Jump to content

wim95

Supporter
  • Posts

    162
  • Joined

  • Last visited

Everything posted by wim95

  1. There is no "default loadout". This is from my save: index 0 0009B1BE Nordhagen Beach index 1 00066EB6 The Castle index 2 001654CF Jamaica Plain index 3 00024A26 Outpost Zimonja index 5 00019956 Bunker Hill index 6 0009B19D Finch Farm index 7 00135A90 Taffington Boathouse index 8 00168945 Coastal Cottage index 9 000250FE Sanctuary Hills index 11 000B3506 Boston Airport index 12 0001D0E2 Starlight Drive-In index 13 00164321 Egret Tours Marina index 15 000E0505 Covenant index 16 001E81EA Somerville Place index 17 0016D28E Murkwater Construction Site index 18 0009B18F Graygarden index 19 00054BAE Red Rocket Truck Stop index 20 001F0711 Hangman's Alley index 21 001654BD Croup Manor index 22 0009B1D1 Oberland Station index 23 00161F4B Spectacle Island index 24 0006F5C5 Abernathy Farm index 27 001654D5 Sunshine Tidings Co-op index 28 0009B1F1 Greentop Nursery index 29 001654B8 Kingsport Lighthouse index 30 0009B1A5 Warwick Homestead index 31 0009B197 The Slog index 32 0009B1DB County Crossing index 33 0009B1AC Tenpines Bluff index 25 01000E4C The Mechanist's lair index 4 0300AB20 Visitors Center index 10 0301C6AA Echo Lake Lumber Mill index 14 03038EA8 Dalton Farm index 26 0302064C Longfellow's Cabin index 34 05000FEF Vault 88 index 35 06047DFB Nuka-World Red Rocket index 36 0600BCE7 Star Core WS index 37 09000808 Mirelurk Pond
  2. I'm very kind today. index 0 0009B1A5 Warwick Homestead index 1 0006F5C5 Abernathy Farm index 2 00135A90 Taffington Boathouse index 3 00066EB6 The Castle index 4 0009B1F1 Greentop Nursery index 5 0009B197 The Slog index 6 00024A26 Outpost Zimonja index 7 0009B18F Graygarden index 8 0009B1D1 Oberland Station index 10 00054BAE Red Rocket Truck Stop index 11 0009B1AC Tenpines Bluff index 12 0009B19D Finch Farm index 13 000250FE Sanctuary Hills index 14 0016D28E Murkwater Construction Site index 16 00161F4B Spectacle Island index 17 001654CF Jamaica Plain index 21 0001D0E2 Starlight Drive-In index 23 001E81EA Somerville Place index 24 0009B1DB County Crossing index 31 00164321 Egret Tours Marina index 32 00168945 Coastal Cottage index 33 001A0CC6 ??? index 37 0009B1BE Nordhagen Beach index 38 001654B8 Kingsport Lighthouse index 39 000E0505 Covenant index 40 00019956 Bunker Hill index 43 001F0711 Hangman's Alley index 44 001654D5 Sunshine Tidings Co-op index 49 000B3506 Boston Airport index 53 001654BD Croup Manor index 35 01000E4C The Mechanist's lair index 41 0300AB20 Visitors Center index 45 03038EA8 Dalton Farm index 47 0302064C Longfellow's Cabin index 50 0301C6AA Echo Lake Lumber Mill index 26 05000FEF Vault 88 index 27 0600BCE7 Nuka-World Red Rocket index 46 06047DFB Star Core WS index 51 08001EDD something loaded at 08 slot index 9 11000FA3 something loaded at 11 slot index 15 11002079 index 18 1100189C index 19 110093B2 index 20 11000C58 index 22 110018AB index 25 11000C30 index 28 11002085 index 29 11000C35 index 30 11006AEA index 34 110018C7 index 36 1100188C index 42 11005407 index 48 11000F99 index 52 110018B8
  3. 1. Objects with scrap recipes are automatically not included in precombines for settlement cells. I haven't checked it for non settlement cells. 2. Double click in Data select. Not "set as active", just double click. If you using Scrap Everything - double click them. 3. Regen precombines for all "double clicked" (loaded) plugins As a result: scrapable settlement with precombine and previs. Just in case add to CreationKitCustom.ini [General] bAllowMultipleMasterLoads=1
  4. You always did. Look at your scripts. Scriptname wim95Script extends Quest Scriptname Quest extends Form Native Hidden Scriptname Form extends ScriptObject Native Hidden Scriptname ScriptObject Native Hidden ScriptObject = Matriarch Form = Grandfather Quest = Father wim95Script = Son
  5. The right words about inheritance (Im call that the fathers):Extending Scripts. Scriptname wim95:SpawnSettlerButton extends WorkshopObjectScript ;Scriptname WorkshopObjectScript extends ObjectReference Event OnWorkshopObjectPlaced(ObjectReference akReference) trace(self, "Event OnWorkshopObjectPlaced") SelfREF = Self as ObjectReference Self.BlockActivation(True, True) ButtonAddREF = SelfREF.PlaceAtNode("ButtonAddNode", SpawnSettlerButton_Yellow, 1, false, false, false, false) StartTimer(1) EndEvent I have an activator. The activator has an FormID = "AA000800".After I create an activator in the workshop mode, Game place a temporary reference to activator. FormIDRef = "FF000001". Second activator has other temporary reference FormIDRef = "FF000002". My script always receive OnWorkshopObjectPlaced event. I not use onLoad or onInit, only OnWorkshopObjectPlaced. In trace log: [...][FF000001] Event OnWorkshopObjectPlaced [...][FF000002] Event OnWorkshopObjectPlaced If your script dont extends ObjectReference himself or through parents, you not receive OnWorkshopObjectPlaced event.
  6. 1.Events OnWorkshopObjectX come from ObjectReference script. Your script inherits from the parent? If not, you need RegisterForRemoteEvent. From my practice: grandson: Scriptname wim95Script extends WorkshopObjectScript son: Scriptname WorkshopObjectScript extends ObjectReference father: Scriptname ObjectReference extends Form What family of HoamaiiScript?
  7. Under Requirements: - Nexus requirements - You need it. - Off-site requirements - You need it. - Mods requiring this file - You don't need that.
  8. More powerful voodoo magic: BS Defence
  9. why did you decide that you made a working script? read. use
  10. Read Guide to FOMOD scripting Use FOMOD Creation Tool I think you don't need .fomod Enough .zip, .7z, ...
  11. [FIGJAM] I gave you a fishing rod and free will. Don't want to fish on their own. Don't fish. [/FIGJAM] that nothing else is needed. Copy/past to JSON Validator and validate. The validator shows all errors.
  12. You're right, only fools read the description and the documentation https://github.com/Neanka/MCM_0.1_AS3/wiki/Resources Edit: [sarcasm][/sarcasm]
  13. If Mod_A have FOMOD install script which automatically detects and enables compatibility patches for Mod_B and Mod_C, then Mod_B and Mod_C need installed before Mod_A. The main rule: First, install mod, then compatibility patch (or mod containing compatibility patch)
  14. have this script in any case. Is included in Fallout4 - Misc.ba2 Also there is VendorListInjectorScript and Pet Dog scripts.
  15. You can use the vanilla script added by Creation Club. Fallout 4\Data\scripts\creationclub\StartAfterCharGenScript.pex ;/ Decompiled by Champollion V1.0.6 PEX format v3.9 GameID: 2 Source : g:\_F4\Art\Raw\Scripts\CreationClub\StartAfterCharGenScript.psc Modified : 2017-06-28 18:02:49 Compiled : 2018-02-19 17:48:04 User : builds Computer : RKVBGSBUILD05 /; ScriptName CreationClub:StartAfterCharGenScript extends Quest ;-- Properties -------------------------------------- int Property MyStageToSet Auto Const mandatory Quest Property MQ102 Auto Const mandatory int Property CharGenStageToWatch = 10 Auto Const ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Event Quest.OnStageSet(Quest akSendingQuest, int CharGenStage, int StageItem) Self.CheckStageToSet() EndEvent Function CheckStageToSet() If (MQ102.GetStageDone(CharGenStageToWatch) == True) Self.SetStage(MyStageToSet) Else Self.RegisterForRemoteEvent(MQ102 as ScriptObject, "OnStageSet") EndIf EndFunction Event OnInit() Self.CheckStageToSet() EndEvent
  16. Link Shell Extension has built in overlay icons for junctions, hardlinks and symbolic links. And more... http://schinagl.priv.at/nt/hardlinkshellext/enumeratehardlinksxp.png
  17. Don't use a keyword. Parent location is Commonwealth
  18. You can't start WorkshopXXAttackNN quests outside of Story Manager. WorkshopScript -> DailyUpdate -> CheckForAttack -> (Days Since Last Attack > 7 days) -> WorkshopParentScript -> TriggerAttack -> Send WorkshopEventAttack keyword to Story Manager -> Story Manager randomly selects quest -> Attack happens See WorkshopParentScript, function TriggerAttack uses command WorkshopEventAttack.SendStoryEventAndWait(akLoc = workshopRef.myLocation, aiValue1 = attackStrength, akRef1 = workshopRef) Story Manager uses argument "akLoc" to fill aliases of WorkshopXXAttackNN quests Read Skyrim CK wiki about Story Manager, because FO4 CK wiki empty. Try create new independent of Story Manager quest or Send WorkshopEventAttack keyword to Story Manager, but attack will not only raiders
  19. 1) "Attack roll" a random number from 0.0 to 1.0, is determined each day on a new one, during daily update. If "Attack roll" < "TOTAL", then "Try Trigger Attack" 2) Yes, only these. 3) Additionally copy WorkshopParentScript.psc and put it next to WorkshopScript.psc (...\Source\User\ folder). Both from UFO4P - that's important. No need to compile WorkshopParentScript.psc
  20. 1. Install Edited WorkshopScript from UFO4P v.2.0.3 compiled in debug mode 2. Check Documents\My Games\Fallout4\Fallout4Custom.ini have: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= 3. Enable Debug Logging4. Start game. Wait/sleep 24 hours. Don't wait/sleep next 24 hours. Do something. 5. Profit I recieved 13 attacks. Then became lazy. In Documents\My Games\Fallout4\Logs\Script\User\Workshop.0.log You can see something like this: [02/16/2018 - 08:02:23PM] ------------------------------------------------------------------------------ [02/16/2018 - 08:02:23PM] Check for attack: [workshopscript < (0009B19D)>] [02/16/2018 - 08:02:23PM] ------------------------------------------------------------------------------ [02/16/2018 - 08:02:23PM] Days Since Last Attack=114 [02/16/2018 - 08:02:23PM] Starting stats: [02/16/2018 - 08:02:23PM] population=4 [02/16/2018 - 08:02:23PM] food rating=39 [02/16/2018 - 08:02:23PM] water rating=13 [02/16/2018 - 08:02:23PM] total safety=80 [02/16/2018 - 08:02:23PM] safety per NPC=20 [02/16/2018 - 08:02:23PM] Attack chance: [02/16/2018 - 08:02:23PM] base chance=0.050000 [02/16/2018 - 08:02:23PM] resources=+2.600000 [02/16/2018 - 08:02:23PM] safety=-0.800000 [02/16/2018 - 08:02:23PM] population=-0.080000 [02/16/2018 - 08:02:23PM] TOTAL=1.770000 [02/16/2018 - 08:02:23PM] Attack roll = 0.259682 [02/16/2018 - 08:02:23PM] Try Trigger Attack and conduct diagnostics. Settlements Workshop RefID can be found hire "0009B19D" after "workshopscript" in log is Finch Farm
×
×
  • Create New...