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yufuhaowuding

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  1. I ran into it. It was CCCA and Wearable Backpacks and Bags. However, I fiddled with many different tweaks to load order. With other mods removed, and those two remaining, robots are visible again. I strongly believe it is not related to any one mod, but rather some complication from a keyword/formlist cap. Robots in FO4edit are actually made up of OMOD parts. If you hit the cap, you'll notice menu categories disappearing. Maybe the cap can make something glitch out with robot parts, even though we don't have a crafting menu for them. The mods that this thread seems to focus on are mostly mods that add a lot of their own formlists/keywords -- thus being bigger offenders for pushing folks over the cap edge. --my uninformed theory that i have no solution for.
  2. What I'm trying to do: I thought this would be simple -- Using console commands, create new instances of weapon objects, specifically with the current crafted modifications to be used in equipping settlers by templates -- ultimately to be executed by batch files. Issues and Questions: 1) Is there a way to keep a REFID for a weapon object from changing when picked up/placed in a container? Currently the REFIDs for the weapons I'm attempting to duplicate keep changing when placed in containers. or 2) Is there a way to identify the REFID of the weapon objects within a container without having to remove it (and thereby changing the REFID)? or 3) Is there a variable in the console commands that uses the targeted REFID even when in a certain command's syntax, the targeted/prid REFID is, unless otherwise specified, the object things are happening to? or 4) Spawn a weapon from scratch with a specific set of standard modifications using only 1 line of commands (since the REFID will not be known). Details on my attempts: Ideally, I want to be able to target/prid a new settler, and run a single bat command, which will give the settler with the loadout off the template I specify. Attempt 1) I created the modded versions of each weapons I wanted to be used in loadouts from which the "SpawnDupe" command will be used to spawn a new copy of the object into the targeted container (settler). This requires the REFID of the weapon objects. I found out the REFIDs using "GetPlayerGrabbedRef" but they change when I store the objects in a container (my preference), so dupe command returns errors. --- Either returning the REFID of objects within a container or making a REFID not change for specific objects would make this attempt work. Attempt 2) I created different containers that will store the modded instance of the weapon objects for each different template loadout. I tried to use "DuplicateAllItems" command to duplicate the items of the template container INTO the Settler. This works but not without manually inputting the REFID of the settler, as the syntax would have to be: <ContainerREFID>.duplicateallitems <SettlerREFID> meaning there's no easy way to simply incorporate this in a single bat command. -- Having a way of using this command where the <SettlerREFID> is automatically filled in by what is currently prid/targeted would make this attempt work. I'm aware that failing solutions to the above issues means I will have to leave the weapon objects lying around somewhere outside of a container and never touch them -- to keep REFID static -- Or manually enter the duplicateallitems command with the necessary IDs on hand -- but I'm trying to find another way! Any suggestions are appreciated.
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