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Everything posted by wim95
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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
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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.
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F4 CK localised esps
wim95 replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
The editor can read like a master file, but cannot edit. Before editing, you need to delocalise -
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)
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Checking how many new IDs before .esl limit
wim95 replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
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 -
Need for an open source patch for Fallout 4
wim95 replied to mkr1977's topic in Fallout 4's Discussion
Who says they want it? You need it - You do it. -
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.
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Try Reproduce or Scrap Equipment
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Northland Diggers and Workshop Parent?
wim95 replied to Vanguardascendant's topic in Fallout 4's Discussion
Scavenger stations produce random scrap These stations produce a specific type of scrap -
Northland Diggers and Workshop Parent?
wim95 replied to Vanguardascendant's topic in Fallout 4's Discussion
To add resources to the workshop inventory during daily updates. -
Edge Marker used for settlement attacks Edge Marker + Water Edge Marker used for settlement attacks by mileruks
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Leveled Lists Question
wim95 replied to Vanguardascendant's topic in Fallout 4's Creation Kit and Modders
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 -
Change load order Unofficial Fallout 4 Patch.esp WorkshopFramework.esm
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;)
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Try a peaceful approach: Banish Settler Button
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What triggers quest MIN02 Taking Independence ?
wim95 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
[iNFO:0009DF95] ('We can finally start to think about more than just survival.' in GRUP Topic Children of Min02SharedTopic "Min02SharedTopic" [DIAL:0009DF85]) Set Parent Quest Stage = 20 -
How to uninstall all my mods quickly whit NMM?
wim95 replied to zorak912's topic in Fallout 4's Discussion
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You have dependencies 1. Object Effect record in your plugin: Right mouse button -> "Change FormId" -> enter FE000800 -> OK -> In pop-up window, select all entries -> click OK 2. Game Setting records in your plugin: select all records (click first, hold shift, click last) -> Right mouse button -> "Change FormId" -> In the pop-up window, select your plugin -> click OK 3. your plugin: Right mouse button -> "Clean Masters" 4. "It Just Works" ©
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Use FOMOD Creation Tool Read Guide to FOMOD scripting
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Need help modifying PSC files for Outfit Switcher
wim95 replied to BarneyGold's topic in Fallout 4's Discussion
Papyrus Compiler