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RngrHawk

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Everything posted by RngrHawk

  1. Ah, this is amazing, thanks a lot man! One more thing, would you be able to give me an example of such a script if you have the knowledge? I am a complete train wreck when it comes to programming in any language xd
  2. Hello guys! I have been thinking; would it be possible to make a mod where each time you craft an item, the time would fast forward like if u were 'waiting'? Whether its on a crafting bench or in the workshop, I wonder if I could make a set amount of time fly by depending on what you craft. Thanks for any help!
  3. Oh wow, sorry guys I'm completely stupid! I never even touched the Render/Cell View Windows so I had no clue how to work around in them and I was confused :tongue: Turns out I had my Cell View dug off the screen and never realised it lists all the objects in that cell and it was in front of me this whole time lol. Well if anyone is confused like I am at least the thread's there xD
  4. Whats up community? I've been playing around with the Render Window lately and I have a question to which the right answer would make my life 10941327512--==41% easier. So the thing is I want to select specific Lightbulb objects in the Render Window, but I don't want to seatch around the map for them. When I double click the object in Use Info it teleports me to the location of one single Lightbulb (Always the same one), but it is not the one I want to select. How do I cycle through to the one I want selected without wasting 10 mins looking around the map for it? Thanks for any help in advance!
  5. Hello modders, I've been trying to make a mod which allows the player to paint decals onto Power Armor, just like the BoS rank paints. I've tried material swaps but it doesn't really work with the default power armor textures since they use color palettes. What I want is to simply place a few decals onto a t-45 set of PA. I have found that the BoS PAs use decals as well (Red Ranks on the left arm/BoS logos on the chest etc.), but I have no clue how to make that sort of thing in CK. Anybody have any clues? All I know (Mostly guess work) is that the decals have their own separate DDS files and are used as material swaps overlapping the default textures. But I've found that the material swaps for decals use blank BGSM files, and these are only available for the T60s right now. Would I have to mess around with nifscope? Thanks for any help in advance!
  6. Hey, sorry for not responding for a while, was kinda busy. I cannot thank you enough for all this, you must have put a ton of effort into these tutorials. I'll make sure to put them to good use when I have the time! If I need anything else, I'll make sure to hit you up :tongue: Thanks again bro! Much appreciated
  7. I've looked into quests before - mostly stages and dialogue, in fact I tried making some for FNV but gave up due to the lack of time and partly the tedium. But I can tell already, nowhere close to what your tutorial covers... there is a whole lot to it and explains even more mate, thanks a ton for this :D
  8. Ah, oh man thanks for the detailed reply :D I will play around with this soon and see how I do:P It looks very logical, just a bit confusing with the quest alias and stages, but I'll figure it out soon too. And I had a feeling the settlement idea is gonna be terrible, since I looked into it quite a bit ages ago. Well, thanks akav1r for this explanation, its going to be very useful! :D
  9. Hey guys, I've been thinking about trying something out in CK, but I have no idea how to approach it. So what I'm trying to accomplish is make objects like Basketball Hoops, Mailboxes or Nuka Cola Vending Machines (Mostly stuff that you can craft in the settlement workshops) disappear when a certain action is performed. And I mean those scattered around the world, and not those in settlements. I was also thinking I could make these things scrapable outside of settlements. Another idea is that maybe somehow I can enable workshop mode outside of settlements, disabling just the building section of the mode? But yet again, I have no clue how to do that. Ultimately, what I would want to finish off with is; have objects around the world that I can activate, loot their contents, and then make them automatically disappear. I was thinking of making them respawn after a few in-game days as well but that's kinda immersion breaking. Any suggestions or solutions? Thanks for any help in advance.
  10. Well I did consider lowering the amount of components but it just wouldn't work well with what I am trying to produce. This is going to be my last option if this is actually an engine limit, and probably a broken simple game mechanic... I just find it really weird why a list inside the Workshop cannot be scrolled, just as you would expect it to be. Unless, like I said before, I am missing something. Besides, I am making this mod mostly for myself. Well, at least I was at the start. Now I'm thinking of publishing it after a fair bit of testing, but as I am by myself and only started to learn CK from scratch like a month or two back, it'll be a process... At first I wanted to make my own game harder since I think Fallout 4 is just lacking a whole lot and even on Survival it is just too easy. Also, the screenshot if only for presentation purposes.
  11. Hello Nexus Community! During the creating of a mod, I have stumbled upon a mysterious yet very simple game mechanic inside the workshop object placement menu. So as we all know, we have a components list required for an object to be placed on the right hand side of the screen. Now, I found out recently, that only 8 components max can be shown on this list. If an object requires more than that, not all the components show up. Although, I saw an arrow pointing downwards right under the list and imminently I though, "Ok lets scroll this shiz down." But NOPE! I couldn't find a single way to scroll down the list of components. Either I am being completely stupid about this, missing something, or the mechanic is just broken/not explained. So, if anyone knows how to use this arrow, or scroll, please let me know because it is driving me nuts at this point. Yes, this might be a bit of a small issue, but as we all probably know - game mechanics and little things like this make the game good... Or unmodifiable. Here is a screenshot as well: https://gyazo.com/c18bdbedae0c259b9aae800e6fcaeefe Thanks for any response in advance, especially help!
  12. Still need a bit of guidance, anybody know what I should replace ObjectReference with?
  13. There we go, I've done what you just posted and it seemed to remove the first error, so it works. Didn't test it yet but I'm sure with a few Quest tweaks it's gonna work as intended. Also, I have extended it to ObjectReference and that also fixed the second problem :D Thank you so much for the help. I may need some more in a few minutes, i'm sure i'm gonna mess something up :tongue: For now, I will test the script to see if it works properly. Although! There is another problem already. ObjectReference only references to an existing object in a specific cell. How do I make it, or something else reference to an object I place with the workshop?
  14. Oh yes, I just realized I was doing this a bit off. So 'BasketballHoopParts' would actually be a misc item that I can use in-game. On this note, akActionRef should equate to something else. Ah ok, I think I get it now. So I need to create a property similar to this I guess: ObjectReference Property BasketballHoopParts02 auto and then change the 'BasketballHoopParts' inside the if statement to 'BasketballHoopParts02'. Is this right? Also, the other problem. I do not fully understand the 'extends' business xD Before, I guessed it informed the script to what type it is for some sorting/accessing reason. Like I used something else instead of 'Quest' before, since I used the script inside a MiscItem instead of Quest, which was completely wrong. But I guess now that it doesn't do what I just said? xP
  15. OK I have this now: Scriptname SSS_s_AddItem_BasketballHoop02 extends Quest MiscObject Property BasketballHoopParts auto Event OnWorkshopObjectDestroyed(ObjectReference akActionRef) If (BasketballHoopParts == akActionRef) Game.GetPlayer().AddItem(BasketballHoopParts, 1, false) Endif EndEvent I get two errors: (5,25): cannot compare a miscobject to a objectreference (cast missing or types unrelated)(4,0): new event onworkshopobjectdestroyed cannot be defined because the script is not flagged as native The first one is pretty obvious, but how would I fix it? Also the second some keeps popping up, and I am not sure at all what it could mean D:
  16. Also do I need to activate this somehow through Stages inside the quest or not rly?
  17. I think I saw it before, I was going through the wiki before I made this script :P I think it was akActionRef?
  18. Ah, this is somewhat familiar! Ok, thanks for the response, I'll give it a try in a bit :P Unfortunately, I'm having a bit of trouble with CK right at this second, so might take a while!
  19. Hello community! I have a problem with a script. I'm trying the make a quick workaround for the ModScrapScalar crap that doesn't work properly, because Bethesda... Scriptname SSS_s_AddItem_BasketballHoop02 extends Quest MiscObject Property BaskeballHoopParts auto const Event OnWorkshopObjectDestroyed(ObjectReference BaskeballHoop01NoPole) Game.GetPlayer().AddItem(BaskeballHoopParts, 1, false) EndEvent I am new to modding on the CK, and especially the scripting part. What I am trying to achieve is: Every time I scrap a specific object, the player receives an item into his/her inventory. From my very short term memory and some experience, I guess I need to do it through a Quest so that it keeps running? By the way, if anyone knows how the ModScrapScalar works in detail, please also give some hints. The problem is, if I want the scalar to return back 100% of the components, it will do that, but not if the amount is 1... then it just returns nothing. Thanks for any help in advance!
  20. Hello community, I have a bit of a problem with the Creation Kit. Yesterday I was editing my mod and suddenly, after a couple hour break, CK stopped working. What happens is, I launch it and I try to load an .esp. No matter what .esp I load, whether it is the game .esp or a mod .esp, the CK decides to freeze while loading the .esp and crashes when I try doing anything. Also, no matter how long I wait it is just stuck. I tried reinstalling, doesn't work. Before this happened, the last thing I was doing was extracting sound and misc files using B.A.E from what I can remember. After that, CK was just ded. This may be a bug but I would probably bet on me messing up the files or something accidentally. Thanks for any help in advance!
  21. I just realized, and I might be completely stupid here, is that whenever I scrap something, I get 1/3 to 1/2 of the components I made it with inside the game. Then I tested the Trash Can as well. I made it so that with 10 Misc Trash Cans, I can place a Trash Can in my settlement. Turns out, I get 50% of the used components. So I would guess that somewhere, instead of giving a specific amount of components you get for scrapping, there is a percentage set for scrapping?
  22. Hey, I have been trying to figure out all the exact steps for a while today. So I have these types of files at the moment: Workshop Item Component Item Misc Item Formlist The Workshop Item file has a Recipe Filter list and a Required Items List. The Component Item file has the usual, ID, Name but it also has the Scrap Item drop down menu. The Misc Item is just like any other Misc component item, weight, name etc. but it also has Papyrus Script list, Keywords list and a Component Data list. The Formlist I just created. Now, the Workshop Item file has a WorkshopRecipeFilterDecor02WallDecorations03Misc keyword listed in the Recipe Filter. The Required Items List has the component which I changed to the Misc Item so that it consumes one from my inv as I place it instead of lets say c_Steel. The Component Item file also has the Misc Item chosen from the Scrap Item drop down menu. In the Misc Item file, in the Component Data list, I also added the component file. The Formlist, I added two things to it. The Misc Item and the keyword that is listed in the Workshop Item file. I guess I messed something up to do with the formlist again. Sorry to ask for so much help, but as you can see I'm still a massive noob at this :D Can u help me out understanding the Formlist a bit more?
  23. Ah, thanks for the response! I will mess around with the FormLists a bit more and see what I can do with what u told me :P If anyone has more info please throw it our way :D
  24. Hello everyone! So I just started fiddling around with the creation kit. I have a few mod ideas and I figured, as I have some free time now, I may be able to bring them to life. I have a problem right now though. I want to have a placeable item inside the workshop menu that can only be placed if I have the same item in my misc inventory, and then when scrapped, it gives me the item back. So lets say I want to place a Trash Can. I will need a Trash Can item in my inventory first, so that I can place it. Now, the problem I have is that, I cannot figure out how to get the Trash Can back into my inventory after I scrap it. What I did so far: Lets stick with the Trash Can example. There already was a workshop file for it, to get it working like I want it to though, I followed an example already in the game, CementBag, if anyone wants to check. I created another file, which was MiscItem, so that I can actually have it in my inventory. Then I created a component file. It was all going well, until I tested it. I can spawn the Trash Can, I can drop it, pick it up. When I go into the workshop, I can see that in order to place it, I require a Trash Can to be in my inventory. I place it, it consumes the Trash Can in my inv. But then, when I try to scrap it, nothing gets returned. It should give me the Trash Can back but I guess I did something wrong. Any halp? Thanks for any responses in advance! Just spam me with solutions if you can, I really wanna get to the bottom of this and carry on with the mod!
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