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xBloodTigerx

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Everything posted by xBloodTigerx

  1. i won't be much of a help anymore since im gonna take a wild guess, since it's looking for "GetActorRefOwner" it tried to find if the actor exists is the world and if not, it aborts the call (like tries calling a line inside the other script and if the other script is not active, it just does nothing).
  2. thanks Lone Raptor, that was very informative (since i havn't tackled booleans yet)
  3. its referring to the top of the error with the "line ?" on the WorkshopNPCscript, i think you have to refer your character before you call it or it does not know what to call
  4. btw if i put that in itself, the object infinitly trigger the script. any way to trigger it once/two times using oninit?
  5. thank you so much! i was unsure about what to put on "onInit" spot you saved me xD
  6. I'm trying to make an object spawn another which activates it's own script by itself Scriptname obj1 extends ObjectReference Const Explosion Property obj1 Auto Const Mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (!akNewContainer) Game.GetPlayer().PlaceAtMe(obj1 as form, 1, false, false, false) self.Disable() self.Delete() EndIf EndEvent would be the code to spawn the 1st object. what would i put to make object placed at me to spawn a different item?
  7. yes , but if you have the collision, the collision won't move with the block. ?? or is there another way to move everything alltogether [in nifskope]? if so, that's BIG news! i'm only trying to move the whole thing because of the collision.
  8. that shouldv worked. but not with what i'm trying to do. i guess editing the nif will do, but have to find other collision that matches x.x thanks alot, i learned quite a few stuff. i'll keep in mind to objectrefer
  9. mybad, i was not specific. what i'm trying to do is move a spawned static object. the static object is halfway through the floor and i want to move it up and infront of the player. here is my actual script //note that the values of the setposition is just a replacement value. thanks for the reply Scriptname sample extends ObjectReference Const random Property myitem Auto Const Mandatory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (!akNewContainer) self.setposition(5,5,5) Game.GetPlayer().PlaceAtMe(myitem as Form, 1, True, False, False) EndIf EndEvent //moving the self.setposition above the spawn code does not work also but i'm keeping it on top since i was told it needs coordinate before spawning //i have used MoveTo as well with the object reference, did not work
  10. here is my code: Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)If (!akNewContainer) Game.GetPlayer().PlaceAtMe(myitem as Form, 1, True, False, False) setposition(5,5,5) EndIfEndEvent i know im inputing something wrong/missing which is why the the setposition is not activating help me pls ><
  11. soooo anyone willing to do this? or has it been made already? if not then i'll make it d:
  12. whoa thats a good one.i'm new to papyrus so i don't know how to make a menu yet. fast travel to a chosen settlement would be awesome
  13. http://www.nexusmods.com/fallout4/mods/21479? still got stuff todo
  14. i'd love to make that ;] though i can only make the gun, not portals themselves
  15. i have a mod called Deployable Shield, it works great but sometimes uneven terrain makes it slant/tip to one side which is kind of unimmersive. any possible fix in this? like how to lock the x axis etc.
  16. i have a deployable shield mod that is fixed. you don't need the item to be 'rolling' to interact/pick them up
  17. alright, thanks for the replies. dang it bethesda y u make stuff hard
  18. I cant seem to find a decent video or tutorial on how to make a custom collision map for fallout 4. By "decent" i mean by being able to learn how the collisions work nifskope for example: there is a wall with a hole, i want the hole to be solid except the hole. if i were to shoot at the wall the bullet would be blocked, fired upon the hole not if anyone happens to know, please tell me thanks.
  19. TYVM! i'm still kinda new to these stuff, i cant even retexture my own model in nifskope >< but the other tools i'm fine with. nifskope will take me a while. i will learn from your instructions, thank you for the detailed answer
  20. when i try to just change the alpha it just turns barely visible/invisible. i don't quite get how the texture repeats itself , for ex; i have some few dark areas on the transparent texture but it's just static
  21. so i've been trying to find out how this works so i can implement it ingame for fallout 4. this is the kind of texture i'm trying to get ghost << i would love to make some ghouls/probably most of my enemies like that, that'd be so scary! anyways, a similar texture i found was the skybox in qasmoke. i am not sure if is possible to take that 'texture' . if any of these exists in fallout 4 already then link them to me! thanks!
  22. http://www.nexusmods.com/fallout4/mods/11673/?tab=6&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodtags%2F%3Fid%3D11673&pUp=1 critical sounds are too often for me. i made this mod for a friend but here d:
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