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Found it, it's https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/752969
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I think there was a mod like that over on the Bethesda site.
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What is a "RefCollectionAlias" ?
viennacalling replied to EveningTide's topic in Fallout 4's Creation Kit and Modders
Close, it is an alias for a collection of in-game reference objects. -
Why are you using GetSafeLocation if the function name is GetSafePosition?
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Papyrus Activate Container
viennacalling replied to AquariusMods's topic in Fallout 4's Creation Kit and Modders
CheatContainer.Activate(Game.GetPlayer()) -
Papyrus Activate Container
viennacalling replied to AquariusMods's topic in Fallout 4's Creation Kit and Modders
Thoughts are the holotape has an OnHolotapePlay event that calls Reset followed by Activate on the cheat container. You can try that and see if it works. -
Target robots with enchantment (EMP/Pulse)
viennacalling replied to jkruse05's topic in Fallout 4's Discussion
According to this screenshot the target must be a protectron, wearing power armor, be liberty prime, be mr. handy, be an eyebot, an assaultron, and also a sentry bot. That's a tall order for one target. Are you sure you didn't mean to use OR instead of AND on each condition?- 4 replies
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Making a Script Alias Permanent ?
viennacalling replied to Karel2015's topic in Fallout 4's Creation Kit and Modders
Why are you using Const? http://www.creationkit.com/fallout4/index.php?title=Differences_from_Skyrim_to_Fallout_4#Const_Auto_Properties Auto Properties By adding the word "Const" at the end of a property definition, you are telling the game that the value will not change once it has been set by the editor. The compiler will make sure you cannot change the property's value, and the game will ignore any value in the save game recorded for the property. This allows you to change the value of a property in the editor, and have the change be reflected in the game, even if you load a save game. Properties made via the editor will be const by default. -
OnItemAdded Attached to Player Doesn't Fire
viennacalling replied to Phoenixia1177's topic in Fallout 4's Discussion
OnItemAdded - ObjectReference http://www.creationkit.com/fallout4/index.php?title=OnItemAdded_-_ObjectReference AddInventoryEventFilter - ScriptObject http://www.creationkit.com/fallout4/index.php?title=AddInventoryEventFilter_-_ScriptObject -
[Steal] Stealing Power Armour possible to fix with mod?
viennacalling replied to CrawlinUK's topic in Fallout 4's Discussion
Just add a line to the script that handles the battery insertion to clear the faction ownership. -
1. Don't use Entry Point, that is for very specific actions. Look at the perk FerociousLoyalty, the quest FerociousLoyaltyQuest, and the script FerociousLoyaltyScript. That is an example of how you attach a script to a perk. 2. To modify a game setting using a script you will need the Fallout New Vegas Script Extender. Someone else will have to explain how to use it.
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Issue in GECK scripting
viennacalling replied to RestInPain's topic in Fallout New Vegas's Mod Troubleshooting
According to the image you do not have a quest called AmmoActivateQuest. Create the quest first, then try saving the script. -
Editing other people's mods; What etiquette?
viennacalling replied to DaWrecka's topic in Fallout New Vegas's Discussion
The rules at least for the Nexus are pretty clear: if you do not have clear permission to upload modified versions of other peoples' mods then don't, even if the authors are long gone. -
I am not a graphics expert, but I have seen ports from Fallout 3 to New Vegas where the world model did indeed have issues. I am probably describing it wrong, but the issue is that the collision for the world model needs to be modified to work in New Vegas. I believe it can be done in nifskope, but you would need a graphics person to tell you exactly what to modify though.