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Everything posted by kobus2010
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Created a radio transmitter that shows up in the Pipboy. Followed Seddon tutorial but it's not working. I get a Fallout radio signal lost message immediately after the quest starts. The station displays in the Pipboy but is greyed almost as if too far away (I did set to ignore distance). Created the actor/voice, alias, radio based scene with sound files - all the pieces look correct. I disabled the radio in CK and enabled on quest start, that works fine. Yet the radio scene never starts - put a debug in phase1, even did a Start() via script to force it but no dice ... even used 105.50 as the test frequency, same as Seddon tutorial. Anyone have this happen? I know am I like 95% there ... looks like a distance thing but it is def set to ignore distance. I did this a 2nd time from scratch following tutorial and still same issue. I'm sure it could be a number of things, just wondering if by chance anyone also had this same scenario.
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Fairly new to CK, but not a total newbie. Start my quest mod with clean save (no mods at all) and the 1st NPC force greet I setup won't work, have to initiate conversation - and any succeeding force greet also fails (the mod really counts on force greeting). But if I make an initial save with the mod first, exit and load it - the 1st force greet works and continues to work for each force greet after. I have voice and lip files created and work fine ... if I save first. Wonder if this is a sign things are bad ... should I worry about this or ... ? Also - I keep getting a blank unnamed package upon CK init. I delete it, restart the CK and there it is again and in the warnings file again. Wonder if this is a sign things are bad ... should I worry about this or ... ? I am kinda getting used to funky things happening (sometimes things work, sometimes they don't) and yet I seem to accept it. I no longer get angry. Wonder if this is a sign things are bad ... should I worry about this or ... ?
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When I do a preview on a voice the CK always plays the last recording I created - no matter which voice file I choose to preview. Note: In game all dialog is correct, plays the correct voice file. I select a voice file from the list in edit response window and hit the preview button - but no matter what quest, scene or vanilla dialog I'm in the preview always plays back my last recording. Restarting CK doesn't work - it's the same every time I load the mod or add a new voice file. I frequently backup by saving/restoring the complete Scripts and Sound folders plus the .esp ... could that be an issue, am I not backing up correctly? It's not preventing development just annoying not being able to hear the actual voice file I'm targeting - anyone seen this before or am I using the response editor wrong?
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I actually did lose days of work. Hint: regression test often! I was making daily (sometimes twice a day) backups. The unit test worked so I kept moving on to next task. But when I finally decided to go over everything I had broken the quest. I tried to debug/research where the issue was but I was getting no where and making things worse as I tried to fix. Just went back to a version before I broke everything. So was it my fault? Yes. Just 1 more guideline I need to follow .... retest everything and retest often.
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*Sigh* I know ... it's the only real game in town ... and it's free. I guess every time I lose days of work or stuff just stops working for no reason ... I'll just bend over and ask can I have another sir ...
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I seriously believe Bethesda purposely made this version of the CK the piece of s*** that it is on purpose so that we'd have to use Creation Club. I've used a variety of IDE's in the last 20 years and this - unless it's a beta version - has to be the worst software, no contest. I've played for about a month and unless you are doing relatively simple tasks it will easily break. So you backup a copy every day and restart it 2-3 times a session to get rid of the flakiness or - how dare I - delete / rename anything. I doubt this is what the Fallout developers use. If it is I either have to admire their persistence and patience or believe they are sick bastards who enjoy getting it shoved up their asses by this frustrating piece of junk called a developer's tool. I think what I'm trying to say is I was kinda sorta not very happy using this tool. Ya might have to read between the lines.
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If I create ANY new Actor and place in Commonwealth I get this in the warning window: MASTERFILE: <CURRENT> LCTN 'CommonwealthLocation' (00002CF0) Ref 'a0_testnpc' (0309E847) uses location but is not in the unloaded ref data.MASTERFILE: <CURRENT> LCTN 'CommonwealthLocation' (00002CF0) Unique NPC Ref 'a0_testnpc' (0309E847) is not in the Unique NPC data. If I then create a 2nd new NPC and place in worldspace this new one I created gets the warning and yet the previous NPC does not (last guy in - tag, you're it for the bug?!?!?). I did create a single location but ended up not using it and was deleted ... and I'm sure that's what started this ... but how the hell do I stop this? Note: All actors created were very simple - just basically created new, gave it a name, chose unique and save - not a copy of existing, etc. It's about a week's work since I backed up the project .. I really don't want to lose all that. :confused:
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Starting a scene from papyrus does not work.
kobus2010 replied to Attackpony's topic in Fallout 4's Creation Kit and Modders
I am having the same issue. And I can't start the scene on quest start because I have a condition that needs to be met first. And it's also a radio scene and can't run at start because the pipboy has to be on and tuned in. Tried ForceStart but the fragment ignores that too and goes on it's merry way. Has anyone actual gotten <scene>.Start() to work from a stage fragment ... ??? -
Quest starts - but does not display
kobus2010 replied to kobus2010's topic in Fallout 4's Creation Kit and Modders
Seems I got a quest to work once before using side quest type in a prev test - but changed it from side quest to misc ... and that worked! Not sure what side quest is for (used by main game only or?) so I'll continue using misc. Thx for that ... ! -
Quest starts - but does not display
kobus2010 posted a topic in Fallout 4's Creation Kit and Modders
Wasn't getting any output so I restarted by creating an extremely minimal quest: - priority 50 - side quest - no scene - start game enabled on quest - run on start for stage 10 - the stage and objective have no conditions - created objective and called SetObjectiveDisplayed in stage 10 - even put a Debug.MessageBox in stage 10 - papyrus compile no errors - have subtitles turned on When FO4 starts i see nothing. But if I run command getstage for the test quest it returns 10. I am grabbing clean save games that have 0 mods - i even get the mods enabled warning on launching FO4. No debug msg, no objective, no quest in list. So it looks like the game thinks stage 10 already happened ... or it is happening w/o display ... ? I'm sure I'm missing something simple here .. but have no idea what that is. Again, I am making sure to grab a save game before the mod was loaded. I even did a new game, still no quest text displays yet command returns stage 10.