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Everything posted by Syn3r
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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.
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Interior Workshop not working, HELP
Syn3r replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
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 -
Interior Workshop not working, HELP
Syn3r replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
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. -
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
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Need help with a few aspects of my mod.
Syn3r posted a topic in Fallout 4's Creation Kit and Modders
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. -
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.
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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.
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Need help setting up random summon
Syn3r replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
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. -
Need help setting up random summon
Syn3r replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
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. -
Need help setting up random summon
Syn3r replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
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) -
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.
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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.
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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.
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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.
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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?
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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
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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.
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Pretty much yeah infinite ammo.
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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.
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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?
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Can someone make a mod that allows you to dual wield swords?
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I was too focused on something else and was trying to distract myself I was done with trying yesterday.
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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.
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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.