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davidnowlin

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Everything posted by davidnowlin

  1. That may a bit over my head, but I appreciate the help!
  2. I don't have any idea how to do this, but it'd be nice if someone would mod the alien crash site to make the fires go out. Do they just burn forever? It's right by Oberland and I can see it from my walls. It breaks immersion every time. If it's possible to mod it so that the fires stop burning and smoking 24 hours after the PC enters the cell, or enters the cave, or whatever, that'd be awesome.
  3. in case these weren't the ones you found: http://www.nexusmods.com/fallout4/mods/7898/?
  4. I can't believe the fix was that easy. I feel like a complete noob. I was running 0.61.20. I thought the program would tell me when an update was available, but I can't believe I didn't run the scan instead of unchecking and rechecking 60 mods fifteen times and whining on the forums. Anyway, thanks for the headsup.
  5. Ever since the last update, every time I add or delete a mod in NMM, the next time I start the game, I get the "This game relies on content that's missing" prompt, with a list of mods that are missing and I have to disable and re-enable all the mods I'm running to get them to work. Anybody have any idea what's causing this? It's getting pretty old.
  6. I hope this isn't something someone else has brought up. I've tried searching the forum (as well as available mods) and it's really difficult to come up with keywords to bring up what I want to ask about. I currently have the Vault-Tec Rep, Ron Staples, the Scribe and Smiling Larry all together in a trade alley I built in Sanctuary, and I want to add the clothing vendor and Doc Anderson as well when I find them. The problem is, I can't upgrade the weapons and armor of these people and together they make up about a third of the settlers I can assign to Sanctuary. I'm concerned that having all six of them in the same settlement makes that settlement weaker than it should be in the event of an attack (especially since it's my home settlement) because none of them is wearing armor and most of them are using pipe pistols. Is there a console command that would let me trade with them (not barter; trade items)? If not, is there a way to mod them to make that possible? Is anybody working on that?
  7. Yes, please. I wish I knew how to code stuff, but other than pretty basic playerhome builds, I'm not much of a modder. If I were, the first thing I'd build for fallout 4 is a real 'flight' jetpack mod. These are the controls I'd use: Double jump -- Turns jetpack on in 'hover' mode (maintains constant altitude when no button is pressed) Hold Jump while flying -- gain altitude. fast. up to just below the world ceiling (apparently going through it causes you to appear on the ground) Hold Forward -- Accelerate to reasonable cruising speed; decelerate when not held Autowalk Forward -- Accelerate to reasonable cruising speed and hold Backward -- Rapid deceleration to stationary hover Side Directional keys -- Normal. Crouch/Sneak -- Cuts the engine. Freefall. If this were available, I'd never use fast travel again.
  8. There's still no solution for this (other than 'disable' in the console)? Like the OP, I'm surprised this isn't making a lot more people ragey. I thought the vertibirds were cool for like the first three times i saw them. After that they've been nothing but a nuisance. A constantly recurring, infuriating nuisance. How many of these things did the BOS bring with them? A million? I've had in-game days where I walked from Sanctuary to someplace most of the way across the map and seen as many as 4 come, stir up enemies i'm trying to get the drop on, kite my kills, steal my XP and get shot down, all before I get where I'm going. I must have seen fifty get destroyed in this playthrough so far. How is that even remotely possible? Did no one think to ask that question in development? I'm going to start disabling them with the console (and thanks for the suggestion) but a mod to turn them off or turn the frequency down to like 1/10th what it is now would be awesome.
  9. ditto. this says everything i've been getting madder and madder about since i started playing
  10. "Funny, I've been using the Reference window so many times, seen those numbers yet this never really occurred to me." I did not find this funny. I found that this made me feel like a complete idiot. I'm glad I'm not alone. :D Thanks for the tip, guys.
  11. Took me a while to figure out what you were talking about, but I finally found "EvidenceChestStolenGoods" in Riften Jail. There's no specific script on the chest though, so whatever gets put in there must be transferred by the script that governs the arrest encounter (which I wouldn't begin to know how to find). The truth is, with favorites and stolen items, it's a relatively simple matter to empty those out of the inventory (if you have SkyUI) before you hit the pullbar that starts the inventory sorter. Sort of. I've noticed that sometimes you don't get the red hand icon on an item if you have multiple copies because somehow the first in the stack is not stolen, but you may still have stolen copies lower in the stack. *sigh* It appears that no one yet has found a workable way to sort stolen items, though I don't think I'm the first to try it. With favorites, at least, you can easily sort those by hand before using a coded sorter. It would be more convenient if I could add it to the code, but it's not something I'm going to lose sleep over. Thanks for the help guys. Especially the PlayerKnows() bit. That solves the biggest of the three problems by far.
  12. You rock my face off. That's got it. Enchantment Property FortifyDestruction Auto if FortifyDestruction.PlayerKnows() Debug.Notification("The player has FortifyDestruction") else Debug.Notification("The player does not has FortifyDestruction") endIf
  13. I don't know if this is the right place to ask this, but I'm just about to give up and I'm looking for help wherever I can find it. I'm trying to script an item sorter and I would like to sort items that are stolen into ContainerA (for sale to fences), items that have enchantments the player does not know into ContainerB (for disenchanting) and items the player has favorited into Container C (so stuff he/she uses all the time doesn't get sorted into random containers). I can't for the life of me figure out how to do any of these three things, despite *significant* searching for answers. It seems like each of them should be easy, but it also seems like they're impossible. I can't find a way to determine if a specific item is stolen in papyrus. It seems like you should be able to do something like "If ItemProperty.GetIsStolen() = 1..." but there doesn't appear to be a "getIsStolen()" or even a "getOwner()". It seems like there should be a way to say "If Player.HasEnchantment(FortifyDestruction)..." but I can't find anything along those lines. It also seems like it MUST be possible. The Enchanter knows what enchantments you know. How does the code work on that thing? Vendors know which items you have are stolen. How? Also, if you have SkyUI (as almost everyone on earth does) you know that the gui puts a little red hand by stolen items, a yellow star by favorites and a blue lightning bolt by enchanted items. That information has to come from somewhere... right? If anyone has any idea what I'm missing, I'd sure appreciate some advice. Thanks
  14. I have created a player home for myself but I cannot get my NPC followers to follow me into it. Does anyone know how to make a cell follower friendly?
  15. I found both of those... those were the two I was talking about in my original post. The first I had a problem with because it seems to rewrite a pretty substantial amount of the game... I don't like big overhaul mods unless I understand them better than I do that one and I don't want to take the time to learn for what I'm pretty sure is a very small thing (this perks potions thing seems pretty simple). I have the dragon souls for perks thing, but I kinda want to use my dragon souls for shouts. Anyway, if I just wanted a few extra perks I'd probably just figure some way to use the console (set your level down, level up, set your level back to where it was works pretty well). But my problem with the perks system is that you get less than a fourth of the perks that are available. I'm not asking for much. Well, I'm not asking for all of them. I'd be happy getting, you know... HALF. But a FOURTH? That's ricockulous. 2/lvl seems like a better rate of perking. But if that's not available, I'm happy to trade gold for perks. So the perk potion idea is good enough. - - - - - - - - - - - - - One more thing: for people who may read this who haven't done the searching yet, there is one other mod out there that also seems like an interesting approach to this. The auto-perking mod that just gives you perks as you become eligible for them. It's on the workshop (just search for 'perks' and it's in the first screen. Can't miss it. I didn't want to do that one either because, as I said, I don't want to get rid of the entire perk-buying system and I really am not looking for a way to get all 252 for free. I want more than you get in vanilla, but I'm willing to pay for them. - - - - - - - - - - - - - One other other thing. Here's a link to the perk potion mod: http://skyrim.nexusmods.com/downloads/file.php?id=10836
  16. Thanks for pointing this out. It's sorta what I'm looking for. I'd have preferred books, but this will do. Normally if I'd prefer books and something is a potion, I'd just copy the script and see if I can make it a book, but for some reason on this one I can't view the script (through the only method I know, trying to 'edit source' on the magic effect that raises the perk). No idea why, but it's grayed out. Anyway, thanks again, man.
  17. I was going to try to make a mod that increased the amount of perks you get per level but I thought... surely someone has already done this. So I did a search (for like two hours now) and I can't find anything. All I can find is post after post in this forum and others of people asking for it and other people responding with this Elys Uncapper and the Dragon Souls to Perks mods. Is this really that hard? Is there something about perk points that makes this insanely difficult? It seems like with so many people asking for a way to buy perks, or a way to get 2 perks per level, or anything like that, that someone would have made these mods, but they just don't seem to exist. I'm not ready to try the Uncapper (which seems to be a huge undertaking for what should be a pretty simple tweak) and the Dragon Souls thing just isn't what I'm looking for. But it does seem to prove that *someone* figured this out. If you can buy perks with dragon souls, why not with money? Can a book be made that, when you read it, it gives you a perk point and then just have vendors sell that book for 5k a pop? Can you make a trainer who adds perk points when you pay him 5k? Has anyone seen mods like this? Anyone know the basics of how to script a perk addition?
  18. I am the stupidest man alive. I was doing all my tests from a save that was already in the cell. Apparently that kept the box from loading right and it didn't ever change, no matter what changes I made to the spell. :tongue: When I started just doing a coc [location] from the load screen, it started working like a charm. Still had some trouble getting the animation to load at first, but I copied a healing spell instead of a conjure spell and then just tweaked it with the right animations and voila! It works. I can't thank you guys enough. Not only do I have a working script; I now know basic function syntax in papyrus. Beers are on me. :biggrin:
  19. Nope. That's not it. I think. I wanted to test out my theory that it was the spell's natural delivery type that was the problem, so I chose a spell that is specifically a target actor spell: healing hands. I didn't modify it or anything. I just changed the script to cast healing hands instead of the teleport spell. Nothing. I tried both (self, akActionRef) and (akActionRef, akActionRef). No response. There's something wrong with the way we're trying to use the 'cast' command.
  20. I appreciate your efforts, guys, but it doesn't work. I think I know what this is supposed to accomplish: The basic idea is just create a spell that does nothing except flashy animation, have the trigger cast the spell on the actor and then use the trigger script to do the moveTo()... Because of the way the original spell is set up, the animation isn't happening. When you cast a summon spell, the animation that I want goes off at the point the caster is looking at, not at the caster. I think that's the problem. I tested it and could not get the button to make the animation run. So I put the spell on the player to see what happens if you cast it like a normal spell. Nothing. I got the sound effects (which I'm not getting when I press the button) but no animation. So I went back and made the casting type 'self' instead of 'target actor' and tested that one... No problem. I get the animation and the sound effects when the player casts it... but not when the button casts it. I tried each of the following to see what happens when I have the box cast the spell itself as opposed to having the box force the player to cast the spell: TeleportFX.cast(Player, Player) TeleportFX.cast(self, Player) TeleportFX.cast(self, akActionRef) TeleportFX.cast(akActionRef, akActionRef) ... Nothing works. I know I'm missing something here, but I don't know what. I even tried making the spell into a delivery: target location instead because that's what the original is, and that doesn't work either. :wallbash:
  21. Event OnActivate(ObjectReference akActionRef) Utility.Wait(1.00) ***do something*** EndEvent
  22. Okay, after a couple of hours of trying to parse what this means I haven't actually gotten anywhere. No, that's not true. I did find the 'cast - spell' entry on the creation kit wiki, which tells me, essentially, the following: Function Cast(ObjectReference akSource, ObjectReference akTarget = None) native I've tried to figure out what this means too, and I am really not getting anywhere. It seems clear that the akSource and akTarget need to be replace with the caster and the target of the spell (both 'Player' in my case) but I can't figure out how you would pass a property that the spell script requires into it. Here are the two spell scripts I have now: First, the Object script Scriptname a00TeleporterCityScript extends ObjectReference ObjectReference property teleDest auto ObjectReference Player Event OnActivate(ObjectReference akActionRef) Player = Game.GetPlayer() Utility.Wait(2.25) Player.MoveTo(teleDest) EndEvent The script requires that two properties be defined: "Player" and "teleDest" the destination for the spell. I have, at this point, simply defined them as properties on the objects. Each trigger box uses the same script to send the player to a different 'teleDest' which is defined as a property by right-clicking on the script in the script tab of the object's properties. Not difficult. Here's the spell: Scriptname a00TeleportSpellSCR extends activemagiceffect ObjectReference property teleDest auto Event OnEffectFinish(Actor target, Actor caster) target.moveTo(teleDest) EndEvent This too requires a 'teleDest' property, which I have defined by attaching the COCMarker for my player home directly to the spell, which is why the spell is only one-way. In order to have each clickable object send the player to a different place, I need to have a way to have each button pass a different destination into the spell as it fires. I have a feeling it will look something like this: Scriptname a00TeleporterCityScript extends ObjectReference ObjectReference property teleDest auto ObjectReference Player Event OnActivate(ObjectReference akActionRef) Player = Game.GetPlayer() Utility.Wait(2.25) Function Cast(ObjectReference Player, ObjectReference Player = None) native EndEvent ...but I can tell this won't work without even trying it because nothing in this script tells the spell where to send the player. Comments? Suggestions? Thanks for your help so far, but additional help is still needed. :tongue:
  23. I designed a teleportation system that works and that I really like... all except the animations. I have a custom spell that teleports the player from anywhere in skyrim to a playerhouse I'm designing and a teleporter in the house made from a bunch of triggerboxes and a skyrim CWmap that allows the player to teleport back out again to one of 30 locations all over the worldspace. The problem is I'm new at this sort of thing and I can't figure out how to get the animations to match up. I like the SummonTargetFX animation from the SummonDramoraLord spell, so I'm using that for my custom spell and would like it to use it for the objectreference oriented teleport-out part too, but I don't know how to script it. I've thought of two solutions, but I don't know how to do either one. 1) have the 30 click-box-triggers fire off a magic effect identical to the one the spell uses. The problem here is that the triggers are based on objectreference scripts using onActivate events and the spell is an activeMagicEffect script using an onEffectFinish script. I don't know enough about scripting to tell how to make one into the other. Is there a way to make an activator cast a spell on the player when clicked? 2) construct the spell from the ground up. This is what I tried to do, and so far I have not succeeded. I can make the activator trigger boxes force a static animation to play using playGamebryoAnimation. The animation I've been using is FXDA14PortalDoor, which opens up a nice little ball o' magic. I think I can make it open the ball o magic where the player is standing (the teleporter is big enough so that you can't reach all the buttons from one spot, so in 3rd person view, it looks odd for the animation to open up from a static location if the player is off center). But the problem is, I don't like the animation. I want it to be the same one as the spell (SummonTargetFX). This ARTO form type does not appear to have an object I can place in the world, or move to the player with placeAtMe. I'd rather do it the first way anyway, since that just seems easier (dialog boxes already exist for mapping out all the different parts of a magic effect). But any help with either method would be appreciated. Thanks in advance
  24. Tested and confirmed. The two hop teleport to Tamriel and then into a city fixes the problem like a charm. Thanks again, everyone.
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