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carcharhinidea

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Everything posted by carcharhinidea

  1. yeah. it looks very similar to what had me going crazy there. I used this tutorial about the files I needed to modify: http://www.nexusmods.com/fallout4/videos/87/? it works just fine now.
  2. BETHESDAAAAAAAAAAAA why, if you release the creation kit, do I have to jump through hoops to get it to work. really. well. that fixed it. it works now. thanks for the attention and help everyone!
  3. yeah, that's the problem. I get nothing. no messagebox, no effect. onactivate just doesn't seem to trigger?
  4. well. slightly like that one? what I wanted was a way to have only a fixed structure doing this. just being able to summon them anywhere from a radio dampens the enjoyment i'd get from them a bit. it's not just getting this to work though. also trying to figure out the scripting more. I did some scripting in skyrim and new vegas, probably going to be doing some in fallout 4, I'm mostly just wondering why the hell it's not working.
  5. EDIT: problem solved. I never realized you need to modify your .INI files for geck mods as well. okay, I'm trying to build a mod that allows me to have an object i can use to summon a BOS vertibird for travelling, initially I'm going for a fixed activator at the boston airport (since it's most silly to have to throw a signal flare there). now, I've tried a few times with differing events (have the activator call the vertibird script directly, have the activator spawn a vertibird smoke grenade projectile). but adding debug window/messaging to the script to find out where it doesn't work makes me think that the very event onactivate isn't triggering. currently my script looks like this: Scriptname MODVertibirdBeaconScript extends ObjectReference message Property VFTInProgressMessage Auto ConstQuest Property VFT Auto ConstProjectile Property BoSVertibirdGrenadeProjectile auto const event onactivate(objectreference akActionRef) Debug.notification("Activated by " + akActionRef)game.getplayer().placeatme(BoSVertibirdGrenadeProjectile)endEvent I've assigned the script to the activator in question and filled in the properties appropriately, also tried different activators (tried evelevator buttons, tried radio towers), but I don't even get the debug notification, no windows, tried adding stack traces. in other words. I'm stuck. nothing in the papyrus resources seems to tell me what's going or on going wrong here, but I can press activate on the object in question and it just won't work.
  6. okay? thanks! that should help me greatly! not just with this script, but in general I mean.
  7. okay, this is probably a fairly simple fix for someone experienced with scripting in the creation kit (I hope). but I've been stuck on it for a while now and I'm completely in the dark as to what I'm doing wrong. as for background. I wanted to add a interaction point (went for an activator) to the dawnguard vampire castle, where after certain quests the player could unlock the crafting for the various crossbows. to that end I placed an activator in the castle, and checked it out to see if it worked. so far, so good. then I started on the script, with the tutorial of the creation kit wiki pretty much right next to it. and I can't get the script to compile. whereas when I look at my script and at the tutorial I see no reason why it shouldn't work. I used the activator 'elderscrollchest' from the dawnguard dlc, because I liked the look of it, and copied it into it's own special object (which I named 'Vactivator1'); placed it in the cell I'd already altered with the reference ID of Schematicchest, and checked to see if it would still activate (which was an opening animation in this case). then I started by following that tutorial, and added the following script to it: Scriptname Vampireschematics extends ObjectReference {to get crossbows as a vampire} int steelact int dwarfact int dwarfenhact quest property DLC1vampirebaseintro auto quest property DLC1VQ03Vampire auto quest property DLC1Elder auto Objectreference property Schematicchest auto Event.Oncellattach objectreference.blockactivate endevent Event OnActivate(Schematicchest akactionref) Checkschematics Endevent Function Checkschematics steelact = GetStageDone DLC1vampirebaseintro 200 ;bloodstone chalice state dwarfact = GetStageDone DLC1VQ03Vampire 200 ;Prophet (vampire) state dwarfenhact = GetStageDone DLC1VQElder 200 ;seeking disclosiure state If steelact == 1 DLC1TechXbowSteelChanceNone.setvalue (0) ;allow enhanced steel crosbows to be made endif If dwarfact == 1 DLC1TechXbowDwarvenChanceNone.setvalue (0) ;allow dwarven crossbows to be made endif If dwarfenhact == 1 DLC1TechXbowDwarvenEnhancedChanceNone.setvalue (0) endif debug.messagebox("Test") Endfunction I know it's not pretty, and I had to google numerous times (man those tutorials are unhelpfull) but I see no reasons why it should give me the following errors: Starting 1 compile threads for 1 files... Compiling "Vampireschematics"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\Vampireschematics.psc(12,5): extraneous input '.' expecting ID C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\Vampireschematics.psc(0,0): error while attempting to read script Vampireschematics: De objectverwijzing is niet op een exemplaar van een object ingesteld. No output generated for Vampireschematics, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on VampireschematicsCompiling "Vampireschematics"... I'm guessing I made a mistake somewhere with the function, but I can't figure out why it's not working when I follow the functions as given on creationkit.com closely. the second error is slightly more baffling, as it basically says that the objectreference isn't set to a particular example of an object (which it is? I gave it the property Schematicchest, which is only bound to that one particular example of my new activator. I also encountered a few 'did not expect 'Event' was expecting FUNCTION errors, but those seem to have solved themselves now? basically, I'm completely lost, and googling the errors has proven unhelpful (especially the second one). I've been trying a bit more just the last minute or so, in the event.oncellattach block I tried changing objectreference to.. well.. vactivator1, Schematicchest, even it's form number. doesn't change the error.
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