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About RolazLaguna

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Sliders in Message Boxes
RolazLaguna replied to RolazLaguna's topic in Fallout 4's Creation Kit and Modders
Thanks LarannKiar. I am already in the process. I got lots of information from Discord and I will write down here and there the final procedure once I have been able to make them. Apparently, there are several alternatives about the software to use but I prefer not to say anything until I have had the time to check them. Anyways, the more advice I get from people with experience, the better. -
I have been considering trying to create sliders in Message Boxes (configurable in CK), an arbitrary number of them in a box, such that the selected values can be read as floats in a script. I have 0 idea about creating SWF files, so if any one around can guide me with a schematic workflow about how to achieve such a thing, I will be eternally grateful.
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[script ?] DLC06WorkshopBarberChair
RolazLaguna replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Extremely nice indeed. Congratulations. I hope I will one day how to manipulate animations as you do. Not to be picky, just an idea: do you think it would be possible to force the vendor on arrival and leaving to push a button mimicking that this action triggers the window? (even better would be that the button is the actual enabler of the window, but this might be too much) This could be applied (if possible) also to the barbershop... -
Papyrus: Display location as messagebox-alias
RolazLaguna replied to Bethestar's topic in Fallout 4's Discussion
This is still useful after almost a decade. Thanks! -
Circuit Breaker - Enable Marker - Light Switch
RolazLaguna replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
No problem. Thanks for confirming. I have made extensive use of your idea and it always works fine. Thanks again. -
I just had a look in CK and found in this cell (DCL03Vault118) the following: FederalistDisplayBoxWallShort01_Enclosed_prewarClean, Material Swap: BldClean. FormID: 000D2A5A FederalistDisplayBoxWallTall01_Enclosed_prewarClean, Material Swap: BldClean. FormID: 000D2A58 FederalistDisplayBoxWallShortIntact01, Material Swap: BldClean. FormID: 0018EA4B FederalistDisplayBoxWallShortIntactLid01, Material Swap: BldClean. FormID: 0018EA4D FederalistDisplayBoxMidNarrowIntact01, Material Swap: BldClean. FormID: 001C9050 I hope this helps.
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Assigning NPC to workshop through dialogue.
RolazLaguna replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
There is a function in workshoparentscript "AddPermanentActorToWorkshopPlayerChoice" which can be called in a fragment attached to the dialogue. This would pop up the settlement choice to which you send the NPC. If on the contrary you want to send the settler to an specific settlement without going through the prompt for choosing one I suppose there are ways. Surely SKK knows better; I am curious too about this. -
First sorry for the lack of precision, but I do not know how to face this: Is there a way to produce an air current such that floating particles react to it? Example: a ventilator gets activated and starts extracting the fog, or a poisonous gas, inside a room. I know how to set a current in water (there is even a marker apart from the settings of the water planes), but it is obvious that water is an object in contrast to air, which from my understanding is not. I could not find anything about this yet.
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How To Turn Lights On From Papyrus
RolazLaguna replied to DocClox's topic in Fallout 4's Creation Kit and Modders
Thanks a lot to SKKmods! I was looking for ways to activate precisely LightOilLampOnOffSwitch and just tested your solution, and as usual, it works just fine. -
Conditions for scrapping
RolazLaguna replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Nice idea indeed. I applied it to an interior workbench: created a keyword (my KYW), gave it to the location and set it as condition to run on subject with the function LocationHasKeyword (my KWY) ==1 to the COBJ. I could scrap all things listed in the FormLlist in the interior cell, BUT then the same stuff, usually not scrapable, could be scrapped also in an exterior vanilla location (which of course does not have "my KWY"). Which was my mistake? Could it be in the Recipe Filter (which in both cases is just WorkshopRecipeFilterScrap)? Could it be the way the condition was running on? Was an example published? I just checked SKK's Natick Warehouse Settlement (a reference for me) and the method was not apply there as far as I can tell. -
These are really good news!
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Niston, thanks for stopping by in this discussion. I asked also to neeher on a message and he also responded the same (he published a video using extensive decals back in the past). I really tried plenty of different things but nothing works: using the primitive instead of the arrow, inserting the must persist keyword, giving the decals a locreftype... I saw the disappearance both in interiors and exteriors, for modded and non-modded areas... Brrrr! Your solution must be the only possibility, unless there is a way to change how the decals respawn.