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PCDug

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  1. It's not settlement relevant.I need to access the menu that has the Location property as a return value.Found how BTW http://www.creationkit.com/fallout4/index.php?title=OpenWorkshopSettlementMenu_-_ObjectReference
  2. How can I access the send companion to settlement/set up supply line menu? I'm trying to refer to it in my mod but I can't find it in the CK or understand how it works.
  3. If you ever find yourself needing to combine multiple object (As long as they don't have physics properties,so no movable statics,items etc....) you an just create all the static objects you need (pasting meshes etch...) and then select them all and press alt+o to create a static collection.Doing this will autogenerate a single mesh for the combined items.Then you can past this mesh path to a new object. This last step is necessary if you need to use the new object as a property for some functions since Static Collections cannot always be selected as ObjectReferences for some reason. The good thing is that material swaps will still work perfectly with the new (non collection) item. Ain't nobody got time for Nifskope right?
  4. Hi.I hope you are all doing alright. I'm currently working on an interior workshop cell.Everything works ok.Got no problem with the basic stuff. What I'm having trouble setting up is an exterior (Commonwealth worldspace) drop off activator,used to open the workshop inventory remotely from outside the settlement cell. I tried using something like OnActivate......yadd yadda...MYWorkshopReference.Activate(akActionRef). The thing works but since the workshop reference (which BTW is actually a container) has two activation methods (e and r,build and open container),when I activate the activator the workshop inventory opens but I also enter settlement mode.Can this be avoided?Is there a way to activate the workshop storage remotely without entering build mode? Some way to set up shared inventories to create a "buffer" container maybe? If you have any ideas please don't be shy!
  5. *last desperate bump before an hysterical full mod rewrite.
  6. Upon further analysis neither MoveTO followed by SetAngle nor SetPosition followed again by SetAngle seem to be able to rotate the objects I'm trying to move the right way. Could this be because the destination ref (mDestPos) is being dinamically assigned earlier during the script (message box)? If so I don't understand why the references are being moved to the right marker.I just can't find a way to make them land with the right rotation. So yeah,BUMP.Sorry for bothering everyone. I would really appreciate if someone could help me figure this out.I can use other methods to complete the mod.But this one is by far the cleanest one. You'll be happy when this issue gets solved.Having a mobile flying outpost will be neat,you can be sure of that.
  7. Do they have a white cubic marker above them in the render window (turn markers on to see)?
  8. Now that I think about it I should be able to do something like objecttorotate.setangle(TargetRef.GetangleX(),TargetRef.GetangleY(),TargetRef.GetAngleZ()) I just need to check if that syntax is a thing or not.
  9. I already tried the full syntax (destination x,y,z offset,abmatchrotation=)id does not work I'll look into the movetonode,I could really use getting rid of 30+ properties. EDIT-If someone is wondering why I don't use moveTo for the vehicle itself the answer is that MoveTo does not work on static collections.
  10. you have to disable deleted references from fo4edit.Better yet never delete anything in the ck,just disable it.
  11. Recent versions of this mod of mine http://www.nexusmods.com/fallout4/mods/15994/? use the moveto function and xmarkerheading to do what it does.It worked fine for that mod. The sole purpose of xmarker headings is to be directional.The pointer is just a visual rappresentation.They are just static items after all.They don't do anything special. I use them just to be cohesive with the rest of the game. If I use moveto on a reference and point it to a marker rotated say (0,90,0) according to the wiki by default the reference moved to it should match that 3d orientation.But for some reason these references get moved but not rotated.I'll have to check the whole script again for some dumb mistake i guess.Here it is just for funsies.(NOT completed)
  12. Update:Scratch that,the xmarkers land on the marker heading with the wrong rotation too.I really don't get why it used to work and now it doesn't.
  13. Thank I'll try that.What boggles me is that move object should match the markerheading rotation by default,I mean,that worked in my other mod. ElseIf aiButton == 1DriveSound.Play(Game.GetPlayer())Game.FastTravel(mabf)Car.MoveTo(abf)VanFuelUnit.RemoveItem(FuelUnit, 1, True) Doing this moved a static car to the xmarkerheading (near abernathy farm in this case).It did the same for other 32 location and the car would always be in the correct orientation.
  14. TLDR;When using the move to function the object is moved to the right marker but with the wrong rotation (the rotation remains the same as the one in the starting point) Hi,I'm having a bit of trouble with the MoveTo function not doing what it's supposed to do in my script. Game.FadeOutGame(false, true, 4.0, 3.0)CurrentPos.Disable()MBFuelCOuntGlobal.SetValue(MBCurrentFuel-MBRequiredFuel)MBCoolantCOuntGlobal.SetValue(MBCurrentCoolant-MBRequiredCoolant)GameHour.SetValue(MBHour+((Distance/7140000)*30))MBDriveSound.Play(Game.GetPlayer())DestPos.Enable()MBDoor.MoveTo(mDestPos, abMatchRotation = true)MBDoorMarker.MoveTo(mDestPos,70.0 * Math.Sin(mDestPos.GetAngleZ()), 70.0 * Math.Cos(mDestPos.GetAngleZ()), - 80.0,abMatchRotation = true)CurrentPos=DestPos The last section of this script is supposed to move a door and an xmarker around the world (the destination is always an xmarkerHeading).The moveTo function works ok for the MBDoorMarker property (the xmarker is moved to the destination with a slight translation and faces the right way.The MBDoor property however gets moved to the right spot but retains it's original rotation (it does not allign with the xmarkerheading rotation). Why is the rotation change working for the moved xmarker but not for the moved door?
  15. Thanks, I'd rather not touch them at all but I'll have to play with that. K found the post finally.Sorry again for not answering to your pm earlier.I will check if this can solve my situation too.If it does expect loads of credits lol EDIT reading it again,this should work.I so wanna hug you right now. DOBLEEDIT:Fock yep it works.I can even move the exterior marker heading dinamically from in game and piper can still leave the interior on her own. I love you.I really do.
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