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i0Bjhansen0

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Everything posted by i0Bjhansen0

  1. No it's nothing like that. The mod comes with some scripts that add cheats to the game that deal with parts of the mod. If I knew how to build the mod without that file I'd try it like that but I know nothing about the SDK to know where to start.
  2. So I'm pretty sure LL isn't going to be any help. But the other website was up today and I might have found a comment there that's extremely helpful. They theorized that the cheats file for the mod is outdated and is based off of an old template. Would you possibly have some idea as to how I can fix it? I don't actually need the mod's cheats if the mod itself doesn't need them. So if I could just remove the file that'd work for me.
  3. Yeah the website has been having issues lately, but that doesn't really matter as the creator of the mod has left. I don't see anything in the XComEngine.ini that would matter. Most of it is already commented out so only 2 lines do anything and neither look like they would do anything weird. I'll ask over at LL to see if they can help me. Thanks.
  4. It's called XSoldier. Warning, it is a NSFW mod. The mod was uploaded in a .pak file instead of being extracted. I was able to use 7-zip just fine. All the source scripts are there so that's not a problem. If you can help me in any way, I would immensely grateful. Like I said, getting support from the original creator or the person who uploaded it is impossible.
  5. So I got a mod from the steam workshop and enabling it causes almost all console commands (native to the game) to be not recognized. I'm using Alternative Mod Launcher and have -allowconsole in the settings. Console commands from mods work fine. It's a mod I really want to use, but I want to have access to console commands. I dont like losing my soldiers and I don't care to grind if I don't need to. Unfortunately the mod was only uploaded because the original creator never released this version. So asking for an update is impossible. The mod itself does add console commands which might not be set up right to allow game commands to be used. If removing them and removing anything that calls to the file they're in would likely fix it, then that's what I would try to do. I know it might not seem to be worth it, but I can't play without the mod. So if there's someone out there who could help me figure things out I would greatly appreciate it. If you'd want to help me with this, a DM would be best to not make this topic longer than it needs to be. I do have the modding tools installed. Thanks.
  6. I'm making a small personal mod for myself to nullify the weaknesses of vampirism. I'm hoping to add a new enchantment that I can add to whatever piece of clothing/armor I want. I've got everything set up but I need help understanding if what I want to do is possible. I checked out the magic effect page for the creation kit and the page makes me think that adding a keyword to the magic effect to be put on an item through an enchantment won't actually add that keyword to the item. Which totally defeats the purpose of the mod. So any help explaining that would be great. Alternatively, if there's a much better way to get the same result, I'd appreciate the help.
  7. I ended up figuring out how to get rid of that part. I just didn't want to put the text in the script in case I needed to edit the message but didn't want to go through the Creation Kit. I'll try to figure out the consumable sometime tomorrow. I still have a couple things I need to fix but thanks a lot for the help. Still curious as to why the game setting wasn't actually working.
  8. Ok so doing a global variable is working. But I can't seem to figure out how to edit it from the console. I tried a couple different ways but either they didn't have the intended effect or they came with an error.
  9. It probably isn't registering because the console can't "find" them. I'm not sure why though, they are in the plugin. I tried with the FormID but that didn't work either. I was thinking of adding an ActorValue instead which would still require the console. I have no idea how to make a configurable consumable/holotape. [EDIT] I re-read your post. I kind of glanced over "Global Variable" since I'm not familiar with the term (I'm really not familiar with any aspect of papyrus). But I think I kind of understand what it means. Scriptname PreservedPie_AddPerkPoint extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) int min = PPPPerkMinValue.GetValue() as int int max = PPPPerkMaxValue.GetValue() as int int final = 1 if (min > 0 && max < 100) final = Utility.RandomInt(min,max) else final = 1 endif float total = final Game.AddPerkPoints(final) Pie.Show(total) endEvent Message Property Pie Auto Const {Thanks to the wonderfully preserved nature of this pie, you have gained a perk point. Spend it wisely.} GlobalVariable Property PPPPerkMinValue Auto Const GlobalVariable Property PPPPerkMaxValue Auto Const Here's my optimized version. I was wondering if it would be possible somehow to get rid of "float total = final" somehow. But "Show()" doesn't accept ints as the argument. [Edit] I ended up answering my own question. I looked up "casting" and tried "Pie.Show(final as float)" and that ended up working for the compiler.
  10. I'm new to scripting and am having troubles trying to get a script to work. Or it's an issue with game settings. Here's the full script Scriptname PreservedPie_AddPerkPoint extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) int min = Game.GetGameSettingInt("iPPPPerkMinAmount") int max = Game.GetGameSettingInt("iPPPPerkMaxAmount") float total = 1.0 if (min > max) Game.AddPerkPoints(1) elseif (min == 0 || max == 0) Game.AddPerkPoints(1) elseif (min == max) Game.AddPerkPoints(min) total = min else int random = Utility.RandomInt(min,max) Game.AddPerkPoints(random) total = random endif Pie.Show(total) endEvent Message Property Pie Auto Const {Thanks to the wonderfully preserved nature of this pie, you have gained a perk point. Spend it wisely.} What it's supposed to do is get a random number between the "iPPPPerkMinAmount" game setting and "iPPPPerkMaxAmount" game setting and give perk points based on that number, while showing a message saying you got <number> perk points. The first 2 are error handlers (if min > max and if min or max equals 0 (which i'll probably change to be the non-zero number, but that's not for now). The third is if min equals max so it's just that number. But anyway, what it ends up doing is always giving one perk point and the message shows it gave 1 point. I tried GetGS iPPPPerkMaxAmount in the console and it gave me "NOT FOUND". It's in the mod and it's spelled correctly. It also is an int. I tried making it a property but there's no "game setting" or "setting" property. I pretty much wanted to make it so the user can easily change how many perk points they want, and if they want it to be random. What I didn't want to do was to have to make a ton of different scripts just to give everyone the values/ranges they want.
  11. I think I had this problem before. You could try going to the properties of the f4se loader, under the compatibility tab, check the "Run this program as an administrator" box. ..In my experience, when I double-click the f4se loader, Steam starts, the launcher comes up and I hit exit. Then the next time I double-click the f4se loader, the game launches. ..kind'a weird, but it works. :confused: :D Thank you it works now. Steam has been running before I open the F4SE loader. It just always loads the launcher when I press play. It never goes to the game.
  12. I can't get Fallout 4 to load. I have F4SE 0.3.0 and Fallout 4 1.9.4 and it won't load right. When I load F4SE it goes to the launcher. When I press play, it loads the launcher again. I disabled all my mods and it still does it. I tried to rename the F4SE loader to the Fallout 4 Launcher and it didn't work either. I verified the game cache and restarted fallout 4 and it won't work. Not sure what else I should try and what else someone would need to help me. I had had 1.8.7 (?) of the dll still there but that wasn't the problem because after I deleted it it still didn't work.
  13. First of all, I have no clue if this idea has ever come up before, or if someone has made a mod like this. But I have an idea for a mod that allows you to rename anyone using a random list or specific choice. Like using the MCM and the SetActorFullName script command (that seems the easiest as it does exactly what would be needed from the mod, but can be changed if something easier comes up). This could be used when using a mod that allows one to make anyone a follower. Such as generic NPCs could be given names to make them less generic, instead of using (or creating your own) follower mods The random list portion would include separate lists for races or other kinds. It could be used to not give a Khajiit name to a Wood Elf or an Orc name to a Nord. Other types of lists could be made for anything that someone could think of (which for some reason I can't right now). It would select the name randomly (of course) so that the user wouldn't need to sift through a possibly massive list of names to find one they would want to use. The specific choice part could have a list of every single available name (in one list or split up using the random lists before) to give the user more control over what name is given to the NPC. Using the way I suggested may have some drawbacks. An esp can have 16777215 things (minus the amount no esp can use). Since the SetActorFullName uses messages to change the name, that would be long and tedious to make that many (or any other limit). The way to implement would be completely up to the person making it work from the MCM. I would be willing to take part in the creation of this mod in the 'long and tedious' portion of it by creating the names and list of names if someone were to take care of the implementation/MCM portion.
  14. I was with my spouse follower going around and doing stuff when I accidentally opened their "shop" and bought stuff they were holding.... So now I have less gold. I was trying to find how to change the dialogue to disappear when they are following but I couldn't find where the dialogue was. So now I am forced to put in a mod request because I can't figure out where to go. I'm not sure exactly how dialogue is set up but I would have a check or condition to see if the person the PC is talking to is in the CurrentFollowerFaction and if so, the dialogue doesn't show up. This would stop someone from opening their shop if they are following. Which I think is how it should have been.
  15. Actually nevermind. :D Turns out that one section that has a * is for the normal name of the item. I got my thing working.
  16. I am working on a modable piece of clothing that changes color with each mod. I want to incorporate different prefixes to the item to show what color it is from in the Pip-Boy. I found out about Instance Naming Rules (INNR in the group name). I am wondering if anyone has had any luck with getting these to work and, if so, could I get help with it?
  17. I don't think Bethesda would just try to get the CK on the consoles. They'd have to do something similar to making a game or application on them. I don't really know, it's just I've heard from people that consoles are possibly getting the CK.
  18. I never said it wasn't coming. I just thought that because they didn't release it was because they wanted to have all systems get the CK at the same time. And back to the subject of the thread, I sent a follower to the Boston Airport and so far it seems they don't do anything. So maybe there is no sandbox ai associated with the airport. That or because I gave it a keyword it didn't mean to have, it let me do something that shouldn't have happened.
  19. I'm not sure how possible this is with the current tools that are Fallout 4 compatible, but I was requesting a version of the Maxson's Coat (both male and female, I guess) to instead of having a BOS suit under the coat it would be the male or female body. I just feel like the coat would be a good thing to have that wouldn't be too naked yet be kind of revealing. I have messed around with NifSkope but I have absolutely no idea what I'm doing.
  20. Ok so first of all I warned you that there could be spoilers. I was wondering if anyone knew how to have Shaun (kid) to actually do things if you send him to a settlement. IIRC sending him to Sanctuary lets him do a very little amount of things (I believe he sits down at that one spot on the concrete of that center house). I sent him to Boston Airport after Finishing with the BOS and he ended up standing in the middle of the road. So after I made a house (sort of) i moved him with commands so he's not some weird kid who likes being in the street 24/7. I know there's a sandbox package but I'm not sure how to either put it on him in-game or set it up right so he will move around and interact with things after being sent to a settlement. I did cheat to make it so the airport can have food (cause why not?). I would just like to know if anyone has done such a thing without the ck since for some reason Bethesda isn't releasing it. Or if it's mainly because I sent him to the airport.
  21. OMG OMG OMG. NVM I FIGURED IT OUT [Edit] Well.... I HAD it figured out. Now it's doing what it was doing before. I did a bad and didnt copy the working files and instead renamed and edited them.... [Edit]Ok I got it figured out again xD [Edit] This is dumb..... I didn't change anything to the files that worked but it decides to crash again.
  22. Hey I'm trying to work on making standalone armors for one of my mods. I can't figure out the right way of changing the texture of the armor. I'm not talking about a retexture, I mean a whole new piece of clothing referencing a whole new texture. Already having the new texture in the correct location, I've extracted the original material file and gone in with Notepad++ and changed the _d.dds text string to match the filename of the new texture I want to use. Copied the armor addon in Fo4Edit and made a new material swap. Set up the material swap to use the new texture in place of the old one. Used that swap on the new armor addon and changed the new armor to use the new addon. At that point I feel everything is set up to have the new texture be on the armor. I go into the game, give myself the armor, but when I put it on I crash. I'm not sure what I didn't do but should have, did do but shouldn't have, or used the wrong program to change something. Any help to find out what I need to do or where I can find out would be very appreciated.
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