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Syn3r

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Everything posted by Syn3r

  1. I am working on creating (Editing vanilla) meshes for a mod I made Syn3r Proto-Armor and Revolver and I am starting with a helmet, seemed like an easy idea, make a modular Synth Helmet that you can have a light, visor, mask and pipes on or take off. The problem I am having trouble getting all the meshes to show up in game, I just got all the weights correct and textures, I have tried to do them like the tesla mod for PA, from what I have figured out I think I need to add connection points in nifscope to get everything to show up, so far the visor appeared in game as an addon. I am very new to editing meshes so please keep it very easy to understand. I have Outfit Studio, Blender, Nifscope, Paint.net, gimp, etc. All the free programs.
  2. I try not to use youtube guides just from my past history of modding New Vegas, Text guides are so much better and complete over 90% of whats on youtube
  3. This worked wonders! I have to revert my esp back a bit, it got very bloated and broken after following several different guides. I finally got it thanks to your guide. Thanks so much for the hard work.
  4. I uploaded a mod here the other day and I was testing a missing keyword for something else, I did get it to work at one point but now it is saying I need to clear the area of enemies, I thought maybe my game messed, so I started over, same thing, I can't figure out what is causing it, I looked at several guides and still nothing. Changed the papyrus values, keywords, container, workbench, trigger. Can I set it to not check for hostiles? Or is there something I might have messed up? Any tips? My mod with the workshop: Syn3r Proto-Armor and Revolver
  5. I am trying to create a set-up that is basically powered up power armor without the bulk, I am stuck on 2 main aspects and 1 that any help with would be appreciated though I have very little hope: 1) Impact landing Doesn't trigger in 1stperson 2) Impact landing when triggered Kills me 3) (No hope expected here) I want the power armor pipboy menu to pop up instead of the regular pipboy. I appreciate any advice on this and as soon as 1 & 2 are fixed I will upload the V1.
  6. As the title says I'm trying to make armor mods that gives regular armor explosive vents and removes falling damage like power armor. I have tried everything I can think of and googled what ever ideas I wanted to look into and so far nothing works. I believe it has to do with the footstep set, I am currently wanting to connect this to an armor add-on which is attach when the specified mod is equipped. I have followed and recreated a duplicate of almost everything for power armor and everything for the vents. I have been having issues with armor mods not working in game in general, I can usually figure it out by looking at similar base items but the game registers power armor and armor very differently. I am used to the creation kit, a bit slow at finding things. If papyrus is involved, treat me like a child with 0 knowledge. Any help would be appreciated.
  7. I'm trying to make a melee weapon attachment unlock all containers, doors, and terminals that don't require keys or passwords to unlock if possible. I have an idea to crreate a list of all items I want to unlock and have a unlock onhit script run, my question is how would I do this. I know almost nothing involving papyrus and every time I have tried to create a script I get confused.
  8. I can spawn them now thanks Qrsr your advice really helped me get it figured out. Now I just need to figure out hot to get them to leave after a couple minutes, I was going to do a simple timer script to kill the creature, but the script area is all grayed out and I can't figure it out.
  9. Ok after several hours of trying to figure it out I have something that I can't get to work, it's supposed to work according to the bethesda ChatGPT modding thing. Heres the script it says should work, I think its outdated and is trying to have me use an old method. Scriptname SpawnCreatureOnFire extends ObjectReference ; Properties ObjectReference Property CreatureToSpawn Auto Float Property SpawnRadius = 200.0 Auto Keyword Property WeaponKeyword Auto Spell Property DespawnSpell Auto Event OnEquipped(Actor akActor) RegisterForSingleUpdate(1.0) ; Check every second EndEvent Event OnUnequipped(Actor akActor) UnregisterForUpdate() EndEvent Event OnUpdate() ; Check if the player has fired the weapon Actor player = Game.GetPlayer() if player.IsWeaponDrawn() ObjectReference spawnedCreature = SpawnRandomCreature() ; Apply despawn spell to the spawned creature if spawnedCreature DespawnSpell.Cast(spawnedCreature) endif endif RegisterForSingleUpdate(1.0) ; Continue checking every second EndEvent Function ObjectReference SpawnRandomCreature() Actor player = Game.GetPlayer() Float randomAngle = Math.RandomFloat(0, 360) Float randomDistance = Math.RandomFloat(0, SpawnRadius) Float xOffset = randomDistance * Math.Cos(randomAngle) Float yOffset = randomDistance * Math.Sin(randomAngle) Float zOffset = player.GetHeight() Float spawnX = player.GetPositionX() + xOffset Float spawnY = player.GetPositionY() + yOffset Float spawnZ = player.GetPositionZ() + zOffset ObjectReference newCreature = CreatureToSpawn.PlaceAtMe(spawnX, spawnY, spawnZ) return newCreature EndFunction Here's what it says when I try to compile it. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "A0SynSpawnRandomScript.psc"... C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(4,25): const scripts may only contain const auto properties. Property CreatureToSpawn cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(4,25): const scripts may not contain data, script variable ::CreatureToSpawn_var cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(5,15): const scripts may only contain const auto properties. Property SpawnRadius cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(5,15): const scripts may not contain data, script variable ::SpawnRadius_var cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(6,17): const scripts may only contain const auto properties. Property WeaponKeyword cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(6,17): const scripts may not contain data, script variable ::WeaponKeyword_var cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(7,15): const scripts may only contain const auto properties. Property DespawnSpell cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(7,15): const scripts may not contain data, script variable ::DespawnSpell_var cannot be defined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\A0SynSpawnRandomScript.psc(30,25): extraneous input 'SpawnRandomCreature' expecting LPAREN No output generated for A0SynSpawnRandomScript.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on A0SynSpawnRandomScript.psc Also, how do I clean up to Papyrus script manager? I create numerous scripts and I deleted the file in the scripts folder but they still show up and I can't use the script name anymore.
  10. OK Damn, thats good info and tells me what I couldn't figure out. I'm a scripting newb so I need to get to figuring that out, though now I know what I need to do. Not summoning Named/ Unique NPCs is common sense in modding isn't it? Thank you for the info. I will be getting to making my random summon thing( Haven't decided what weapon to attach it to yet)
  11. I'm trying to make a mod that spawns a random creature/npc when you throw a grenade or hit a target or something like that. I know how to do a single creature but am interested in whether this is possible or not.
  12. I am trying to create a turret spawner which I think I got correct but I want to have it summon an OP creature that will attack everything but the player and friendlies when the turret is destoyed this is where I have hit a snag. I tried to use this script: SCN MotherOfSynSCRIPT Begin OnDeath AsynfulTurret ASynfulMother.placeatme end But it's not saving and when I used the validator it said that the PlaceAtMe function has a return value that I'm not using and I don't understand what is wrong. I know the placeatme fucntion can cause bloating but I have a simple script in mind to take care of that after combat has ended.
  13. I have created a vendor that I'm also wanting to do repairs, it can only repair stuff up to 40% is there anyway I can change this? I ave been looking for a couple days and everything I'm finding is that I need to change the actor value somehow.
  14. Hey, I'm trying to create a gun that can unlock doors and terminals, different guns for each but I don't know how I would script this with out putting every terminal or door in the game. Also only doors that can be picked no the ones that require keys.
  15. I'm working on a mod that will modify the displacer glove to send people flying, I figured out 1/2 of it I think, but so far they just kinda get sent forward at the height of the character. Can anyone help?
  16. I'm trying to create some followers without companion wheels that after you activate the proper item they follower you everywhere. How can I do this? Also for bonus points can I get them to have a inventory as well? Thanks, Syn
  17. So I'm trying to create a companion/ follower I was wondering if anyone could help me make a follower that will follow me but I can't interact act with. I tried CMF's companion guide but the script wasn't saving and I couldn't figure out why. I just want a follower that attacks my enemies and followers me around after I pick up a special item.
  18. Pretty much yeah infinite ammo.
  19. I'm trying to create a script that adds ammo to the player everytime the weapon is fired/reloaded or something like that. I tried this but kept getting errors Begin OnEquip Additem.Ammo44magnum 10 end I couldn't find a better begin point. I stink at scripting but any help is appreciated.
  20. I'm creating a merchant that can sell and repair items I need to get the repair level higher but I don't know how. Any advice?
  21. Can someone make a mod that allows you to dual wield swords?
  22. I'm trying to get Oblivion meshes and textures to Fallout NV to create some custom weapons and armor because I like Oblivion armor and weapons but I can't figure it out any help would be appreciated.
  23. I was too focused on something else and was trying to distract myself I was done with trying yesterday.
  24. I'm making a companion and I'm trying to figure out how to create a perk that you get when the companion is following you I looked at default companions and their perks and scripts but I can't figure it out. How do I create a follower perk? EDIT: After reading through the companion guide some more I found it, I'm seriously done with myself today.
  25. I have the Geck power up but whenever I try to load it, it says can't find Geck.exe and I also can't get my NVSE to load up with geck either. I've tried everything I could find like the -editor thing but it either doesn't work or launches Fallout NV I'm lost.
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