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SkyEmerald

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Everything posted by SkyEmerald

  1. Hi there, I'm probably missing something. I created some presets using Face Ripper and ripped their faces into my esp. As the esp can only contain a certain amount of letters, I eventually had to rename my esp to something shorter, as the mod saves each npcs ID after ripping. (This process has worked fine for me before and I had no issues after renaming it). Now I'm getting the following issue: Say my first esp is called 000modfile01, I reach the maximum amount of characters and have to rename it. I rename it to 000modfile02. Suddenly, when I try to rip the remaining faces into the new esp (000modfile02) it says there is a dependency on the first esp (000modfile01). I'm very confused as I remember ripping many faces, renaming, ripping, renaming ripping etc without having an dependency issues...Also, I have checked in FO4Edit and both esps are identical apart from the additional npc presets. If anyone could fill me in on what might be happening, I'd be grateful! :) (In case it's important: The face presets were all made at the same time using data (custom hairstyles) from the first esp, but as said before the process seemed to work flawlessly at one point). Thanks!
  2. Great! Thanks a lot for this :D I'm moving into making my first quest for the mod so hopefully after a tutorial or two, I can get this quest/script working! Once again, many thanks!!! :) :)
  3. Hi there :P I wanted to make a make a safe unlock on the purchase of an item. Say the player buys a collectible model of a robot and after purchasing, a unique safe is permanently opened. I want the chest to be visible and locked before the purchase, so I can't use the initially disabled function. Any ideas guys? Thanks in advance!
  4. Didn't see this until now. Thanks a lot for the encouragement! Coding really is such a challenge, strangely satisfying though when the 'script compiled' message comes up and then it works like a charm in game xD
  5. Ah great, I'll have a look next time i'm in the CK ! Although I think it might be specific for Skyrim :o I was actually making a mod for fallout but sometimes the info regarding Skyrim is useful for both Creation kits xD Thanks though! There might be a package in Fallout where an npc carries something so.:) :)
  6. Yes that's what I was worried about actually, - the npc trying to aim the basket as though it's a weapon. Tbh I was thinking of a smaller object so there should really be a clipping issue. I just remembered a mod a use called 'Immersive Citizens' in that mod I've seen NPCs walking about holding baskets etc. So I might have a look and try to work out what the mod author did. :laugh: As for adding it to idle animations - would I create a new idle?
  7. Hi, I was wondering how I'd go about making an NPC hold an object. Say I wanted them to hold a basket in their hand and walk, whats the easier why of doing this? 1. With a script, change mesh of equip of a weapon. I saw this article but it seems very difficult - https://www.darkcreations.org/forums/topic/6586-mesh-swap-script/ 2. Change the mesh of a weapon in nifscope and have the npc sheath weapon. 3. There must be a third option I just don't know what it could be!! :P Any help would be much appreciated! Thanks :) :)
  8. Hi there, Does anyone know how I would make it possible to add an actor to the inventory, - drop it to make a full actor and then collect it again. A little like the campfire tent in Skyrim but with an actor instead. Thanks! I thought this script below might be useful, but then how to I get it back in my inventory? In some cases the aforementioned item addition can be utilized to add non-inventory items. The below will add an Alduin NPC form to the player's inventory that, when dropped, will be a full-sized Alduin actor.Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject())
  9. Thanks for that! :) It seemed to work on half the script but perhaps my idea is a little ambitious. I'm having multiple issues so think I'm going to have to put the idea on halt for now! ;P thanks again
  10. Hi there! Well it seemed the script worked fine but it needs something extra. Been trying to figure it out for hours - no luck. It works with non-hostile NPCs but with hostile npcs they only equip the hat and don't do the animation. Scriptname HatScript extends activemagiceffect{Equipt hat on enemy} Armor Property NewProperty Auto Const{Hat} Idle Property IdleProperty Auto Const{Plays Idle} Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.Equipitem(NewProperty, true) akTarget.PlayIdle(IdleProperty)endEvent Any help would be much appreciated! Thanks :) :)
  11. Wow that's fantastic ! Thanks a lot, I'll give that a shot <3 <3
  12. Haha I know right. I actually found the solution by trying to make a tatoo face texture and instead of crashing, the CK actually told me my textures sizes didn't match the rest. So I though wait a minute, perhaps it's the same with the clothes... Weird how I figured out a solution to one problem whilst trying to solve another problem! xD
  13. Could anyone let me know how I could develop this script? Many thanks in advance!! :) Script goal - Fire target npc with weapon - npc equips hat (they can't remove it but I can) - npc plays idle for 5 seconds then resume normal behavior (still wearing hat) Event OnEffectStart(actor akTarget, actor akCaster) akTarget.EquipItem(HatProperty, true) ; Start Npc idle if akTarget.PlayIdle(danceIdle) Debug.Trace("Npc is dancing!") else Debug.Trace("Something went wrong") endIf EndEvent I know very little about scripting and would appreciate some advice! <3 <3
  14. Solved: For anyone who had the same problem as me, it seems I've fixed it. The problem seemed to be that I hadn't compressed my textures on exporting. So compressed textures stopped the CK and Fallout crashing on equip and textures show up in game. Thanks all who tried to help! :smile:
  15. Heya :) Thanks for this :P It's weird, this technique works fine for one of my dress retextures, but with the other dress retexture, the CK crashes. I might try remaking the second texture again, maybe I did something wrong somehow. I'll post what happens after remaking the texture, hopefully I can figure out what happened and not make the mistake again! Thanks again :)
  16. Well, the strange thing is, I have managed to get one of my retextures working but the other crashes the CK. Dress 1 works fine, appears in preview after changing model path (nif), but dress 2 crashes the CK as soon as I attempt to change the model (nif). I made the bgsms in exactly the same way. So that leads me to believe there is a problem with the dds texture file itself. Perhaps you are correct about the channels (RGB / Alpha), is there a specific channel it has to be? Perhaps I accidentally got one right and the other wrong! And by regular layer, you mean it has to retain the natural outline of the dress? Thanks for your help btw! Much appreciated. :) :)
  17. Okay so :) 1. I tried to make a new prewar dress (as in standalone retextured one), so I found the dds file for the original prewar dress and changed the texture, called it FancyPrewardress and exported it as dds file. 2. Then I opened Material Editor and made a bgsm file by pointing the defuse texture and normal texture to the FancyPrewardress.dds and called the file something unique also. 3. All files are in the correct folders (texture, material) and all the steps in the CK are correct - as I said, I tested using vanilla bgsms. So, not sure what is going wrong here. :/
  18. Hi there, I'm just seeing no change at all. It just stays as the default texture... almost as if the dds file is the original one, but it's not...it's the edited one. It's really strange and I'm clueless.. :/
  19. Hi guys. I don't understand where I've gone wrong. I got it to work once, but never again. I'm trying to do a simple texture swap for a prewar dress and have done the following. (Everything in the CK is correct as I have tested with various other vanilla BGSM files and the swap works fine - as long as it's not with my texture. So that leaves a problem with my dds file or my method of making the BGSM). 1. I edited the Prewar.dds file with the texture I wanted and generated mipmaps on export. 2. Then used Material Editor, placed dds file in the diffuse & normal sections and saved as BGSM. As I said, everything in the CK works, and other swaps for things like frames have been successful using just the above. I just can't figure out what is going wrong with this dress! :( Any help would be much appreciated. <3
  20. It would likely be done using a magic effect. I'm not entirely sure what you'd attach it to. Maybe look at something that poisons but instead of applying poison apply your custom effect that does either the play idle or equip item. There's a gun that kicks actors out of power armor using a similar function. Fires a no damage projectile and the magic effect triggers the power armor ejection. http://www.nexusmods.com/fallout4/mods/14623/? Might help get you in the right direction. Heya, Thanks a lot! That mod looks similar to what I had in mind so hopefully I might be able to make my idea work xD Thanks again! :)
  21. Hey guys, :) Been searching through Creation Kit script files but cant find anything similar to what I want. Would anyone know roughly how these scripts might be put together? 1. Using a weapon with no damage, ammo is fired at npc (I shoot npc with it) - npc plays idle for 5 seconds. 2. Using a weapon with no damage, ammo is fired at npc - a piece of armor is added to npc's inventory & gets equipped. Much appreciated!!! <3 <3
  22. Heya, thanks for that :P I'll give it a go. I just wanted to spawn an animal when the gun is fired, was trying to use the bloatfly script as a base for that. xD Scripts are like a foreign language to me at the moment.. Once again, thanks a lot! :)
  23. Hi there, I was looking at the bloatfly syringe script and trying to figure out how I would change it to 100% spawn bloatfly on fire. Anyone have any ideas? Any suggestions would be greatly appropriated! Many thanks. :) :) Scriptname damageBloatflyLarvaPoisonSCRIPT extends ActiveMagicEffect ;the bloatfly we're spawningOBJECTREFERENCE PROPERTY bloatfly AUTO ;the explosino to play when it comes outEXPLOSION PROPERTY flyExplosion AUTO ACTOR victim EVENT OnEffectStart(Actor akTarget, Actor akCaster) ;save off the victimvictim = akTarget ENDEVENT EVENT OnDying(Actor akKiller) ;play the explosion, spawn the flyvictim.placeAtMe(flyExplosion)victim.Dismember("Torso", TRUE, TRUE) ENDEVENT
  24. Wow thanks a lot for this! It all worked fine (had to remove 'endif' from the script to compile it though). Thanks again for your help, I was definitely doing it all wrong!
  25. Yes that script will alost do what you want, it needs utility.wait between disable and enable calls though. Also Actor property isn't needed. Event OnEquipped(Actor akActor) akActor.Disable() Utility.wait(2) ;this is how much time in seconds actor will be disabled akActor.Enable() Debug.notification("ta-da!") endIf endEvent Be noted that this won't work if you equip that ring through console or via script. The OnEquipped event only fires if item is equipped from inventory. Hey again, I tried to add the script to the item in the CK but I can't work out where it's added and what the property would be. I found this page: https://www.creationkit.com/index.php?title=Property_Reference but it's rather confusing. I tried setting the property as actor, but I'm probably wrong.. Perhaps there is a step to step tutorial you know about? :D Thanks again! <3
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