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wim95

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  1. WorkshopParent "Workshop Parent Quest" [QUST:0002058E] > Send WorkshopEventAttack [KYWD:0004643E] to Story Manager (Data include Location)> Story Manager select by conditions + RND > WorkshopRaiderAttack01 [QUST:001125E2] > On QUST start-up fill aliases > Alias #0 "myLocation" < Story Manager Data (Location) select RND from Location> Alias #21 "EdgeMarker" < LocationEdgeMarker [LCRT:00038C13] from Alias #0 "myLocation" Alias #42 "EdgeMarker02" < if exists another LocationEdgeMarker [LCRT:00038C13] from Alias #0 "myLocation" Alias #43 "EdgeMarker03" < if exists another LocationEdgeMarker [LCRT:00038C13] from Alias #0 "myLocation" WorkshopAttackScript or Script Fragments use this aliases
  2. Attack Marker is a bad term. Better to say markers for spawn attackers. Settlements have two types of markers for spawn attackers. For radiant quests (MinRecruitNN, MinRadiantOwnedNN): Marker linked by keyword WorkshopLinkAttackMarker to Location Center Marker. Typical editor names: OutOfSightMarker, AttackMarker or NoName. More often OutOfSightMarker. A maximum of 3 markers. Usually located quite far from the border of the settlement. For workshop attack quests (WorkshopXXAttackNN): Marker with LocationEdgeMarker property included in Location record. Typical editor names: EdgeMarker or NoName. More often NoName. A maximum of 4 markers. Usually located close to the border or within the border of the settlement. Actually, the attackers do not attack. They traveling to Location Center Marker. But their travel can be interrupted by enemies and they will fight. You are the enemy - UserName. (Travel Package interrupted by Combat Package.) Attackers move offscreen, like provisioners. Their target is Location Center Marker. When you arrive at the settlement, the time has passed, they have already reached the marker. You "think" they spawn on a Location Center Marker.
  3. The editor can read like a master file, but cannot edit. Before editing, you need to delocalise
  4. LCTN record > LocationEdgeMarker in LCTN record > EdgeMarker Ref > alias Edgemarker > If exist ExtraEdgeMarkers
  5. What does the mod do ? A simple Button is added to the Workshop that spawns a Settler once the Button is pressed. The Button can be found in the Special category. It uses the vanilla mechanism to spawn a settler that recruiting beacon uses once it fires. This way there are no compatibility issues and all other mods you have should work fine. A recruitment beacon is not required for this button to work. After build button is yellow - wait for it to turn grey. Gray button - ready to work Yellow button - busy, wait for it to turn grey Button remains yellow - button awaits for assign a parameter "workshopID" from workshop scripting system Red button - Parameter "workshopID" not obtained after 2 minutes. Something went wrong. May be scripting system overloaded, may be "new" settlement not properly registered in workshop scripting system Green button - spawning new settler, wait for it to turn grey Button remains green - workshop scripting system do their work (assign new settler to workshop, try assign new settler to job, etc)
  6. xEdit script. A simple iteration of FormIDs is used. Checking the full range takes a long time. By default, the trimmed range is checked. If you need the full range, edit the script [00:00] Start: Applying script "List number of used FormIDs" [0B] Ground_Vanilla.esp ESL v0.95 Range: 000800 - 000FFF Used: 268 Available: 1780 ESL v1.00 Range: 000000 - 000FFF Used: 268 Available: 3828 ESP Range: 000800 - 01FFFF Used: 595 Available: 128429 [00:06] Script terminated itself, Result=1 [00:06] Done: Applying script "List number of used FormIDs", Elapsed Time: 00:06 https://drive.google.com/file/d/15AcQlGkC7D5KDm0sXxXNta2Y4fRk0c2P/view?usp=sharing
  7. Who says they want it? You need it - You do it.
  8. you need ConsoleUtil.PSC in script/sources/user folder See Console Util page carefully. You can click on the links.
  9. CP = Connect Point The availability of the connection point is determined by the collisions of the connected objects. If the collision of the attached object does not block access, then the point is available. Collisions don't always match the shape of the object. The collision can be viewed in the CK preview window. If I remember correctly you need to press F4.
  10. You didn't upload the scripts. You have them and that's why everything works. Users don't have it and it doesn't work for them.
  11. Scavenger stations produce random scrap These stations produce a specific type of scrap
  12. To add resources to the workshop inventory during daily updates.
  13. Edge Marker used for settlement attacks Edge Marker + Water Edge Marker used for settlement attacks by mileruks
  14. I don't speak English, it's hard for me to explain it in words. So the picture (Data is incomplete and cut off on purpose). Templates are responsible for everything Empty templates will not inherit values from their parents. The parameters that the template is responsible for are filled in in the record itself Let's examine the inventory EncGunner03 inherit from EncGunner01Template EncGunner09 has its own values EncGunner04 inherit from another EncGunnerHighWeapTemplate An entry from the list is randomly selected up to the specified level
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