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About NikaCola
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Can't get 3rdPUseStimpakOnSelfOnGround to play
NikaCola replied to Pelgar's topic in Fallout 4's Creation Kit and Modders
Have you tried to play the _3rdPUseStimpakOnSelfOnGround animation on either the actor in question (or else the player character) in game via the console? In my experience that's a good way to ensure the animation is actually a valid idle in the first place. To do this just open the console, click on the actor you want to play the animation, and type playidle _3rdPUseStimpakOnSelfOnGround It's been awhile, but I think that's the right syntax. Hope that helps! -
Positive response will not trigger quest
NikaCola replied to WhiteTuxGroom's topic in Fallout 4's Creation Kit and Modders
What conditions did you place under the positive greeting? Also, SQV won't trigger anything, but instead will just show if a quest is running, the stage it's currently on, as well as any aliases that are filled (or not). -
How to get height above ground via a script
NikaCola replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Ahh, I figured there was something I was missing! That does sound much more complicated than anything I did in Papyrus. :ohmy: -
How to get height above ground via a script
NikaCola replied to PJMail's topic in Fallout 4's Creation Kit and Modders
I may not be understanding what you're trying to do 100%, but if you look into how Cait's lockpicking quest/script is handled, there's papyrus logic for how high or low the lock is in comparison to her, and this decides which lock picking anim will play (the high one, or the low one where she has to crouch down). Hopefully that's helpful! -
It's a very complicated system! You need both the bird spawner and another trigger-box style activator in the CK (can't remember the name offhand, but it's got "bird" in the name) that defines where the birds can actually fly around to; if that's missing it probably explains why they can't fly anywhere. =)
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Dialogue Topic Conditions only applying once
NikaCola replied to LtMattmoo's topic in Fallout 4's Creation Kit and Modders
I'm not 100% sure to be honest, as I haven't worked much with shared topics. Can I ask how you're testing this? Are you reloading the same save each time? It might be worth testing it without loading a save at all, which can be done by coc'ing to a cell directly from the main menu when you first start the game. -
Dialogue Topic Conditions only applying once
NikaCola replied to LtMattmoo's topic in Fallout 4's Creation Kit and Modders
From that screenshot the only thing I can think of looking at would be the "shared topic" source you're drawing from. It's possible that the game's checking for conditions from *that*, instead of this particular bit of dialogue? -
Custom Voiced Follower Trouble
NikaCola replied to Excisions's topic in Fallout 4's Creation Kit and Modders
That "NONE" in the file path should be the name of your plugin, if you've created one of your own. -
PLEASE Help me understand Quest Markers
NikaCola replied to Kit314's topic in Fallout 4's Creation Kit and Modders
For what it's worth, this is how I do most of my testing; it avoids loading a save game at all, which is a really useful variable to be able to eliminate in terms of testing/troubleshooting changes. -
What can I change when updating my mod?
NikaCola replied to SameOldBard's topic in Fallout 4's Creation Kit and Modders
This is really comprehensive and good advice, thanks for posting it! -
Honestly I always suggest people use Dropbox to backup their ESPs every time you save. This creates a version history which you can easily roll back to in the case of any weirdness happening. Doing this has saved my butt more times than I can possibly count. Seriously, use it (or some similar service) and make life easy on yourself!
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3DS Max custom armor not appearing in-game
NikaCola replied to lb10111's topic in Fallout 4's Creation Kit and Modders
Is the chest piece equipped according to your pip-boy? -
Is it possible to remove unused dialog options
NikaCola replied to Indarello's topic in Fallout 4's Creation Kit and Modders
Bethesda always uses four dialogue options. This was my workaround for that, for the times where I didn't need that many. -
Is it possible to remove unused dialog options
NikaCola replied to Indarello's topic in Fallout 4's Creation Kit and Modders
Yes! Just add a condition that can't possibly be met to the items you don't want to appear in the dialogue wheel. I personally use "GetIsId -- _EmptyTextureSet" Wherever you put that condition, the dialogue will show up as blank and cannot be selected by the player. -
Quest Stages Companion Mod
NikaCola replied to d3dx10's topic in Fallout 4's Creation Kit and Modders
Quest stages (the numbers themselves) do not go backwards. So once stage 20 is set you won't be able to have stage 10 (or any stage less than 20) be the current stage. This is the problem you're running into. Look into using "GetStageDone" as your condition, instead of "GetStage" and that can help. I prefer to condition things like this without using stages for this very reason, but everyone does it differently! =)