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Everything posted by AfroAttack
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Trying to make a mod that edits the functionality of the signal grenade. How can I see what the signal grenade actually does in the game (though it did its actions via script but I can't find it) I duplicated the vertibird grenade so that the functionality would be the same and added a script that I'm testing out, but now just a flare shows up and no vertibird.
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Right and Left Tree skill abilities aren't showing up.
AfroAttack replied to AfroAttack's topic in XCOM's XCOM 2
Ok so after going back, I still have the same problem, because I am actually using XComGame.int as the file name. Still will be looking for a fix for this :/ -
Right and Left Tree skill abilities aren't showing up.
AfroAttack replied to AfroAttack's topic in XCOM's XCOM 2
Sorry for responding to this late :/ Do you mean XComGame.int? or .ini? .int doesn't seem like a file extension I've seen. Sigh, Nevermind, edited this post. Thanks trying this out now :/ -
Right and Left Tree skill abilities aren't showing up.
AfroAttack replied to AfroAttack's topic in XCOM's XCOM 2
Sorry I didn't respond sooner. ALSO, SORRY I didn't check the image I posted to see if it was the screenshot of what the problem was :/ I'm still having this problem, and I double checked the XComGame.ini [ClassMod X2SoldierClassTemplate]+DisplayName="ClassMod"+ClassSummary="Roses are red, voilets are blue, I made a class and so did you"+LeftAbilityTreeTitle="Heavy Assault"+RightAbilityTreeTitle="Light Assault" thats whats in there. In my loalization/XComGame.ini I have [ClassMod X2SoldierClassTemplate] +DisplayName="ClassMod"+ClassSummary="Roses are red, violets are blue, I made a class and so did you"+LeftAbilityTreeTitle="Heavy Assault"+RightAbilityTreeTitle="Light Assault" [stealth X2AbilityTemplate]+LocFriendlyName="LocFriendlyName"+LocHelpText="LocHelpText" +LocLongDescription="LocLongDescription"+LocPromotionPopupText="LocPromotionPopupText" I'm not really sure why my names aren't showing up. I have other problems as well, but I'm trying to address this one first. -
Right and Left Tree skill abilities aren't showing up.
AfroAttack replied to AfroAttack's topic in XCOM's XCOM 2
[ClassMod X2SoldierClassTemplate]+DisplayName="ClassMod"+ClassSummary="Roses are red, voilets are blue, I made a class and so did you"+LeftAbilityTreeTitle="Heavy Assault"+RightAbilityTreeTitle="Light Assault" Thats for my XComGame.ini file. And I'm pretty sure its accessing this specific file, because other things that I've changed show up in the tree. http://steamcommunity.com/profiles/76561198010104535/screenshots/ Should be able to see it from here, the ability tree isn't showing up, but the everything else is? -
My right and left skill ability tree's are not showing up when I got to my custom class's soldier ability tab. I am creating a custom class based on a tutorial (I'll post it again if its requested)
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Say I have an NPC that gets into has goes to Embershard Mine and that same NPC gets into the "downed" due to it being essential how do I detect that "downed" state or "bleeding out" state if the player is somewhere say, in riverwood. If I could call or reference the state in a script, then its as easy as using a boolean condition to check whether or not this NPC is "downed" but I don't even know if I can really do that or not :/. Thanks in advance for the advice and help.
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Say I have an NPC that gets into has goes to Embershard Mine and that same NPC gets into the "downed" due to it being essential how do I detect that "downed" state or "bleeding out" state if the player is somewhere say, in riverwood. If I could call or reference the state in a script, then its as easy as using a boolean condition to check whether or not this NPC is "downed" but I don't even know if I can really do that or not :/. Thanks in advance for the advice and help.
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Still, using hang mans alley as an example, how do you fit that many beds and food / water? Supply routes don't transfer immediate food / water over, you still have to supply that specific settlement with food and water to maintain it.
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Ok, so if we think about traditional NPC's in the CK, they all follow AI packages more or less. Settlers do not fit this bill unless - AI Package system has been revamped - Settler is literally defined as just a NPC with empty Packages unless used in events (similar to saving a settler from attacks and them joining your settlement) - The follower system has also been revamped. Think about functionality, before in the CK if I'm not mistakened, you couldn't give NPC's commands unless they were your follower. That is an AI package among other things, indicating that all settlers are possibly your follower or that the system has been revamped. The other thing, is that ID's don't change in Base FO4. Settler's don't actually belong in one particular place since you can send them to different settlements (with the exception of named settlers that you can't interact with most of the time anyway. I say this, trying to iron out mods I have in mind for settlers, but I'm curious to what these guys are actually defined in the CK as.
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I honestly think its about space. Think about it, can you really fit 21+ settlers in hangman's alley? Or rather can you really suppport 21+ settlers in bunker hill with limited area's to farm and limited area's to get water from?
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just got new vegas need help.
AfroAttack replied to decoy139a's topic in Fallout New Vegas's Discussion
If you have a load order, I would post that. Are you using MO or NMM? Load order though (really so I can see what mods your running) can help alot. -
Notepad++ Issues(Setup for Compiling, and AutoComplete)
AfroAttack replied to AfroAttack's topic in Skyrim's Skyrim LE
Revisted this, because I really want to get this working. And yea, I extracted the scripts.rar file into scripts and it still gives me the same error. There is something I'm doing wrong I just don't know what it is :/ -
To be honest, none of their games really made use of the Radiant AI. FO:NV got the closest since it was handled by an outside team that structured their game in a less "sandboxy" way. But even that implementation was very minimal. The system allows for the world to behave dynamically around events, have NPCs do things without the player watching or even being aware of them until they're done. It can be used to add consequences for not completing a quest on time, make NPCs move around and attend to their own needs, have their own stories that are not obvious to the player. The reason why it wasn't used is pretty clear, time and budget. As more and more of the game became developed solely around the players actions and experience for sake of production concerns, NPCs became more simplistic. In short, all the capability was never utilized. Even the very basic things it allowed were rarely used since most NPCs just stood in the same exact spot all the time or became a nuisance to track down when you needed them. ??? I know Follower Takes of Trip (think thats what the mod is called) touches base on that, but based on the Creation Kit engine from what I've seen, a player IS REQUIRED to be present inorder for specific cells to actually activate and do anything. http://forums.nexusmods.com/index.php?/topic/3235409-npc-that-i-made-travels-to-dungeon-but-doesnt-actually-kill-anything-on-its-way/ This is actually something I'm trying to work on right now, but in this engine so far from what I've seen it isn't possible / hard to implement that feature. I'm a novice, but even with mods that exist now I haven't seen this technique being used at all to push quests or NPC content. On topic, this is one of the things I'm afraid of for Fallout 4, because its using an enhanced version for the CK. And no company has ever made it an issue to focus alot of resource on AI or making NPC's more than just signposts for players in an open world setting.
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I actually liked Fallout 3/Skyrim. I put over 2k+ hours into vanilla on console and even more on PC. I don't care about bugs really, more concerned about direction of the game. So - Mass Effect Style Dialogue - Minimization of NPC Interactions - Less Events happening in the world (Loss of Radiant AI) (New Creation Kit Side) - Less Modular Design Methods - Minimal Control of Basic Objects - alot of other things I am probably buying this on launch, depending on how my schedule is.
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I'm following the tutorials on http://www.creationkit.com/Notepad%2B%2B_Setup and I'm running into problems that others have run into before (I've done research) - When I try go through the steps to setup the autocomplete, and I try to run it says that I'm missing the TESV_Papyrus_Flags.flg file. - When I go through the steps to setup the Syntax Highlighting, I try to import the Papyrus file I made earlier but it said failed to import. I've tried most of the fixes I've seen (the not UFT- 8 encoding comes to mind) but nothing is really working.
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I'm down to try this weekend! Add me on skype AfroAttack :) picture should be a black fist.
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Still, a lot of NPC's do this with the base vanilla game. If the traveling bard travels a road and I run up to him while not hearing him fightand not being in range of himIf he goes by that cell, and dead wolves are there because he was in combat. This functionality has been in the game since Fallout 3, give Mr Harkens (one of the traveling merchants) a fat man then fast travel to megaton. I garuntee you in 30-1hr of playtime you will get a message saying "Lucky Harness has died." This, is due tot he fact that the characters are all moving somewhat real time, and encounters happen without player presence. The Take a Trip and Immersive Citizens mod do this well enough with out scripts (I think Take a Trip is the only one that does this without scripts.) I want to see if its doable without before I try to dive in with scripts.
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Still, alot of NPC's do this with the base vanilla game. If the traveling bard travels a road and I run up to him while not hearing him fightand not being in range of himIf he goes by that cell, and dead wolves are there because he was in combat. This functionality has been in the game since Fallout 3, give Mr Harkens (one of the traveling merchants) a fat man then fast travel to megaton. I garuntee you in 30-1hr of playtime you will get a message saying "Lucky Harness has died." This, is due tot he fact that the characters are all moving somewhat real time, and encounters happen without player presence. The Take a Trip and Immersive Citizens mod do this well enough with out scripts (I think Take a Trip is the only one that does this without scripts.) I want to see if its doable without before I try to dive in with scripts.
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So, NPC that I made travels from riverwood to emershard mine. If I follow the NPC, it will attack and kill what is in its way (though if it gets to embershard mine, it will swing at the gaurd thats standing at the entrance.) If I don't follow the NPC, and I go to embershard mine, the path where he was supposed to kill the ambient animals (the wolves / other things that spawn near embershard mine thats in the vanilla game) and the gaurd at embershard mine is still there like my NPC never came through. I will also find him deep in the dungeon without having killed anyone in the dungeon. I'm thinking that maybe its the way I have my AI package set up but I'm not sure :/ I want my NPC to be able to go to the dungeon, attack things on the way and when he gets to the dungeon leave evidence that he's fought (bodies on the floor)
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SkyUI + Mod Organizer "NMM CLI has stopped working"
AfroAttack replied to Evolutionarypoo's topic in Skyrim's Skyrim LE
I get asked for a mod id? I don't know how to find that <.< -
Having NPC's do a quests through their schedule?
AfroAttack replied to AfroAttack's topic in Skyrim's Skyrim LE
I was looking into AI Package, and I might be able to do this using that. I'm going to test it for a few tasks and see what happens. Thanks for the input :). -
I'm making a follower mod that essentially allows this follower to go throughout the world and complete specific "quests" of his own to further his own story, essentially its a mod where the player can accompany the NPC but the NPC has set objectives that he has to complete. I might make it to where he's not really a follower at all, just a regular NPC that you have the choice to follow or not. Essentially how I want to execute this, is through the scheduling system. Monday my NPC gathers ingredients for potions while going patrolling a town for vampires.(Accumulates specific ingredients) Tuesday he chops wood in the same town for a while, sells the gold to the innkeeper or person outside a lumber mill(nearest town) and patrols towards the end of the day. (Accumulates firewood into gold) Wednesday he will mine some ore at the nearest dungeon, if enemies exist in the dungeon he will ask the player to help him clear the dungeon. If no enemies exist he will just mine the ore there. After that he will travel to whiterun to smith the iron ore into ingots, then create the weapon/armor if he doesn't already have better armor.(accumulates iron ore then creates ingots from ore, then creates armor/weapon) Thursday, if he has enough gold to afford more soul gems he will buy them. If he bought them, he will go to the enchanter of said town and enchant his armor / weapons. If he doesn't have enough gold he will go chop more wood. (accumulates firewood into gold) Friday he will go to broken fang cave near whiterun and assault the vampires there. Depending on how you've interacted with him, he might ask you to come help him. You can follow him even if he doesn't ask you to. A special vampire npc will be there, dialogue will happen, then after that she will escape. If he has already done so and the cave is clear, he will loot the cave and patrol the area. If he wasn't able to get full armor earlier in the week, he will use the gold to buy full armor at riverwood (might replace enchantments) Saturday he will travel to solitude and pray to stendarr then he will talk with sybille stentor about the special vampire. He will then go to either the Vigilants (Vanilla esps w/ no dawngaurd) or Dawngaurd(dawngaurd esps) and get help Sunday he will travel to Bloodlet Throne and the "help" he gathered will spawn when he reaches outside Bloodlet Throne. The special vampire will be there, and (conflict will happen) if he loses, some mess happens that essentially turns him into an enemy. However if he wins, he will go back to the Vigilant, be awarded for his actions, then his schedule will change drastically (not writing that out) so essentially what I'm asking (can never get to the point) Would it be possible to do alot of these functionalities through the current scheduling system? or will I have to code a completely new scheduling system that this NPC goes by. I also want this to be a bit of a framework for my next few mods that do this to specific vanilla NPC's.
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I have problems with both mods. When I feed using Better Vampires, It doesn't update the Better Vampires Script (in the MCM) therefore the overall mod gets buggy when playing it for a few hours. Also, enthralling doesn't turn a victim into a vampire cattle. When I feed using Vampiric Thirst, I don't gain any actual blood for my blood pool (its always 0%), there is a constant red flashing screen that comes on my character when they become a vampire also they don't end up actually changing their appearance into an actual vampire. I've deducted based on everything I've tried that it has something to do with the feeding transaction. Here is my load order. 0 0 Skyrim.esm 1 1 ApachiiHair.esm 2 2 ApachiiHairFemales.esm 3 3 HearthFires.esm 4 4 Update.esm 5 5 Unofficial Skyrim Patch.esp 6 6 Dawnguard.esm 7 7 Unofficial Dawnguard Patch.esp 8 8 Unofficial Hearthfire Patch.esp 9 9 Dragonborn.esm 10 a Unofficial Dragonborn Patch.esp 11 b daymoyl.esm 12 c FallOut3Hairs.esm 13 d hdtHighHeel.esm 14 e RaceCompatibility.esm 15 f Alternate Start - Live Another Life.esp 16 10 BBD_AngelVixenArmor.esp 17 11 mslVampiricThirst.esp 18 12 Brawl Bugs CE.esp 19 13 AmazingFollowerTweaks.esp 20 14 Cloaks.esp 21 15 Run For Your Lives.esp 22 16 Extended Encounters.esp 23 17 ajd_domhearthfirestewards.esp 24 18 FNISSexyMove.esp 25 19 daymoyl_DawnguardAddon.esp 26 1a IndividualizedShoutCooldowns.esp 27 1b LingerieSetCBBE3_2ByNausicaa.esp 28 1c Queen of the damned-Akasha Dress.esp 30 1e My Home Is Your Home.esp 31 1f RaceCompatibilityUSKPOverride.esp 32 20 RaceMenu.esp 33 21 RaceMenuPlugin.esp 34 22 sandboxcylinderheight.esp 35 23 SkyUI.esp 36 24 SleepTight.esp 37 25 SPTDiverseGuardsSkyrim.esp 38 26 TheEyesOfBeauty.esp 39 27 UIExtensions.esp 40 28 VLCollisionFix.esp 41 29 When Vampires Attack.esp 42 2a ZazResources.esp