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Rattlerx5150

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Everything posted by Rattlerx5150

  1. Other than installing lights all over the place, how I do I make a dark cell in FO4, brighter and better lit? In F3, FNV and skyrim this was very easy, but for some reason, in F4, when I play with the lighting tab for the cell, nothing changes
  2. ok I have partial progress... I looked in the institute reactor cell I used DN136_DeconArch01 for the arch and PowerLiftButton01 for the activator button under the decon arch's Activate parents tab I linked the arch to the powerliftbutton and when I press the button the spray works. Edit: Figured it out, I needed a 3rd part
  3. In the creation kit, I want a working Decon arch
  4. I want a decon arch for one of my builds but I dont know which one to use. its a home, not a settlement , and I dont want to convert it to one what arch do I use? any help would be appreciated
  5. The thing that I dont get about the intro is that the soul survivor just walks away from the spouse. There should have been something where the survivor buries the spouse outside.
  6. Never mind, I went back to an earlier save, redid the whole Vault 88 quest used TCL to fly through the cave to get the controller boards redid it fast
  7. I chose the negative aspects of the Powercycle, soda fountain and slot machine Now I cant change them if I place them in settlements is there a cheat/console command to change them to something else
  8. Scripting terminals in F4 is very different than F3/FNV
  9. For my next project, I want to make a terminal where you can buy certain items at a premium price My intent is to duplicate something I made in FNV, were you can buy items like ammo, weapons, Stimpacks from a terminal Because the scripting is so different I am asking for help I need a basic script for each item where it will look to see if you have the correct amount of money for said item if you do not it will give an error if you do it will take the appropriate amount of caps and give you said item
  10. Lets say my workshop is in an interior cell, inside your house/bunker can a workbench (chemistry, weapon, armor, or robot) that is outside link to the inside workshop or do they both have to be in the same cell?
  11. I got it working using the copy paste nif method i turned a prewar fridge into a nuka machine and in the warehouse area I turned a few metal box containers into Vaultec storage boxes thanks for your help, everyone, happy new year
  12. THAT WORKED!!! works exactly the way I want it to Thank you very much
  13. You need to be able to enable Player activation in order to click on the activator And what Nifs are you talking about ,there are no loose nifs in any of the game folders,
  14. without trying your script, the problem I see with it is when the player opens the door, it will automatically close and lock on them rather then only locking when the door is closed, hense why I used the event 'OnClose' instead of 'OnActivate', that way the door will only lock if its closed, and will remain open until then. Compilation failed
  15. Because this way works, I dont feel like doing it the way I did In FNV where i used numerous tools to extract models and textures and i spent hours troubleshooting why i turned into a red exclamation mark I just want to put a box around a static and turn it into a container If Bethesda made nuka machines containers like they were in F3 and FNV i wouldnt have to do all this You don`t need to extract anything , if you use a vanilla static item you just copy file path from the static object in the CK to your container. its not going to work in this mod anyway, I think the original creator did something to it I cannot check the Player activation checkbox to make this work
  16. Because this way works, I dont feel like doing it the way I did In FNV where i used numerous tools to extract models and textures and i spent hours troubleshooting why i turned into a red exclamation mark I just want to put a box around a static and turn it into a container If Bethesda made nuka machines containers like they were in F3 and FNV i wouldnt have to do all this
  17. ok im chalking this up as impossible since nobody is getting what im asking
  18. the script saves and appears to be good but when you close the door, it does not lock
  19. for some reason , I cannot check the "player activation" box it keeps unchecking
  20. I do have an example, download bunker 13 http://www.nexusmods.com/fallout4/mods/13282/? in the bedroom there are static weapons on the wall the weapons are surrounded by red boxes the red boxes link to containers behind the wall, making each weapon a separate container I just cant figure out what the red boxes are called
  21. there was a way simpler way to do what I wanted There was a box that you could surround a static download Bunker 13 and look at his boxes around the static weapons
  22. There is a way to do this im just not sure where to start I seen this in other mods. You can turn any object in the geck into a container. you put a static object in your mod, lets say one of the static vaultec boxes you put an activation box around it (i know its the wrong term I just dont know what else to call it) you then put a default container under the floor , behind the wall you link them you put a script in the activator box and then anything can become a container I just dont know what the real name for the "activation box" is please help
  23. I have a mod with a heavy security door. the door is locked with a key (Requires Key) in the geck I would like a script that , when the door is closed manually, the door will automatically lock I dont want the script to force the door closed I dont want to have to use a button or switch to lock the door Can this be done?
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