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Ah, misunderstanding. I don't want to reference an alias script from another alias script. I want one alias script that is attached to all aliases. Originally I wanted to set the properties of that script to be different for some aliases and for that property to be one of the arrays defined as a property of the quest fragment. That way each alias has the same script but when the script runs it will operate on a specific array. It seems in my testing that setting an array in the properties dialogue only allows manually filling it. So I'm thinking that your suggestion of putting it in the main quest script makes sense, with a function to return a referencealias array according to a passed in string or int that is specified in the alias script and set by that alias script instance's properties: Scriptname dz_magazine_quest_script extends Quest ReferenceAlias[] Function dz_magazines_array(String array) If array == "005" Return refarray_005 EndIf EndFunction ReferenceAlias[] Property refarray_005 Auto Const ReferenceAlias[] Property refarray_anarchy Auto Const ReferenceAlias[] Property refarray_charo Auto Const and: Scriptname dz_magazine_alias_clear extends ReferenceAlias ;;;designed to clear the alias once the objectreference is activated to prevent it reappearing as a quest objective if the item is dropped;;; String Property array Auto Int Property my_objective Auto Event OnActivate(ObjectReference akActionRef) Self.Clear() debug.trace("DMR: magazine alias is now "+Self.GetReference()) dz_check_magazines() EndEvent Function dz_check_magazines() ReferenceAlias[] my_array = (Self.GetOwningQuest() As dz_magazine_quest_script).dz_magazines_array(array) Quest my_quest = Self.GetOwningQuest() ;get the quest Int i = my_array.Length ;size of array Int j = 0 int count = 0 ;to count filled aliases While j < i If my_array[j].GetReference() ;is alias filled count += 1 EndIf j += 1 EndWhile If count == 0 ;if no filled aliases my_quest.SetObjectiveCompleted(my_objective) ;complete objective EndIf EndFunction diziet
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I have found that a quest I made to show markers will not show floating markers in the gameworld for all the markers that are shown on the map. After collecting enough of the items then the ones that don't have floating markers will start to show floating markers BUT to get them to do this it is necessary to save and reload, F5 and F9 is sufficient. So I can pick up an item, go to the location of the next one which is marked on the map, but it won't have a floating marker, then I save and reload and the floating marker appears. At this point in the quest using 'sqv' in the console shows 29 out of the original 41 quest aliases still filled, which is suggestive of what might be a limit for floating markers. My question is, what about the save and reload is affecting the aliases and the quest objective targets showing up as floating markers, and can I force this with a papyrus function without having to save and reload? diziet
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I have split my quest into two, one for the FOLON cutethulhu dolls and one for the cuteazathoth dolls, this way I could deselect them separately in game. I did this because I found that, in the original esp, when I disabled the objectivedisplay for the 15 or so azathoth dolls all the floating markers for the cutethlhu dolls seemed to reappear (at least the few I checked). Sure enough with the dolls split into two quests when in game, as soon as I enabled the azathoth doll quest the floating marker for a cutethulhu doll right in front of me disappeared. I believe there must be a limit on the number of in game floating/compass markers that is smaller then the number of markers that can be displayed on the map. It would certainly explain the issue, in which case I can say that the limit appears to be between 76 and 91! Of course that might not be the reason and deselecting the one quest is doing something else to allow the other quests floating/compass markers to appear. diziet
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Thankyou, so [EP} will happen when a refid is in an alias? is there any known bug where sometimes objects will get the [D] flag, it seems that my mod had this effect but the only changes that xedit show to their records are the addition of the 'persistsnt' header. Is it possible that FOLON might have such a bug that F4 doesn't. And since I have to work with the stripped esm for FOLON in the creation kit, is this a possible cause (I don't really know what a stripped esm is). diziet the stripped esm is of course the Fallout4.esm from the FOLON downgrader page.
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Questions on quest objectives
dizietemblesssma replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
a) that's good to know:) b) well that only works if I make every target a separate objective, which then leads to: e) bugger! Ideally I would be able to have a quest entry with a title but not have an entry for every one of 90 plus targets, but it sems that I have to use the method of b) for that. c) oh, interesting:) Thanks for the reply, I still have the issue of quest markers on the map but not showing in the compass or floating above the object. but only for some of the targets, every target is a reference alias to a reference of the same base object, and I can't see any differences between them! diziet -
I have one search result for this question online so I wish to confirm what the letters in brackets mean after the refid of an object that is selected in the console: https://steamcommunity.com/app/377160/discussions/0/412446292764948365/ For instance I recently had: <RefId> [D] [EP] Is the [D] actually meaning that the object has been marked for deletion? Is this why the object is invisible? Given that the object appears to be made persistent by my mod putting it in an alias, is the link above wrong about what [EP] means? What about the mentioned [PP] and [T]? Are there other indicators that the console can show? diziet
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I'm trying to troubleshoot a little mod I'm making to show all the eldritch dolls in FOLON. This is the first time I've ever messed with quest markers so I just want to check: a) Is there a limit on how many targets a single objective index can have? b) If all the targets in an objective are the same type of item and I want each marker to disappear from the map and compass when the target is taken, and not reappear if subsequently dropped, then is clearing the alias upon first picking up the target the only way to do this? Since it seems that putting an item into an alias makes it persistent and this means it keeps it refid in the inventory. I've added a little script to each refalias: Scriptname dz_clear_alias_script extends ReferenceAlias ;;;designed to clear the alias once the objectreference is activated to prevent it reappearing as a quest objective if the item is dropped;;; Event OnActivate(ObjectReference akActionRef) Self.Clear() EndEvent is there a better way to do this? c) What does the 'use straight line pathing' option mean? d) I think I get the 'ignore locks' option but in case I'm wrong can someone please give an example of the difference please? e) is there any way to have an objective that has one target such that the target marker shows on the map and compass but the target is not listed in the quest? - there are 90 plus eldritch dolls in FOLON and my first attempt made an objective for each which really messed up the quest list:) I put all the targets in one objective hence question (a). diziet
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Aliases not filling
dizietemblesssma replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
I've solved this, I was opening in xedit everytime I changed in the CK to delete what I thought were dirty edits. Turns out some of those edits were adding persistence to the dolls that were in the refaliases! diziet -
I'm trying to make a quest that has all of the cutethulhu dolls in FOLON as reference aliases, but a few of them are not filling according to the console command showquestaliases. All the aliases are of the same baseobject placed multiple times in the world and interiors. Apart from the objectreference that is aliased all the aliases are the same type etc. What kind of thing should I be looking at to try and solve this? diziet
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Force mod authors to increment version numbers
dizietemblesssma replied to dferstat's topic in Site Support
I too think the file uploads should have separate major,minor,extra version fields with sanity checking to avoid duplication, plus another field for the mod author to fill in anyway they wish that is ignored by Vortex update check. And once this is done, please, either auto version every mod that has no version number to 0.0.1 or make Vortex ignore them, so my update checks don't keep showing all those non-existent updates for Morrowind and Oblivion:) diziet