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Reginald001

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  1. Update: Site is aware of some issues and are working on it. Should be resolved soon. :)
  2. Looks like other mods are experiencing it too. :o https://www.nexusmods.com/fallout4/mods/50381
  3. I'm trying to upload my mod, but any image I upload doesn't show. I just tried uploading to the regular image section, same result. When I right click 'show image' I get a CDN error 1020. Any ideas, tips, tricks or hints? Maybe something on the site end? https://www.nexusmods.com/fallout4/mods/50380 Edit: I just tried from a different PC, same result. :(
  4. Ok so I am a complete fool. You helped me a lot, thanks. 1) She was set to 'no crime'. 2) I had created an ESP overriding some of her facial/hair features a long time and it was still active.. blocking any effin changes I made to the ESM base mod. Uhmm.. yes.. so I think I can handle it from here, withdrawing in shame now.. thank you. :)
  5. Hey.. I think you might be on to something here. Checking it now!
  6. Anyone have any other ideas why my NPC would NOT be attacking upon theft?
  7. Yes I figured something like that too, but she is not a companion yet at that time. (Hence why she should attack when the player steals). I'm looking into the follower/companion script. I think I'm missing an event property there or something.
  8. Hey.. any one have an idea on my second issue? My NPC does not attack the player when they steal.. I've been looking into crime factions but can't really make heads or tails of it. Any ideas are welcome!
  9. 1st problem solved. I had the 'AddToFaction' after a loop call, so it never ran. Items now belong to the player after recruitment. I still can't get her to attack the player though when they steal.. must have something to do with the crime factions.. or perhaps the follower script vars..?
  10. I'm a bit lost with Factions and ownership. The idea is that I have an NPC that 'owns stuff' until I recruit her as companion, then her stuff becomes 'my stuff' as well. I took at a look at how this was setup for Piper. There's a faction DmndPublickOwnerFaction and I copied this setup. I checked her recruitment quest and found the player was added to this faction. So I think I copied this whole setup right, yet.. well read the issues below in more detail: - I have a custom NPC that can be recruited. In her cellar, there are a lot of items. - I've created a faction called '_ivy_ownership_faction' and have assigned ownership to all of these items by selecting that faction. - I set the faction to be able to be 'owner' (This works, the items turn red when I go into her cellar). I have two problems: 1) Ivy does not attack the player when they steal her stuff. 2) Her stuff does not become 'my stuff' once I recruited her. - I have added my NPC to this faction at rank 0. - When she is recruited I call Game.GetPlayer().AddToFaction(_ivy_ownership_faction) But after that the items stay red. There is no error in the papyrus log, so the call must be functioning. She does not attack me when I steal her items, this is also an issue I need to solve. So I added a crime faction to her that tracks crime. But when I checked the 'Use Info' for the DmndPublickOwnerFaction I saw it was only being called in her recruitment quest, it's not some sub-child of another crime faction. So at this point I'm a bit lost... Any tips for both problems will be greatly appreciated! (SOLVED> This solution was correct all along. But I had an ESP overriding the NPC I was working, overriding my work.)
  11. That's an avenue I considered but had no idea how to approach it. I do now. I'll check out if this works, thanks.
  12. Still struggling with this. Trying to see if there's anything in the Story Manager Events that I can use, but nothing so far. It's weird that this dialogue conditional is not available. It sounds like basic functionality.. (which quests are activated by the player). But nothing so far. Also looking into the player actor script, perhaps there's some kind of array like 'Active Quests'.. I just don't want to set up a looping script that checks active quests... it's daft.. overkill.. and likely will be bad for performance. :(
  13. The error is quite specific. :) "Variable GwendolynCompanion is undefined" it says: type mismatch on parameter 1 - cannot pass a void to a actor. This means you are trying to either fill this Actor variable with a so called 'NONE' (empty) object or made a typo in the variables. Post your entire script, including variables.
  14. It means the property was not filled. When you add a property to a script, in the CK you need to either fill it manually, or 'autofill' it, if it's named correctly.
  15. My NPC makes a remark on a 'running' (vanilla) quest, but only if that quest is selected to be 'active' in the pipboy. She has a whole slew of quest related remarks she should only say if the player is actively engaged in that quest. All of these are in a Shared Info, that uses conditionals to filter out what is relevant. So I need the dialogue conditional version of Quest.IsActive() (Not IsRunning) For instance, if the player has 'Join the settlers in Sanctuary' and 'Go to Diamond City' in their running quests, I don't want my NPC to say "So we're going to Sanctuary?" when the player just selected the map marker for Diamond City, etc..etc.. This also works vice-versa, if the player has a long running but inactive quest, the NPC might suggest to 'go check it out'.
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