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Vortex Changing Files Outside Vortex
dizietemblesssma replied to BrotherShamus's topic in Vortex Support
I get this all the time with Bethesda games on mods that I have not edited, now I just click yes to all delete prompts then deploy then reinstall that mod from scratch. diziet -
I think I may have been unclear, I wish to access a function that is already in the ability spell script from a script that is attached to a lot of refaliases, this is in an existing mod so I don't want to rewrite from scratch, I am trying to add an edit to the refalias script such that when an event occurs an existing function in the spell script runs. diziet
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In my script that is attached to reference aliases I wish to refer to the instance of a spell script from an ability that has been given to the ref alias. I can make that spell script a property of my refalias script thus: dz_outfits_ability_effect_script Property ability_effect Auto but I will have to set that for each refalias defined in the CK (that has the script attached) and some of those aliases will already have been filled in a save. I want to call a function in the spell script so: ability_effect.dz_dress_outfit(some,parameters) Since the script is attached to the spell and not to the refalias this will not work (I assume): myRefabilityScript = myRefAlias As dz_outfits_ability_effect_scrip is there a better way than the above mentioned? diziet
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I'm having issues getting MCM.RefreshMenu() to work reliably. I posted a while back about this: https://forums.nexusmods.com/topic/6367946-help-with-an-mcm-menu-update-issue/ but I never got clarification about the suggestion that MCM.RefreshMenu() only updates menu values that are obtained from settings.ini. Can someone please confirm this? I'm using MCM 1.39 as I'm playing FOLON on the last GOG version of F4. diziet
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MCM and papyrus log error
dizietemblesssma replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
I think I found it, in MCM.psc there is this: ; Events dispatched by the MCM: ; - OnMCMSettingChange(string modName, string id) ; - OnMCMMenuOpen(string modName) ; - OnMCMMenuClose(string modName) so I put the following into a script I attached to a quest: RegisterForExternalEvent("OnMCMMenuOpen", "OnMCMMenuOpen") along with: Function OnMCMMenuOpen(string modName) debug.trace("DAS: OnMCMMenuOpen detected") EndFunction when I removed the "string modname" from the function thus: Function OnMCMMenuOpen() debug.trace("DAS: OnMCMMenuOpen detected") EndFunction the error went away, which now I see the cause, is a very coherent error! I can also report that this works: RegisterForExternalEvent("OnMCMMenuOpen|dz_auto_save_F4", "OnMCMMenuOpen") so as long as I don't want to know about more than one menu I should be fine; unfortunately this doesn't seem like it's going to help me with the fuller config.json problems:) diziet -
Every time I select my mod in the MCM config this error pops up in the papyrus.0.log [12/10/2024 - 08:58:05PM] error: Incorrect number of arguments passed. Expected 1, got 0. stack: <empty stack> it does not occur for any other MCM menu, I can only assume that selecting the MCM menu for my mod is causing some script to run that gives the error, but I have no idea how to find it, this is my config.json (not the original, this is for testing): { "modName": "dz_auto_save_F4", "displayName": "Diziet's Auto Save", "minMcmVersion": 2, "pluginRequirements": ["dz_auto_save_F4.esp"], "content": [ ] } any ideas how to trouble shoot this? To be fair I don't know if this error is significant but my original config.json, while showing in the MCM config and somewhat working, has issues I can't work out, so I'm trying to ensure a clean environment:) diziet
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Teleport versus fast travel
dizietemblesssma replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
@LarannKiarThat's a cwl idea, I'll test it out. Thanks @SKKmodsI just looked at the decompilation of your utility fasttravel script, Setting a bool for travel that only applies when the pipboy is open is cwl:) I hope you don't mind if I steal that idea for my mod? diziet -
In Fallout4 there is the OnPlayerTeleport() event, this doesn't just fire on fast travel but also on coc (don't care) and load doors in and out of interior cells, the latter I do care about as I would like to receive an event just from fast travelling using the map and this event is the nearest I can find but is not specific enough. Any suggestions to achieve what I want? diziet
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I have: RegisterForAnimationEvent(PlayerRef, "weaponSheathe") RegisterForAnimationEvent(PlayerRef, "weaponDraw") in a script on a playeralias. I notice that the functions I've scripted in the OnAnimationEvent will fire when I activate a crafting station and also during dialogue, in SkyrimSE I was able to use RegisterForActorAction without this happening, since F4 doesn't have that I'm following advice to use the OnAnimationEvent, am I using the right events to detect when the user instructs the playercharacter to draw and sheathe their weapon using keyboard/controller? diziet
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MCM defaults
dizietemblesssma replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
Ah, I see, that's better than trying to script it. Thanks:) diziet -
In SkyrimSE SkyUI you can specifiy a default for an MCM option in a state thus: Event OnDefaultST() SaveCountMax = 5 SetSliderOptionValueST(SaveCountMax) EndEvent and in the MCM menu pressing 'R' will set the state option to the default. I can't find an equivalent in the Fallout4 MCM config.json, looking at other mods it seems that one has to write a menu option to call a function to set defaults. However I don't want to write such a function for every menu option and one function to set everything to a default will reset things that the user might not want to be reset. Am I missing something or is the above the only approach? diziet
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It seems there is no F4SE version of savegame(), I thought of using ConsoleUtil https://www.nexusmods.com/fallout4/mods/51951 but it's not clear that it works in the current next gen, which I don't have, I use the current GOG version. Can anyone confirm this mod still works or suggest an alternative, I'm after the functionality of specifying a savegame name. diziet
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Persistence question
dizietemblesssma replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
Thanks to both, this is what I feared, it seems that to make quests that add markers to 'collectibles' requires either persistence of those items, or editing the vanilla items to add a LocationRefType keyword? What if anything happens if there are multiple items with the same LocationRefType keyword near each other, does the CK prompt to use this alias method rather than the forced reference method still allow for, say, 3 alias refs for 3 things all on the same shelf that have the same LocationRefType keyword? When selecting a reference in the render window to fill an alias in the CK I'm often prompted with a 'this looks like a job for a location ref' dialogue. Given that I want items to show up on the map even if that area of the world hasn't been visited before is there any way to do this without forcing persistence? diziet