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cypher2012

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  1. I've been working nifscope devs. A version has been released on discord that enables you to import obj for the mesh and for collision. You're able to create a night file that can be run through Elric to produce a fallout 4 file. I'll post an update thread when it's been nailed :)
  2. I just upload the mod plus archives in a zip mod.zip -> MyMod - Main.ba2 -> MyMod - Textures.ba2 -> MyMod.esp Then just upload that zip
  3. Well on a plus note about creation kit, creation kit could be a catalyst for development of a better creation kit. If Bethesda will start making money from mods, it's in their interest to make the tools better. What I would love to see, is a model importer! Or some kind of nif builder!
  4. aaah yeah that's what I did as I had already uploaded to PC. I've tried uploading another version where, I deleted the archives, then clicked to upload to XBox and then created new archives. Hopefully that's fixed it!
  5. Hey guys, anybody with Creation kit and Xbox able to take a look at one of my mods for me? My mod works fine on PC, but it's apparently not working on XBox. I really don't know why. Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4045743 PC: https://bethesda.net/en/mods/fallout4/mod-detail/4045742 The comments for the XBox version will tell you about the issue they are having. I really can't figure it out.
  6. Never mind. Was me being a numpty and not saving in the right location.
  7. Hey guys, I'm trying to create barriers for conveyor belts that you can craft in workshop mode. I've had a look at the nif files of the conveyor belts to see what snap points they use. In Nifskope, I've set the BSConnectPoint to what seems to make sense. The recipe is setup. In game, I can see the item in the workshop menu, and it shows up in game. However, it's not highlighted at all, it can't be placed, and it wont even snap to the conveyor belt. I haven't set up collision yet, so maybe this is the issue? I'm wondering if it's the nif that's wrong, or maybe something with the Static object or the recipe? ->BSX ->BSConnectPoint::Parents (Named "CPA)" ->Parent:WorkshopConnectPoints ->Name: P-Conveyor-Dif ->Parent:<empty> ->Name: P-WS-Origin ->NiNode (Named "WorkshopConnectPoints") ->NiNode ->BSTriShape (Plus materials etc)
  8. Code for anybody thinking of doing something similar: Scriptname SSS:SSS_SolarSwitch extends ObjectReference float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} Bool Property bNightActivated = True Auto Const {If bNightActivated to true, power will be enabled at night. Reverse if set to false.} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Function CheckIfStateChangeNeeded() StartTimer(10.0, 0) float fCurrentTime = GetCurrentHourOfDay() If (fCurrentTime > LightsOffTime && fCurrentTime < LightsOnTime) GoToState("DayTimeState") Else GoToState("NightTimeState") EndIf EndFunction Event OnTimer(int aiTimerID) CheckIfStateChangeNeeded() EndEvent Event OnInit() CheckIfStateChangeNeeded() EndEvent State NightTimeState Event OnBeginState(string sOldState) if(bNightActivated) Self.SetOpen(false) else Self.SetOpen(true) endif EndEvent EndState State DayTimeState Event OnBeginState(string sOldState) if(bNightActivated) Self.SetOpen(true) else Self.SetOpen(false) endif EndEvent EndState
  9. Yeah you can probably just go. The notifications stack and stay there for a couple of seconds. It only displays a couple at a time and slowly works it way through the notifications. For example, if you ran a script that dumped 100 notification messages at the same time, the script will finish straight away, but it will take ages to have all of those notifications to be displayed.
  10. Hey guys. Currently working on a simple mod. It's a switch you can build in workshop mode, that activates/deactivates during day/night. I've pretty much finished the scripting already. I'll make a few adjustments so you can have powered on during the day or night. You can choose a pylon that is active during the day, or one that is active during the night. This mod is aimed at somebody that for example, wants an easy way to have lights turn off during the day. Nexus: https://www.nexusmods.com/fallout4/mods/28476 Bethesda PC: https://bethesda.net/en/mods/fallout4/mod-detail/4045742 Bethesda Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4045743 I've done some modelling. Recycled the power pylon and modeled a little solar panel to it:
  11. Perfect. That was it! Thank you! Just had to change the Keywords so that they were correct also. Here is updated code: Scriptname SSS:SSS_SolarSwitch extends ObjectReference float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Event OnTimer(int aiTimerID) StartTimer(10.0, 0) float fCurrentTime = GetCurrentHourOfDay() If (fCurrentTime > LightsOffTime && fCurrentTime < LightsOnTime) Debug.Notification(" Day time: " + fCurrentTime) GoToState("DayTimeState") Else Debug.Notification(" Night time: " + fCurrentTime) GoToState("NightTimeState") EndIf EndEvent Event OnInit() StartTimer(10.0, 0) If (GetCurrentHourOfDay() > LightsOffTime) GoToState("NightTimeState") Else GoToState("DayTimeState") EndIf EndEvent State NightTimeState Event OnBeginState(string sOldState) Self.SetOpen(false) Debug.Notification("State changed to Lights on.") EndEvent EndState State DayTimeState Event OnBeginState(string sOldState) Self.SetOpen(true) Debug.Notification("State changed to Lights off.") EndEvent EndState
  12. Hey guys, I'm trying to create a work shop switch that turns on and off depending on the time of day. I've got the functionality that makes the script change state depending on what time it is. How to I make it so it stops transmitting power? Here is the code I have so far, which doesn't work: Scriptname SSS:SSS_SolarSwitch extends ObjectReference float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Event OnTimer(int aiTimerID) StartTimer(10.0, 0) float fCurrentTime = GetCurrentHourOfDay() If (fCurrentTime > LightsOffTime && fCurrentTime < LightsOnTime) Debug.Notification(" Day time: " + fCurrentTime) GoToState("DayTimeState") Else Debug.Notification(" Night time: " + fCurrentTime) GoToState("NightTimeState") EndIf EndEvent Event OnInit() StartTimer(10.0, 0) If (GetCurrentHourOfDay() > LightsOffTime) GoToState("NightTimeState") Else GoToState("DayTimeState") EndIf EndEvent State NightTimeState Event OnBeginState(string sOldState) ActorValue PowerRadiation Self.ModValue(PowerRadiation, 500.0) Keyword WorkshopCanBePowered if(!HasKeyword(WorkshopCanBePowered)) Debug.MessageBox("Adding Keyword") AddKeyword(WorkshopCanBePowered) endif Debug.Notification("State changed to Lights on.") EndEvent EndState State DayTimeState Event OnBeginState(string sOldState) ActorValue PowerRadiation Self.ModValue(PowerRadiation, 0.0) Keyword WorkshopCanBePowered if(HasKeyword(WorkshopCanBePowered)) Debug.MessageBox("Removing Keyword") RemoveKeyword(WorkshopCanBePowered) endif Debug.Notification("State changed to Lights off.") EndEvent EndState
  13. So I've gotten a little closer to a refined process. I recompiled Nifskope with the import obj option enabled again. I don't know why it was disabled, it works really well. The NiTriShapeData can be converted to NiTriStripData, which can be added to bhkRigidBody. So you just have to export your collision from Blender, or whatever modelling software you are using, as .obj and then you can import to Nifskope. There's a couple of settings you need to make sure are correct in Elric. 'Save as' must be 'PC', not 'PC - 32 bit'. Under 'Mesh-conversion'->'Options', make sure to tick 'Endian convert meshes'.
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