start up the vault. There is however one issue and that is when i activate the Generators inside the vault it is supposed to deactivate the walkway lights in the sequence where the the generators are starting. I've put the lights to 4 diffrent parents. And it works for the first three but the fourth and last wont get disabled for some reason. Looked through the scripts but cant find anything that explains why it behaves like this. The activator outside the vault shuts it down properly so i would guess that the parent is set up right. And another a bit less important is that when you use the activator outside the vault and the door opens and the sequence script runs like it should lighting up the alleyway. Then when you go up to the Generator switch inside an use the activator there the script don't start. Until you press it a second time. Not a big issue really but i don't understand why. And when you exit the vault and close the vault door and then opens it again there is a 10 second delay before the alleyway light script runs. Don't know why it does that either? Does it take time for the float/timer to reset or something? Here is the code if you have time to check it and see if you see anything strange in there. Know it isn't easy when it it's someone else naming on world items etc. But who knows you maybe can make something of it. It is the "WalkwayStage4REF".Disable that doesnt seem to work in the second script (inside the vault). You can see it flashing i.e i think it does a fast disable and then enables instantly again. Script for the activator outside the vault (Kills all the lights, Start the alleyway lightup and opens/closes the vault door) scn GenericControlPodScriptLightSuequence short mode ref myLink float fTimer int iStage ; 18 - All lights disabled ; 19 - Wait time before first light is activated ; 20 - Enable first light ; 21 - Enable second light ; 22 - Enable third light ; 23 - Enable fourth light ; 24 - All lights enabled ; 25 - Disable all lights int bState begin onActivate if IsActionRef player == 1 "172mainswitchElecBox1REF".Disable "172mainswitchREF".Disable "WalkwayStage1REF".Disable "WalkwayStage2REF".Disable "WalkwayStage3REF".Disable "WalkwayStage4REF".Disable "172FXGenerator1BrightSpot5".Disable "172Generator1Light".Disable "172FXGenerator1BrightSpot4".Disable "172FXGenerator1BrightSpot3".Disable "172Generator1Bigspark2".Disable "172FXGenerator2BrightSpot5".Disable "172Generator2Light".Disable "172FXGenerator1BrightSpot2".Disable "172FXGenerator2BrightSpot4".Disable "172FXGenerator1BrightSpot1".Disable "172FXGenerator2BrightSpot3".Disable "172Generator1Light".Disable "172Generator1Bigspark1".Disable "172Generator2Bigspark2".Disable "172Generator1spark1".Disable "172FXGenerator2BrightSpot2".Disable "172Generator1spark3".Disable "172FXGenerator2BrightSpot1".Disable "172Generator2Light".Disable "172Generator2Bigspark1".Disable "172Generator1spark4".Disable "172Generator2spark1".Disable "172Generator1spark2".Disable "172Generator2spark2".Disable "172Generator2spark3".Disable "172GeneratorSmokeWisps".Disable "172Generator2spark4".Disable "172GeneratorBOXSpark1".Disable "172GeneratorBOXLight3".Disable "172GeneratorBOXSpark2".Disable "172GeneratorBOXLight2".Disable "172GeneratorBOXLight1".Disable set iStage to 18 endif if iStage == 24 set iStage to 25 elseif iStage == 18 set iStage to 19 endif if IsActionRef player == 1 set myLink to getLinkedRef ;the linked ref should be the door. if ((myLink.getOpenState == 3) || (myLink.getOpenState == 1)) && mode != 2 playgroup Forward 0 set mode to 2 activate myLink endif endif End begin gameMode if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 19 set iStage to 20 set fTimer to 18 elseif iStage == 20 set iStage to 21 set fTimer to 1 "WalkwayStage1REF".Enable elseif iStage == 21 set iStage to 22 set fTimer to 1 "WalkwayStage2REF".Enable elseif iStage == 22 set iStage to 23 set fTimer to 1 "WalkwayStage3REF".Enable elseif iStage == 23 "WalkwayStage4REF".Enable endif if (mode == 2) if (isAnimPlaying == 0) set myLink to getLinkedRef playgroup Left 1 set mode to 3 myLink.activate player endif endif end Script for the activator inside the vault (Starts the generator and kills the alleyway lights, almost ;) ) ScriptName 172GeneratorStartupScript float fTimer int iStage ; 0 - Generator disabled ; 1 - Wait time before generator is enabled ; 2 - Stage 1 Generator 1 Starting ; 3 - Stage 2 ; 4 - Stage 3 Generator 2 Starting ; 5 - Stage 4 ; 6 - Stage 5 ; 7 - Stage 6 ; 8 - Stage 7 ; 9 - Stage 8 ; 10 - Stage 9 Generator 1 Finished Starting ; 11 - Stage 10 ; 12 - Stage 11 Generator 2 Finished Starting ; 13 - Stage 12 Generator Box Getting Power ; 14 - Stage 13 Lights Enabled ; 15 - Everything started ; 16 - Shutdown Generator ; 17 - Shutdown Lights int bState begin onActivate if iStage == 15 set iStage to 16 elseif iStage == 0 set iStage to 1 endif End begin gameMode if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 1 set iStage to 2 set fTimer to 2 elseif iStage == 2 set iStage to 3 set fTimer to 1 "WalkwayStage1REF".Disable "172FXGenerator1BrightSpot5".Enable "172Generator1Light".Enable elseif iStage == 3 set iStage to 4 set fTimer to 1 "WalkwayStage2REF".Disable "172FXGenerator1BrightSpot4".Enable elseif iStage == 4 set iStage to 5 set fTimer to 1 "WalkwayStage3REF".Disable "172FXGenerator1BrightSpot3".Enable "172Generator1Bigspark2".Enable "172FXGenerator2BrightSpot5".Enable "172Generator2Light".Enable elseif iStage == 5 set iStage to 6 set fTimer to 1 "WalkwayStage4REF".Disable "172FXGenerator1BrightSpot2".Enable "172FXGenerator2BrightSpot4".Enable elseif iStage == 6 set iStage to 7 set fTimer to 1 "172FXGenerator1BrightSpot1".Enable "172FXGenerator2BrightSpot3".Enable "172Generator1Light".Enable "172Generator1Bigspark1".Enable "172Generator2Bigspark2".Enable elseif iStage == 7 set iStage to 8 set fTimer to 1 "172Generator1spark1".Enable "172FXGenerator2BrightSpot2".Enable elseif iStage == 8 set iStage to 9 set fTimer to 1 "172Generator1spark3".Enable "172FXGenerator2BrightSpot1".Enable "172Generator2Light".Enable "172Generator2Bigspark1".Enable elseif iStage == 9 set iStage to 10 set fTimer to 1 "172Generator1spark4".Enable "172Generator2spark1".Enable elseif iStage == 10 set iStage to 11 set fTimer to 1 "172Generator1spark2".Enable "172Generator2spark2".Enable elseif iStage == 11 set iStage to 12 set fTimer to 1 "172Generator2spark3".Enable "172GeneratorSmokeWisps".Enable elseif iStage == 12 set iStage to 13 set fTimer to 1 "172Generator2spark4".Enable "172GeneratorBOXSpark1".Enable "172GeneratorBOXLight3".Enable elseif iStage == 13 set iStage to 14 set fTimer to 1 "172GeneratorBOXSpark2".Enable "172GeneratorBOXLight2".Enable "172GeneratorBOXLight1".Enable "WalkwayStage1REF".Disable "WalkwayStage2REF".Disable "WalkwayStage3REF".Disable "WalkwayStage4REF".Disable elseif iStage == 14 set iStage to 15 set fTimer to 1 "172mainswitchREF".Enable elseif iStage == 16 set iStage to 17 set fTimer to 2 "172FXGenerator1BrightSpot5".Disable "172Generator1Light".Disable "172FXGenerator1BrightSpot4".Disable "172FXGenerator1BrightSpot3".Disable "172Generator1Bigspark2".Disable "172FXGenerator2BrightSpot5".Disable "172Generator2Light".Disable "172FXGenerator1BrightSpot2".Disable "172FXGenerator2BrightSpot4".Disable "172FXGenerator1BrightSpot1".Disable "172FXGenerator2BrightSpot3".Disable "172Generator1Light".Disable "172Generator1Bigspark1".Disable "172Generator2Bigspark2".Disable "172Generator1spark1".Disable "172FXGenerator2BrightSpot2".Disable "172Generator1spark3".Disable "172FXGenerator2BrightSpot1".Disable "172Generator2Light".Disable "172Generator2Bigspark1".Disable "172Generator1spark4".Disable "172Generator2spark1".Disable "172Generator1spark2".Disable "172Generator2spark2".Disable "172Generator2spark3".Disable "172GeneratorSmokeWisps".Disable "172Generator2spark4".Disable "172GeneratorBOXSpark1".Disable "172GeneratorBOXLight3".Disable "172GeneratorBOXSpark2".Disable "172GeneratorBOXLight2".Disable "172GeneratorBOXLight1".Disable elseif iStage == 17 set iStage to 0 "172mainswitchREF".Disable "172mainswitchElecBox1REF".Disable "WalkwayStage1REF".Enable "WalkwayStage2REF".Enable "WalkwayStage3REF".Enable "WalkwayStage4REF".Enable endif end Cheers !
  7. Edited the code further and implemented it to the switch for the Vault Door. Added code so when the exterior console is activated (since its the one that probably will be used when the player leaves the Vault) it will shut down all the lights in the complex. Since there are other switches inside that also alters the light in different sections and for the walkway that will light up in sequence when the vault door is activated from the outside. This to prevent for example if you activate the outside switch to close the vault door and if the lights inside would be turned of manually inside and the vault way would be lit up then when you open the door from the outside the walkway wouldn't light up again since it was already activated. Don't know if this is a complicated way to do things, but it works atleast. I want the Vault to be unlit if you activate the door from the outside so i think this is the way to do it? Dont know if the last section with the iStage is needed now since the lights will always be turned of if the exterior console is activated by the player. Here's the code scn GenericControlPodScriptLightSuequence ;See V112 for generic setup. short mode ref myLink float fTimer int iStage ; 0 - All lights disabled ; 1 - Wait time before first light is activated ; 2 - Enable first light ; 3 - Enable second light ; 4 - Enable third light ; 5 - Enable fourth light ; 6 - All lights enabled ; 7 - Disable all lights int bState begin onActivate if IsActionRef player == 1 "172mainswitchElecBox1REF".Disable "172mainswitchREF".Disable "WalkwayStage1REF".Disable "WalkwayStage2REF".Disable "WalkwayStage3REF".Disable "WalkwayStage4REF".Disable set iStage to 0 endif if iStage == 6 set iStage to 7 elseif iStage == 0 set iStage to 1 endif if IsActionRef player == 1 set myLink to getLinkedRef ;the linked ref should be the door. if ((myLink.getOpenState == 3) || (myLink.getOpenState == 1)) && mode != 2 playgroup Forward 0 set mode to 2 activate myLink endif endif if iStage == 6 set iStage to 7 elseif iStage == 0 set iStage to 1 endif End begin gameMode if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 1 set iStage to 2 set fTimer to 18 elseif iStage == 2 set iStage to 3 set fTimer to 2 "WalkwayStage1REF".Enable elseif iStage == 3 set iStage to 4 set fTimer to 2 "WalkwayStage2REF".Enable elseif iStage == 4 set iStage to 5 set fTimer to 2 "WalkwayStage3REF".Enable elseif iStage == 5 set iStage to 6 "WalkwayStage4REF".Enable elseif iStage == 7 "WalkwayStage1REF".Disable "WalkwayStage2REF".Disable "WalkwayStage3REF".Disable "WalkwayStage4REF".Disable set iStage to 0 endif if (mode == 2) if (isAnimPlaying == 0) set myLink to getLinkedRef playgroup Left 1 set mode to 3 myLink.activate player endif endif end
  8. So i've tried your script now Cipscis and it works great. Think you forgot a "set stage" in the final one but managed to work that one out. Think i really understand the iStage system now, so big kudos to you. And yes it was on your site i read up on the Timed Stage. So thanks again for that :) Here is the code as it looks now, might help someone in the future. ScriptName LightSwitchScriptTEST float fTimer int iStage ; 0 - All lights disabled ; 1 - Wait time before first light is activated ; 2 - Enable first light ; 3 - Enable second light ; 4 - Enable third light ; 5 - Enable fourth light ; 6 - All lights enabled ; 7 - Disable all lights int bState Begin OnActivate if iStage == 6 set iStage to 7 elseif iStage == 0 set iStage to 1 endif End Begin GameMode if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 1 set iStage to 2 set fTimer to 20 elseif iStage == 2 set iStage to 3 set fTimer to 3 "WalkwayStage1REF".Enable elseif iStage == 3 set iStage to 4 set fTimer to 3 "WalkwayStage2REF".Enable elseif iStage == 4 set iStage to 5 set fTimer to 3 "WalkwayStage3REF".Enable elseif iStage == 5 set iStage to 6 "WalkwayStage4REF".Enable elseif iStage == 7 "WalkwayStage1REF".Disable "WalkwayStage1REF".Disable "WalkwayStage1REF".Disable "WalkwayStage4REF".Disable set iStage to 0 endif End Gonna try to go a bit further with this one now. But this makes a really nice effect when the vault door opens :) *woho*
  9. I solved the issue a couple of minutes ago, i somehow managed to remove the emitance for all my arches and illuminance effects. Reapplied them to all lights and now it looks great again. Yes palasprince that sounds awesome, gonna wait with the quest writing though until this project is finished :) I think lighting is one of the funniest aspects of creating Cells, im just afraid to use to much lighting. Might become heavy on peoples computers. And i don't think i will notice it myself since i have a pretty powerful system. Gonna put up some WIP screens tomorrow i think. Its actually looking pretty sweet for being my first mod. Nice atmosphere down there :)
  10. Thanks a thousand times ! Will try it out tomorrow and try to get some knowledge from the code. Time to jump into bed, work tomorrow. Hard to tear yourself from the GECK >_> The effect im looking for will be something like i have an alleyway and i have placed lights on both sides of the wall with a bit of spacing. When the switch is turned on the first set will go on, and a few seconds later the next pair will go in untill all of them are lit. Got another problem with GECK/Fallout3 now been trying to find a solution all night, seems like my "glow" effects isnt showing up very well ingame. In the GECK they are bright as hell but in the game they are barely visible. Very strange. With glow effects i mean the statics that creates the sensation of the room being a bit smokey around light sources. Think its called light arches or something like that. Running everything on max ingame still dont show up as they should. Dont know if its because i messed around with the Ambient lighting etc for the CELL. They were visible before... Anyways thanks again for the help and the code ! Much appriciated!
  11. Noone with any idea of how this should look to work ? Pleeeaaase :) Im starting to get crazy over this. Using the time sequence in an OnActivate box dont seem to work and placing them in a Gamemode box just makes it start by itself without having to press the switch first.
  12. Thanks for the speedy reply, i tried some variants with it now but cant seem to get it right at all, dont even want to save the script? Where should i place it, again im a totally lost with this stuff :/ Maybe bit of more than i can chew it seems. Edit: Tried this and got it to save. Something happends now atleast. "One" turns on, a second pass and then "Three" turns on and "One" turns off :S Not quite what i was looking for. And when i try to turn of the lights again "three" just resets. I.E it disables and then enables instantly again. Maybe this entire script is all wrong :( ScriptName LightSwitchScriptTEST float fTimer int iStage short onoff Begin OnActivate Set onoff to "one".getDisabled if onoff == 1 "one".Enable Endif end Begin GameMode if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 0 set iStage to 1 set fTimer to 3 elseif iStage == 1 Set onoff to "one".getDisabled if onoff == 1 "two".Enable endif set iStage to 2 set fTimer to 1 elseif iStage == 2 Set onoff to "one".getDisabled if onoff == 1 "three".Enable endif If onoff ==0 "one".Disable "two".Disable "three".Disable endif endif End
  13. Hi everyone, new to this site. Played fallout 3 and its predecessors alot. Now i decided to make a mod of my own, a way to say thanks and trying to contribute back to all you out there that has made terrific mods for Fallout 3 and enhancing the game experience tenfolds! Dont know if its really a mod im making really, its actually a pretty large player homevault :) There are hundreds of houses available i know but since it feels like it was the easist to do since its my first modding attempt. Anywho to the problem. Ive searched the forum and the Geck site and also google, found a couple of tutorials regarding scripting but they were pretty short and i didnt manage to get it to work even with the help from them. Ive managed to create simple scripts like on / off scripts for lights etc. But now i want a couple of lights to switch on one after another in a timed sequence after the button is pressed. And when you press the button again i would like them to switch off on the same time (not in a sequence i.e). Dont know if this is even possible but i really hope so. Would make for quite som atmosphere in my vault. Ive played around with three test glow statics just for testing purpose. Theese are named "one", "two" and "three" the swtich is named "TestSwitch" and is an activator. All objects are "Persistent Reference" enabled. I modified the script that acts as the on/off switch script (wich works as it should) ScriptName SequenceSwitchTEST float fTimer int iStage short onoff Begin OnActivate if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 0 Set onoff to "one".getDisabled if onoff == 1 "one".Enable Endif set iStage to 1 set fTimer to 3 elseif iStage == 1 Set onoff to "one".getDisabled if onoff == 1 "two".Enable endif set iStage to 2 set fTimer to 1 elseif iStage == 2 Set onoff to "one".getDisabled if onoff == 1 "three".Enable endif If onoff ==0 "one".Disable "two".Disable "three".Disable endif endif End Is this all to hell wrong ? I might add that i have no prior programing language experience, hope someone is willing and have the time to help me out here a little :) Peace all of you and thanks for all the mods !
  14. Missplaced the thread, can a moderator please remove this? Cant find a delete button anywhere? :)
  15. It would be wonderful with a mirror in the Europe region. Dont know what the demands on the server are. But http://www.one.com/en/ is the best host in europe anyway. Really cheap and have fast servers. Check it out if youre looking for alternatives. I have a couple of domains there myself some that i only use for minor things. I could think to lend it out for free if thats a possibilty. Its only 3000 mb in space though so the larger mod files would prolly do no good there. But maybe smaller ones? Dunno if it would ease down the stress or if its even possible to do? But traffic etc is unlimited. You maybe also should stress the mod makers that do the larger mods (retexture mods etc.) to use the torrent technology as an alternative to your own file hosting. Thepiratebay for example has a free tracker. Would take down the stress further and prolly increase the speed for the more popular mods.
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