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caleb68

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Everything posted by caleb68

  1. did you remember to cancel your timer? CancelTimerGameTime(1) ? as your example above shows it will fire off every 24 hours and sense you have repeat stages checked, set the current stage to 50 again.
  2. why not just put in a hook to the animation event for light on / light off on the pipboy?
  3. Mh, for me, it was exactly these extra features why I installed DCMS. Especially the corpse burning, since it could remove these respawning and/or hard-to-move corpses in places like Taffington Boathouse and those annoying skeletons in the Drive-In settlement. Though I guess I will have a look at Immersive Settlers, them having names is still a nice touch. you could try my corpse cleaner, works good for settlements as well as the majority of the commonwealth area. http://www.nexusmods.com/fallout4/mods/21262/
  4. I don't know of a tutorial but, there is a random quest, if you've ever met them in game 'Art & Art', they will carry on their conversation between each other before the player can interject into the conversation, it might be a good starting point.
  5. the best example that I can suggest is to look at the combat zone, as long as the player doesn't rush through the doors (says outside them even if they are opened) you can sit there at the doors and watch the fight unfold between cait and the raider. The announcer will announce the battle, and at first they both will just be standing in the cage, after he finishes his statement the fight starts. it is a small dialog initiated fight, but its the best example I can think of in the game with the least amount of stuff to weed through to find out exactly how its done. the simplest method I can think of is to have the dialog set a quest stage, and that quest stage would set the two people / parties as enemies to each other, thus initiating a fight between the two people / parties.
  6. it may require you doing power connections like wires are done, two key things need to be edited in order for them to work properly in settlements, first is the workshop workbench, and the other are the two objects that would be passing power. Home plate (player home) at diamond city is a good example of this, however you'll need to look at it in xedit /fo4edit in order to see the connections and how they are setup as there doesn't seem to be a way to set them up inside of ck, but both have required connections set to function and transfer power properly (look at the wires there and the workbench to see the connections) . Bethesda tells us that the ck we are using is the same one they used to build the game but I highly doubt that, many features that should be present that would be essential for them to do what they have just aren't in the ck we have, im more then sure that the ck they gave us is a slimmed down, feature lacking version.
  7. its the sandbox that does this, the workshop wasn't too thought out for making restricted areas the settlers can't enter far as I can see. Though with some trickery a mod author may be able to get it to work. the sandboxes function in two methods, the settlers can wander around in a marked area, this area is basically a invisible box that is setup to the workbench as a sandbox area for the settlers to wander within in the settlement, there can however only be one of these sandboxes linked to the workshop, so mod authors can not make unique pathed sandbox areas the settlers can go into. if there is no sandbox object, the settlement then uses the map maker as the default 'wander' area for external settlements, not sure about internal. The mapmarkers have a radius setting to them, and the wander distance for the settlers is based of the raduis of the map marker. again this is a singular area they can wander.NPC's when the cell they are loaded into can appear anywhere within the sandbox they are linked to (including behind locked doors) unless they are linked directly to a patrol path, and then they will be somewhere on their patrol path depending on the time of day. The reason I think mod authors may be able to get a area set as restricted is that there is a way to setup a secondary sandbox area as 'restricted' though I do not know if this would keep the settlers out (haven't tried) though it does seem to keep normal npc's out until its not restricted. A Mod author may be able to create a craftable version of a sandbox with the 'restricted' settings that range for a full 24 hours, but they would also need to make it so that could be removed. The hard part about that is making it so that its large enough you don't need to add tons of multiples, and small enough that it wouldn't interfere with other areas when placed. Then you have the DLC Cages for trapping critters and npcs - one thing that I have noted about these, is that a settler will NEVER spawn inside one of the cages. Perhaps someone can figure out what blocks the settlers from spawning inside those and make some craftable areas that mimic that effect.
  8. Pulled it from my mod, doesn't really fit with everything else in it, but posted it as a stand alone esp, and gave full permission for other mod authors to use it in there mods in part or whole. https://forums.nexusmods.com/index.php?/topic/5533747-free-for-use-book-return-terminal-for-crafting/
  9. So I put together a book return terminal that can be crafted, but won't be using it in my mod (as it doesn't fit in with anything im doing) So I thought I would toss it up here for anyone else to use if they want to. As it sits, its a working mod, you can find the craftable terminal in the same place as the workshop terminal This uses several things to make it work properly. There is a formlist that contains all the possible prizes the terminal can have in itThere is a quest used for storing the names of the active terminal, cost of items, and current quanity so it can update this information while one is using the terminal.There are 4 terminals that the terminal uses for it to function, the main terminal, and 3 sub terminals.The mesh for the terminal has been redone - rather then using a static and a terminal, it uses a single mesh as the terminal but still looks like the book return terminal, the only difference - the flip panel on the book return machine itself doesn't flip when activating.there is a cell that contains a invisible chest, this chest is used for storing the base prizes the terminals currently have in stock, the items for the terminals get replaced when the terminal refreshes its inventory (default 5 days)The zip file contains all the files needed, the terminal model, Compiled Scripts, Source Scripts, and the esp. All the items for the book return terminal start with 0BR including the cell it uses for the prize container, so finding the items in CK wouldn't be hard. The script used for the terminal is a modified version of the book return terminal, rather then using multiple item spawning dummies, it uses a formlist and a single chest for containing the items, this was also done this way so every book return terminal could have unique items in it and keep the objects spawned into the world to a minimal. If I used the default book return terminal 6-12 objects per book return terminal would have to be spawned in and linked together (depending on the number of prizes the terminal offered), this way your spawning 1 terminal, and moving all the prizes into a single control chest. I'm sure the scripting for it can be optimized I was mainly looking at functionality when I created this, but how it works right now it is a functional, craftable terminal. Feel free to modify, use in whole or part any part of this, like I said, I desided to remove it from my mod as it really doesn't fit in with anything else in it, and thought someone else may have a use for it.
  10. ah alright i get it :smile: on the purple texture bit, yesterday i had a console doing the same thing when the model was swapped using material swaps on it, the only way i could get it fixed was rather then use the material swap, make the texture changes directly in the nif. after that the problem went away on the swapping of the model. There seems to be issues with bethesda's material swapping and how its handling the texture bit it seems, this is the second oddity i've had happen using them :/. Hope you find a solution for the power armor, you'd think someone has ran across your issue before.
  11. oh one more note - after you've built your ba2 - the game itself will load the ba2 files first, then loose files, so any script changes you make afterwards you won't have to pack into the ba2's until your ready to deploy them.
  12. sorry i didn't think of it before, like i said, was over a year ago i did that, its only needed to load loose files, so after your done making your mod, what you'd want to do from the main menu in creation kit is go file->Archive It will build a list of all the files it needs for building the ba2 files, and you click okay. When it asks you for the name of the Main ba2 you'll want it to have the same name as your settlement to start with followed with ' - Main.ba2', if it includes textures it will ask you for the name for the textures ba2, same thing, the same name as your mod followed by ' - Textures.ba2' so say... your mod is called MyFirstMod.esp the main ba2 and textures ba2 would be: MyFirstMod - Main.ba2 MyFirstMod - Textures.ba2 CaSe is important with the names so make sure the CaSe is the same as your mods name and that textures and main are capitalized, else the ba2 files may get ingored. Then you'd just zip up the files, with no need to include loose files. This also makes it so you can properly deploy it for xbox and ps4 (if it doesn't use custom scripting for ps4)
  13. if you've programmed in other languages it shouldn't be too hard to follow papyrus, much like using classes. can you give a example of how your current method works and I can tell you what to do via a terminal to duplicate it.
  14. the default script verse the one posted here? the clearlocationscript posted on page 1, it attempts to clear the location on cell attach, the default clear location script (you can see in the screenshot above) is a triggered script triggered by a player walking into a triggerbox (i.e. like the defaultdummy) and then clears the location, attaching that to a xmarker or some other marker shouldn't fire off that script at all.
  15. WorkshopNPC - your workshop actors who are not 'special' actors are spawned from this. WorkshopBrahmin - The default brahmin used for the supply route characters you setup. WorkshopDog - The dog you can buy from ...er... whats his name... the wandering dog sales man... EncWorkshopNPC .... - The base actors that all the workshop actors are created from. You can find pretty much all the default workshop actors and how they link together in leveledCharacter and Actors simply by searching with the filter "Workshop" its pretty much the same for the DLC workshop actors, with the DLC## in front of those of course.
  16. namespace sometimes screws with scripts and causes them not to fire :/ sadly... so i'd leave namespace blank just to avoid problems. Also sense your attempting to paste the whole script bit in the source, you'll want to name your script the same as the snip, LocationClearedScript Alternatively, you could add a DefaultDummy into the cell, size it to cover part of the area (im assuming your still doing this for your workshop) and add the script DefaultClearLocationOnTriggerScript when the player walks into the space the defautdummy is covering, the location you set in the properties of that script will be set to cleared. You can resize the default dummy by having it selected in the render window and pressing 2, this will bring up the size gizmo, just drag the arrows to size it in the different directions. This would keep it compatable with consoles :)
  17. for a terminal - duplicate one of the default terminals to make your off of. You can add a script that contains all the functions for the terminal in the script section of the terminal screen, It helps to keep from doing repeat coding for each button choice. so say you add this script to the terminal (this is just a example and not meant to be used as a base): Scriptname sampleitemsTerminalScript extends ObjectReference struct ItemDetails Form[] ItemForSale Int[] CostInCaps Int[] NumberInStock EndStruct ItemDetails[] Property ItemsForSale Auto Const {list of items for sale on the terminal and how many are in stock} Message property ItemsOutOfStock Auto Const {Message that is displayed when items are out of stock} MiscObject Property Caps001 Auto Const {the currency used, can be autofilled for Caps to be used} Function BuyItem(int ItemNum) if (ItemsForSale[ItemNum].NumberInStock > 0) Debug.Notification("We have items to sell") ;do something... (sample sale) Game.GetPlayer().RemoveItem(Caps001, ItemsForSale[ItemNum].CostInCaps) ;remove caps from player Game.GetPlayer().Additem(ItemsForSale[ItemNum].ItemForSale, 1) ;add the item for sale to player ItemsForSale[ItemNum].NumberInStock -= 1 ;reduce the number in stock by 1 else Debug.Notification("We Don't have any to sell") ;do something... ItemsOutOfStock.Show() ;pops the message up on the screen saying its out of stock. EndIf EndFunction then on the terminal, add a option in Menu Options, and for its papyrus fragment add a line reading: (akTerminalRef as sampleitemsTerminalScript).BuyItem(1) When the menu option is selected it will access the script attached to the activating terminal (the one placed in the cell) and execute BuyItem(1). duplicate for each item changing the buyitem(1) to match the # of the item they can buy from that menu choice. akTerminalRef will always be the main terminal that was activated. Now this was just a quick and dirty example of how to do it, if you'd like to see a more advanced one, that a submenu can access variables from the main terminal, look at the bookreturn terminal and its scripts, on the sub terminals (like the DN011OverdueBookVendSubTermItem01) look at the conditions to see how it can access varables on the script for the main terminal in order to decide which menu item to display. On the main terminal (DN011OverdueBookVendTerminal) the two functions to look at here would be CanBuyItem and TryToBuyItem, CanBuyItem does a check only and sets up the variables for the "are you sure" terminal (termitem01 above), and TryToBuyItem is the function that allows the player to buy the item from the terminal which is called on termitem01. P.s. Nice little home, if you placed it on one of the routes the traders take, they'll wander by every so often, getting them to stop at your location, thats a totally different thing all together, quest controlled for their movement between the different trade routes.
  18. yeah player homes still need location settings but don't need loctypeclearable as playerhomes are auto owned, can take a look at the location settings for homeplate for player homes :wink:, still a good idea to set the properties on the workbench and use the setownedtrigger, just because while one method works for one player, it may not for the other, I've had it go both ways using others settlements. Edit in: Had ck open and forgot I did lol, so I opened homeplates location settings: LocTypeClearable - like i said though if your setting it to automatic player ownership this shouldn't be needed. LocTypeInteriorCell - used by some crafting stuffs. Fiztop mountain in Nukaworld only has one location setting for that player home: LocTypeWorld - Exterior cell player home with automatic ownership set by quest. I don't think there are any other player homes by default are there? I usually set my player homes up like settlements, and leave it up to the player to decide if they want to send any settlers there or not, plus it makes it more fun when you have a random ghoul or raider attack off and on when you return home ;)
  19. well not 'snap' but lining stuff up is easy enough using grid snap, place the first piece, then in the render window Shift + q and it should give you the target mouse, then click the piece you placed, this will align the object with that one, when i use this I usually set my grid snap to 8, rotation to 45. makes it easy to align them but far as snapping like in game, I don't know of any command that does it. To clear the Shift + q, move the render window so your facing the sky with no obstructions, press shift+q again, click in the dead space even though the target icon is red, this will clear it.
  20. trying to find a mod that messed up your game isn't always easy when you add a bunch, I've gotten to the point where I'll add a mod, play with it for a few days, then add the next one if everything goes good. ruined too many good saves adding multiple mods at once, but it did make me more picky about what I do use.
  21. I've ran into a couple of those as well, so I just created a bgsm file for them, or found one that worked for the object that was already setup, and added that information in and pointed it to the edited model.
  22. I've had it go both ways, sometimes works, sometimes doesn't. so If its not a area they clear I set both to be on the safe side.
  23. I'm not sure if its the same thing or not, but thats what it made me think of, I kept fighting with a material swap, and couldn't figure out for the life of me what was going on, until I took a look at the mesh inside of nifscope. What it was doing was not ignoring the material swap but also was wiping out any textures being loaded for that model, so the whole thing went purple. After I added the bsgm lines to the nif for the materials and tried it, it worked perfectly both in ck and in game, no more purple texture. So thought i'd toss it out there just in case it might of been the same thing going on with it.
  24. disable mods from when you new it was last working. Use a save from when you knew it was last working, but make a copy of the original save just to ensure it doesn't get altered, that way you'll have most prerequisites for testing as you add the mods back in to find the problem child. It is best to start with a clean game to find a problem, sometimes you end up with dirty saves from installing / uninstalling mods that can't always be undone.
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