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Posts
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Everything posted by cdo947214
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No, it's an hdd.
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NVIDIA in the C drive. Starfield in the D drive.
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Starfield is in my D drive. The data drive as opposed to the C drive (OS drive).
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I apologize if I'm in the wrong forum. Starfield has been very laggy for me. I have a ROG gaming laptop GL 702VI. My graphics card is a NVIDIA GeForce GTX 1080.
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final
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third
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second
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I'm working on my mod in the CK, and events are to occur as follows. At Stage 40, the player is supposed to find a decapitated body of an npc, but the npc remains intact even though the scripts compiled. The second problem is that there is there is a boss fight. After the boss is killed, you find a holotape on him. Listening to it advances the stage to 45, and then you talk to a companion. The stage advances just fine, but the companion just gives his generic greeting so now it won't advance to stage 50. Pictures attached here and in replies...
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Two scripting questions.
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Thank you. -
First, how do I make an essential npc non essential. What properties do I need to set, and what do I write in the fragment box in the quest stages tab.? Second, how to I advance a stage upon entering a cell?
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CK kill npc a certain way.
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
It compiled. Thank you. -
CK kill npc a certain way.
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
I have an alias and a reference alias property for the npc set up, but I don't understand what all this "string" and "bool" stuff is. Do I need to create more properties? What exactly do I write into the fragment box? I've tried... ActorID.Dismember( "Head1", false, true, false ) npcAlias.Dismember( "Head1", false, true, false ) ...both with and without quotes on "head1" Nothing compiled. -
CK kill npc a certain way.
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Awesome. Thanks. I'll try that. -
Is there any way to use the fragment, (npcAlias.GetReference() as Actor).kill() to make the npc die a certain way? (ie lose an arm, etc.)
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Not sure if I'm in the right forum. I've been playing Skyrim AE, and I've run into a problem with the "blood in the water" quest.
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Collecting vinyl records.
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Fringe. Season 4 episode 19
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s#*!
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I received an auto-renew email from something called Wondershare saying "Your Wondershare TunesGo (Win) - iOS Devices Individual Annual Plan will be renewed automatically.." I don't remember signing up for this. When I try to cancel, there is a sign in prompt, and none of my passwords work. is this a scam?
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Default alias on death for multiple aliases
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Nevermind. I swapped the order around a bit, and it works now. Very strange. -
Default alias on death for multiple aliases
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
So I decided to do the default alias thing on just the one guy, move the second guy outside the door into the world, and call it a day. (He's disappeared, but that's another problem for another day.) Three things were supposed to happen when I killed the first guy and the the stage moved from 20 to 25... 1. Another character was to be enabled (That worked) 2. The quest shows stage 25 (That worked) 3. A new quest starts at stage 5 where I talk to the new character in the room. I clicked on properties created a quest const for the new quest and typed in NewQuestName.SetStage(5) and NewQuestName.SetActive(). Everything compiled fine, but it didn't do anything in game. -
Default alias on death for multiple aliases
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
how do I set the stage to 25 though? Is there a way I can do this in the alias tab like when a single alias dies. -
Happy New Year.
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follower crafting dialogue
cdo947214 replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Found it. Thank you.