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Magicockerel

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  1. The DefaultObject ShowWornItemsKeyword_DO uses the ShowWornItemsKeyword keyword with the following description: "This keyword will allow the teammate container menu to show worn items."
  2. The Fallout 4 Creation Kit was updated along with the release of version 1.10.162 of Fallout 4. Plugins saved in the most recent version of the CK will only be recognised by Fallout 4 version 1.10.162+, so I suggest that you either update your game, obtain an older version of the CK, or use FO4Edit to edit the plugin.
  3. This is covered in the following tutorial that I previously linked you to: Bethesda Mod School: 3ds Max 102 - Simple Collision Method
  4. This is not possible with 3DS Max 2015, you require 3DS Max 2013. I recommend that you check out these tutorials: Bethesda Mod School: 3ds Max 101 - Setup & Basic CollisionBethesda Mod School: 3ds Max 102 - Simple Collision Method
  5. GetDisplayName() is what you're looking for, given that it works with ObjectReferences rather than Forms. I can't remember off the top of my head whether it works with levelled actors, but it might.
  6. I don't know why I didn't try this, but you're right this works, thanks. I'll pass it off as being tired, haha. Reneer's second suggestion works for me, so you may want to try that. I appreciate your input all the same, the custom event approach is a pretty good workaround. If you're having troubles you can PM me and I'll send you my mod files so that you can see what we've done differently. I've found the custom event approach to be preferable if you're either remotely communicating with a large number of scripts or you want to do so indirectly for whatever reason (I suppose it saves you some properties, etc.). Bethesda even choose to sometimes send out custom events when there are actual events that do the same thing (e.g. OnWorkshopObjectPlaced() and other workshop based events), which is odd.
  7. Thanks for taking the time to respond. I forgot to include this in the OP, but I did also try this and received the following compilation error: "cannot cast a ObjectReference to a OtherScriptName, types are incompatible". If it's of any assistance, both scripts extend ReferenceAliases, given that's what they're attached to.
  8. I'm having trouble remotely running a function in a script that is attached to an alias from a script that is attached to another alias (in the same quest). The scripts can be simplified to the following: Actor Property PlayerRef Auto Const Mandatory ReferenceAlias Property OtherAlias Auto Const Mandatory Event OnAliasInit() Self.RegisterForDetectionLOSGain(akViewer = PlayerRef, akTarget = Self.GetReference()) EndEvent Event OnGainLOS(ObjectReference akViewer, ObjectReference akTarget) If (akViewer == PlayerRef && akTarget == Self.GetReference()) OtherAlias.GetReference().TheFunctionIWantToRun() EndIf EndEvent Function TheFunctionThatIWantToRun() ; Do things EndFunction The error that it is giving me is "TheFunctionIWantToRun is not a function or does not exist" when I try to compile the top script, the bottom script of course compiles without any issues. For reference, I do get the same error when I get rid of GetReference() and change the line to "OtherAlias.TheFunctionIWantToRun()". This would suggest that the script isn't actually attached to the object in a way that Papyrus can detect, given that it is only attached while it has that alias. Hopefully I'm overlooking something simple and there's a quick fix. I can work around this issue, but I'd rather not. If I'm forgetting any information that could be helpful, please do let me know. Thanks in advance for any assistance you're able to provide.
  9. I haven't done this sort of thing before, but a friend of mine has. You might want to look into using AddOnNodes. This thread has some information on the matter, and links to this tutorial.
  10. Thanks, I've only started working with WorldObjects recently, so there's a lot that I don't know about them. That actually cleared a lot up, as I had made a number of poor assumptions that left me confused. I did a few tests and made the wrong conclusions, but going back over things now I think I have it mostly worked out.
  11. For some reason Self on a script attached to an Activator returns the script itself and not the form. Not that it really matters where I use it, but I've given an example below. For reference, the activator is a constructable object that you can build at settlements. In this context, the akReference parameter returns the workshop at which the object was placed, and not the object reference unfortunately. I am not wanting to instead attach the script to the workshop itself in order for akReference to return any object built at that settlement. Event OnWorkshopObjectPlaced(ObjectReference akReference) Debug.Notification(asNotificationText = "Self = " + Self As Activator) EndEvent When I go to compile the script I get the following error message, "cannot cast a NameOfTheScript to a activator, types are incompatible". If you write Self to the script log, you will indeed see that Self returns the script rather than form. The only thread that I was able to find that could potentially help me out did not find the solution. You can find said thread here. If anyone knows of a simple way to return the reference that the script is attached to, rather than the script itself, please let me know.
  12. I have an opaque non-actor ObjectReference that I want to have fade away over time during a certain event. Everything I've found suggests that you're only able to make actors transparent. For example, both the SetAlpha() function and the Chameleon Magic Effect are both limited to actors. I thought Effect Shaders may be able to help me out, but they're apparently limited to applying a membrane to an ObjectReference. Some features of Effect Shaders are even limited to actors as well, which isn't promising. The abFadeOut parameter of the Disable() function has the ObjectReference fade out over a fixed duration of approximately 1 to 2 seconds. The issue is, I want it to fade away over approximately 10 seconds. An equivalent of the SetAlpha() function for non-actor ObjectReferences would be perfect. However, pretty much any avenue of approach would be viable for this project, it just needs to be reasonable simple. The only limitations are that I cannot rely on DLC or 3rd party tools like F4SE. The only possible solution that I am aware of is to create a series of animations that change the transparency of the ObjectReference, and to play those animations via a script in regular intervals. I'm not sure how difficult that would be to implement, and how good that would look, so I'm after other solutions.
  13. All I'm saying is set the abDefaultProcessingOnly parameter to true when you activate the workshop workbench. Doing this will mean that workshop mode will not start, but you will still be able to open the workshop workbench container. Going by your script, change the following line: MasterContainer.activate(Game.getPlayer()) To this: MasterContainer.Activate(akActivator = Game.GetPlayer(), abDefaultProcessingOnly = True) You don't need to include the parameter names if you don't want to.
  14. I do something very similar to what you're wanting to do in the Transfer Items feature of my Workshop Control Panel mod. This feature allows you to remotely access the workshop workbench of any settlement that you have connected via supply line. It looks like you're activating the workbench, in which case you need to set the abDefaultProcessingOnly parameter value of the Activate() function to true. You currently have it set to false because you have not included it in your script. So, for example, I do this: AbernathyFarm.Activate(akActivator = PlayerRef, abDefaultProcessingOnly = True)Edit: This happens because a script is attached to the workshop workbench that starts workshop mode when you activate it. The abDefaultProcessingOnly parameter allows you to avoid triggering the activate event that the script detects.
  15. You can substitute the No More Twigs mod for the No Ugly Plants And More mods Twigs Only file to save an ESP slot.
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