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Everything posted by LeahTheUnknown
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https://www.nexusmods.com/fallout4/mods/2652 This one seems to be what you're looking for.
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I want to write a script for FO4Edit, but I haven't used PASCAL since high school, some twenty years ago. What I want is simple, albeit not easy. I need the script to go through the vanilla assets, then my assets, with which I have replaced the vanilla assets (using the same mesh), and copy the Material data to my assets. In the original incarnation of Commonwealth Cleanup, I simply used the Creation Kit's "Search and Replace" function. That replaces the vanilla statics/whatever with my activator versions, but does not copy the Material data (obviously) for the individual references. (And don't worry, I know about PreCombines. I will be making new PreCombines for the new version. Hopefully, I'll be able to shrink the files size so I can upload it to Nexus.) I copied the script that restores names from master records and tweaked it, I just need someone to check it. I don't want to royally screw up my mod. unit UserScript; function Process(e: IInterface): integer; var m: IInterface; begin if not ElementExists(e, 'XMSP') then Exit; // get master record m := Master(e); // no master - nothing to restore if not Assigned(m) then Exit; // if record overrides several masters, then get the last one // I don't know what this does. ~GKX if OverrideCount(m) > 1 then m := OverrideByIndex(m, OverrideCount(m) - 2); if not SameText(GetElementEditValues(e, 'XMSP'), GetElementEditValues(m, 'XMSP')) then SetElementEditValues(e, 'XMSP', GetElementEditValues(m, 'XMSP')); end; end. Thanks in advance ~GKX EDIT: Aaaand I just realized this isn't going to work because the originals are mostly Statics, and my records are Activators. However, my activators have the exact name as the statics, just with _act_ tacked on the front, so hopefully this is still doable.
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Respawning MovableStatic references?
LeahTheUnknown replied to LeahTheUnknown's topic in Fallout 4's Creation Kit and Modders
I'm not sure I follow. If I disable my mod and toss a couple grenades around the corvega plant, displacing the MovableStatic items, they go back in place when the cell resets, right? Maybe it's my script... Scriptname _gkx_newbigjunk extends ObjectReference MiscObject Property Replacement Auto Const Bool Done = FALSE Event OnLoad() If IsDisabled() || IsDeleted() || IsDestroyed() Return EndIf If Done Return EndIf Done = TRUE SetScale( 0.0 ) BlockActivation( True ) Disable() PlaceAtMe(Replacement, 1, FALSE, FALSE) EndEvent This is adapted from a script someone else wrote for me in my early days of modding. I know a lot more about scripting now, but am unfamiliar with the engine implementation of things like Disable() and BlockActivation(). Any thoughts? ~GKX -
Fire-Breathing Deathclaw?
LeahTheUnknown replied to LeahTheUnknown's topic in Fallout 4's Creation Kit and Modders
Holy crap, thanks kitcat! It's... beautiful! She'll love it. Thanks again! ~GKX -
My daughter, who loves dragons, wants me to make a fire-breathing deathclaw. Help. I created a new race, and a new actor. I created the weapon and added it to its inventory. I gave it the "Voice" equip type and added Voice to the list of equip types the race can use, using the Tongue3 node on the nif as the location. Ideally, I would like to copy the "Taunt" animation (where he spreads his arms and yells at you) and the "Pick you up and yell in your face" animation to make them both fire breath. I'm pretty stuck, though. I know nothing about animating, and I don't even have 3DSMax. I have a command like HKX converter, which is fine, I know how to use the command prompt/write batch files. 1. How do I make an attack use an animation? Do I have to create an entirely new animation HKX file for my new creature? Will I have to learn how to use HavokTools for this? 2. How do I get him to use the weapon in combat? Another area I know nothing about is AI. I would really like to do this, but if its too complex, I'll have a disappointed 9 year old. And no father wants that. Please help. ~GKX
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Mod Build Deployment Tools?
LeahTheUnknown replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
You also have to select the files from the list, Ctrl-Click to select individual lines. Regarding your SWF and XML files, if they are in directories that Fallout uses in its archives (Data/Interface, fex), and they are in those files when you select them, it will build the archive with them in the appropriate files. Check out B.A.E. to get an idea of what base game archives have in them. ~GKX -
How to define Actor?
LeahTheUnknown replied to haohao69869's topic in Fallout 4's Creation Kit and Modders
Game.GetPlayer().DamageActorValue("Health", Game.GetPlayer().GetActorValue("Health") - 25) I think that should do it. But don't quote me. ~GKX -
How do I remove "of Atoms Judgement"
LeahTheUnknown replied to PsychedelicNPC's topic in Fallout 4's Creation Kit and Modders
1. In the Creation Kit, find the Instance Naming Rules under the Miscellaneous category. 2. Locate the INR that gives this suffix. It will probably be in one of the INRs added by Weaponsmith. Note that INRs have a little dropdown near the top-left corner that says Ruleset Number. Its probably not in 0. 3. Once you've found the suffix, make a note of the Index and Ruleset Number. Right click in the Keywords window and click "Copy Stack" 4. Create a new INR, naming it something different ("my_inr" or something). Add a rule to the appropriate Ruleset Number list. Set the index lower than the index in the other INR. Leave the Text field blank. Right click in the Keywords window and click Paste. If there is more than one entry in the old INR list for the suffix, you will have to do steps 3 & 4 for each one. 5. Create a new quest. Enable "Start Game Enabled" and "Run Once." Close the Quest window and reopen it. 6. Go to Quest Stages. Create a new stage. It can be any number, just make sure "Run on Start?" is checked. Also check "Complete Quest." 7. With your quest stage selected, click, in the Papyrus Fragment window, Click Properties, then Add Property. Select Instance Naming Rules from the top dropdown, then give it a name. This can be the same as your INR name, or an alias.\ 8. Do this again, only this time selecting the original INR. 9. Point the properties at the correct INRs. 10. In the text window in the Papyrus Fragment box, put in this script. Use the aliases you chose when you created the properties. OldINR.MergeWith(My_INR) 11. That should do it. I think. Good Luck! ~GKX -
I am trying to update my Commonwealth Cleanup mod, now that I know a lot more about modding. Going through it in FO4Edit, I see there's a lot of cell edits where nothing is replaced. I'm remove those cells, but when I save, FO4Edit locks up and I have to close it with the task manager. Any suggestions? ~GKX
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This may have been asked, but?
LeahTheUnknown replied to DragonBorn5185's topic in Fallout 4's Discussion
Are you talking about the tutorial messages with the little animated vault boy? Oooh boy... I tried to make a mod that gets rid of those. Never did get it to work. The tutorial messages are wired into EVERYTHING. I even tried blanking the Tutorial quest and all the messages, but they just. didn't. go. away. -
Check this one out. Very nice.
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Papyrus Script Help, What am I missing?
LeahTheUnknown replied to Struckur's topic in Fallout 4's Creation Kit and Modders
FindAllReferencesOfType can target a formlist, so you could load all the statics you want to detect into one of those... -
How star in the mooding word of fallout 4
LeahTheUnknown replied to Obvispo's topic in Fallout 4's Discussion
Go here, search for mods or browse by category/popular/etc. Click the button at the top of each mod page that says NMM. Nexus Mod Manager will automatically download the mods, then you can install them from that program. ~GKX -
Trying to find a mod that (I think) exists
LeahTheUnknown replied to Captainradish's topic in Fallout 4's Discussion
Found it for XBox... https://bethesda.net/en/mods/fallout4/mod-detail/2454757 -
I broke open the weapon in the creation kit, since I had never worked with it. The good news is, the charging can be removed with a mod. Spoilerish: Everything else you asked about is very doable. I usually collaborate with the requester to fine-tune the particulars of a request, but this one seems pretty straightforward. I crank out a version tonight that just makes it modable on the weapon workbench and adds the two options you asked for (assaultron beam and rapid-fire). I toss it up on the Nexus when I'm done, shouldn't be more than an hour or so. ~GKX
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Melee World claims to do what you ask. The author suggests you use Less Loot and Ammo with it. ~GKX
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Armor/weapon mod levelled list question.
LeahTheUnknown replied to DekkerR's topic in Fallout 4's Creation Kit and Modders
I meant dig into them in the Creation Kit :tongue: They use script fragments to do what I was describing. In the quest window, just search for Aspiration or Custom -
Mod Build Deployment Tools?
LeahTheUnknown replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
Creation Kit has an option to build Archives for your mod, its under File -> Build Archive. If you're just using FO4Edit, there's a program that's downloaded with Creation Kit called Archive2, it's in Fallout 4\Tools\. Be sure to give your Archive the proper name, or the game won't recognize it. For .esp files, only "Mod Name - Main" and "Mod Name - Textures" are recognized. Good Luck! ~GKX -
Armor/weapon mod levelled list question.
LeahTheUnknown replied to DekkerR's topic in Fallout 4's Creation Kit and Modders
You'd probably have to make a background quest that generates the specific armor, and then use the armors generated in your leveled lists. Dig into the Aspiration and Custom Items quests for some idea how the game handles those. -
Rebuilt my old mod from the ground up. Collect tires, shopping carts, coat racks, mannequins, and much, much more. Lots more scrap than the old version, and stuff is heavier. Big Junk Redux Cheers! ~GKX
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Included in the base game scripts is one titled DefaultDisableHavokOnLoad. It prevents the object from moving (stops all physics) until acted upon my an impact, being activated or picked up by the player. It has variables to disable any or all of these effects, but seems to be lacking something. It has no way to trigger Havok on the object if an actor or another object bumps into it. I'd like to add that option on my own version of the script (renamed, of course, don't want to overwrite base game scripts), but I can't seem to find a way to do what I want. If curious, I'm doing this for a mod that replaces mannequins. The replacements I'm using don't have the same stay-still-until-bumped effect that the current ones do. When I use DefaultDisableHavokOnLoad, even if I set all the properties to true, they still become immovable obstacles until I shoot them. If I don't use the script at all, they fall over as soon as they are loaded. ~GKX
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A recent conversation on the thread for my Big Junk mod led to this... The items in my mod are MiscObject versions of MovableStatic items that seem quasi-logical that you could collect. Rather than Search-and-Replace all of the references, I added a script to the MovableStatic forms that disable/delete the MS and replace it with the MO. It appears, however, that the MovableStatic references do not respawn when the cell resets. I checked the Creation Kit and the MS references in the Corvega plant are labelled as Respawn. Does anyone have any idea why they are not respawning when the cell resets? Thanks in advance ~GKX EDIT: Nevermind, figured it out. It sucks, but I figured it out. What respawns is not so much the cell as the EncounterZone, which the MovableStatics are not linked to, like, say, stimpaks are. Nope, that wasn't it either.
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This is how I would do it, but I'd say I'm a mid-level modder at best. Add a hidden perk that gives you an extra button (usually Space) on the Fusion Generator. Look at the Cannibal perk for an example. This button would be "Load Fusion Core"/"Remove Fusion Core" (You can set the conditions of the button text in the perk settings). Next, write a new script for the Fusion Generator that detects when that button is pressed. OnActivate should work for the event. The script would basically go like this: Event OnActivate() ; script to detect core if CoreFound ;remove core, give it to player elseif !CoreFound ;remove core from player, affix to outside of generator endEvent Event OnLoad() ;detect core, detect core percentage if CoreFound ;check time passed since last load, damage core appropriately endif endEvent Since the Fusion Generator is not a container (like the power armor frame), the best use would probably be to affix the core to the outside of the generator, like the lootable ones throughout the Commonwealth. The script could (I think) create the objectreference and monitor/modify it. Couple of things: You would have to modify the fusion core to not delete itself when it reaches 0, which could possibly screw up how it works in power armor/gatling lasers. Alternatively, you could make a new item that the generator uses instead of an actual fusion core, but it still takes normal fusion cores from the player and gives them back. You're going to have to ask someone else about the quest/location thing. I'm bad at those. ~GKX