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csbx

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Everything posted by csbx

  1. @Nika--I'll definitely write up a brief summary about what I did once I figure this out. I'm getting there. @werr92--You're absolutely right. Thanks. This quest [DN121 for those interested] is identical to what I want to do save for it lacking a walk-up before the force greet. It was super helpful to look at. The only thing that's baffling me at this point is camera control. It flows so beautifully for that quest. I tried to set mine up the same way but the cam always moves off the npc and stays on me through the npcs dialogue. Really don't understand this. As always there are probably script fragments tucked into the quest, scene and actors that I haven't found yet.
  2. As someone who plays all Fallout games in as close to a survival mode as possible, I'm finding the following about the FO4 experience lacking: Stimpacks are far too plentiful; and there is zero reason to visit a doctor ever. Is there a mod that makes doctors useful again and which also reduces the appearance of stimpacks, radaway etc. ?
  3. The package approach. I guess I'll try to hunt down a good example from vanilla. Trying to think of a good example of a force greet from the game..
  4. Once I engage (activate) the npc in dialog, the phases proceed 1-2-3-4. It's fine. But it's not starting 2 after the greeting (1) without my initiating. 2 should be brought about by force greet, but nothing I try works. It appears the force greet portion is where this is failing.
  5. This is embarrassing. I apparently forget how to set up scenes with dialogue properly--or perhaps it has changed a little since Skyrim. I have set up a scene with the following: 1) start greeting [npc says line 1] 2) action 1 [npc says line 2 but with camera locked on him] 3) action 2 [npc says line 3] 4) action 3 [player responses with npc's response to that] No matter what I do, here is what I get: I walk in, npc says line 1. End. If I approach and talk, he says line 2 and the scene continues. What I want is for the scene to play through from the greeting. He greets and then it shifts to camera mode and he says his second line, then third, then the player has a choice. I'm clearly missing some key piece here, but I've messed around with adding packages [as an action] and that doesn't seem to accomplish anything. What could I be missing here ?
  6. Haha. I still remember that time I learned that inserting a mini-jack into the mic. input of my computer stopped the crashes in the dialogue window (Skyrim IIRC). And that other time I was stuck for hours trying to figure out why my beautifully crafted cell in Fallout 3 suddenly stopped working (a lockpick rolled from a table in the render window while havok was on and fell beneath the floor. That was enough). Total madness.
  7. This is a long shot, but I was curious if anyone here has looked at the code underlying this radiant set of quests (minrecruit02)--ie. the minutemen quests wherein you rescue settlers from some random interior cell. I'm interested in snipping a bit of the functionality from this, but after a couple hours looking at it, I can't figure it out. What I'm looking for is a very pared down instantiation of this: you come upon what appears to be a kidnapped character (a rando npc I have generated), you have the option to free them. If you free them, they run off. End. No recruitment required, no radiant aspect required.
  8. Chuck--that did it. Problem solved. No idea how given that I didn't really muck around with the .ini. Thanks for provoking me out of my stubbornness to check the .inis.
  9. Interestingly, I just tried using havok with misc. objects (not statics) and they also don't havok in the render window. Is there some preference I've changed.. ?
  10. Trying to create corpses for a mod I'm working on and though I was easily accomplishing this in Skyrim, I can't seem to do it here. I add an npc. I click 'start dead' and I put health to <0. When I place the npc in CK, it stands like an npc. When I click 'havok' nothing happens. If I then click the npc while havok is selected, still nothing happens. In-game, the npc is dead and has havoked properly, but I'd like some control in the CK. Any suggestions ? This is driving me nuts because it's going to be something really really dumb that I am failing to do.
  11. You were right about the flag. Thanks--that was easy once someone reminds you about the flags ! I'll give the second suggestion a shot, though I've tried something similar--collision planes to keep them in place. They were still itching to jump down and were glitching halfway through walls to do it--ie. stopped shooting at me. I'm not sure the npc will heed a package instruction while in combat, but I'll have a look. Something just occurred to me. In Fallout 3 IIRC a similar scene takes place at the northern part of the map, with that old dude sniping at you while you're tip-toeing through the garden of fragment mines..
  12. For a mod I'm working on I'm trying to create a sniper npc who holds their position while perched up high above the player on a building. Thus far things are working mostly as intended except for the following: 1) I'd prefer if the npc always had their weapon out 2) the npc always jumps down (even losing some health in the process) rather than holding their position and shooting from there, which would obviously be their best move. To solve 2 I've tried to play with combat styles and confidence/aggression. But once things move to combat, I really don't know what my move is in terms of controlling what the npc does. Ideas ?
  13. For a quest I'm working on I'm trying to extend the possibilities for a vanilla npc by disabling them (at some point) and then enabling a duplicate npc that takes their place (and whose scene dialogue I can then add to). This only occurs after any quests the npc is relevant to are finished. The problem I am finding, though, is that one can't really duplicate scenes. Given that I obviously don't want to have to re-type and associate massive numbers of lines in order to, e.g., have that npc continue to act as a vendor (and in their own voice), is there some obvious way to do this that I'm not aware of ? I'm trying to avoiding the intrusion of altering the vanilla scene.
  14. It sounds like the 'coarse' approach will suit my purposes. So let's say the trigger for this is in location x. So the player satisfies some condition--level check let's say. They're in location x. Now I want location x to change (e.g. enable some objects), so I can script this to happen the next time the player enters the area, and oncellattach() will get it done before the player is even loaded up ? This stuff is totally new to me so I'll probably be back if I can't get it done !
  15. This will be a basic question for many familiar with making mods that change the world in some way. But it's a basic kind of mechanic that I just haven't figured out yet. So I'm looking for a way to make changes in the world but ensure that they don't manifest while the player is in the vicinity. Example: conditional set so that an npc appears at a certain location once the player has reached level x. But what if the player reaches level x at the spot where the npc is appearing ? How do you set up the conditional, and then when its met, delay the resultant effect until the player is not watching, or not in the vicinity or ? What is the method by which this is normally accomplished ? Just to provide another example. The Castle gets cleaned up. But the player never sees this. There is some conditional that must be met (e.g. player is outside of that cell area for a certain period of time) but it must include something so that the player never sees the dirty work.
  16. I'm trying to play things mostly by the books--ie. no trickery to drag scrap into the settlements, e.g. with modded methods of scrapping outside the zone--but I'm getting the feeling that they don't provide enough scrap to really build much at all. I've only really been building north of Grey Gardens and have connected most of those settlements. But even though I've ransacked a couple and didn't build there just so I could go for quality rather than quantity of settlements, I run out even making basic 2-story abodes for 10-ish beds. This became particularly glaring when I got to the castle--an enormous space--and realized I couldn't even really build anything there with the scrap materials provided on-site. Does bethesda expect the player to only really build 1 or 2 detailed and interesting settlements and let the rest languish ? or are they expecting me to find 3405 pencils and 2346 tin cans while scavenging the urban areas ? Edit: there's another possibility. They perhaps want to make currency purposeful for once and basically require the buying of materials from vendors. Maybe there's my answer.
  17. Just installed CBBE and discovered that for some reason the game has changed from 50-60fps with no audio issues or lag to now having 1-2 second freezes a few times a minute and severe audio issues including dropout of sounds and delays of sounds up to a few seconds. I'm positive this is due to installing CBBE because uninstalling totally fixes these issues. Is there anything I could be doing wrong in my installation to cause this kind of problem ? Thousands use CBBE without issue, so there must be something on my end. For what it's worth, I've used EVB with no issues, so it isn't body mods in general causing a problem. I was hoping to move to CBBE for compatibility purposes. Hardware: 970 (4gig card); 16 ram; i5 2500K Thanks for any suggestions.
  18. I realize this isn't exactly a lore-friendly concept--ghouls aren't zombies so wouldn't be subject to the same death rules. But is there a mod that does the following: ghouls die as in vanilla. But if the ghoul has not been shot in the head after (or at) death, the ghoul comes back to life after a few minutes, missing its limbs or whatever state it was in and now with half health but with an irradiating body.
  19. Hehe. Mod got nuked due to not being able to show the 35+ year old recording wasn't public domain. Guess it will remain private use. Either way, it was a good introductory tutorial for me in replacer mods.
  20. https://www.nexusmods.com/fallout4/mods/30477
  21. I looked at what it would take to add tracks and the Quest Scene (thanks for the tip to locate this) is far more complex than the ones I've dealt with. So looks like this will be a replacer (no .esp is the upside). Thanks a lot.
  22. How easy of an edit is it to simply swap one song in for another ? In particular I'd like to swap in Mozart's req. for one of the other tracks that make up the classical station. Is this as simple as opening the .bsa, finding what the name for one track is, then adding to the folder structure my audio track with that filename ? Does length of track matter ? Ie. is there some limit on radio stations in terms of track length or overall station length ? And file format ? 44.1 16 mono wav ? or ?
  23. Check the 'requirements' tab of the mod page. You probably are missing one (e.g. automatron or other DLC).
  24. Holy foggin long mod list ! Glad you got it resolved-thanks for posting the solution for others.
  25. Some things that come to mind: 1) the ipreloadsizelimit variable - what is yours set to ? 2) did you have a page file on your drive ? 3) 8 gigs of ram should be fine (depending on what your OS is hogging), but can you try 16 by borrowing ? 4) running an enb ? 5) running any mods with scripts that may be going nutzoid ? (e.g. try disabling F4SE to check those ones) 6) back up your ini files (not in game folder) and try deleting so they are re-built. See if you have one bad setting in there.
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