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EagleFour

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Everything posted by EagleFour

  1. Thank you very much for the answers. I almost understood. But, one question. A concrete example: An Actor (an alias added by a quest) gets a Custom VoiceType via mod. This actor dies. The corpse remains lying. I continue to travel the world and I am well outside the loaded grids. Time passes. At some point I come back to the corpse, it is still lying there, so persistent ? I can also travel to it via player.moveto ref. So the ref is still in memory. My thought process was to find this ref. I can also read all refs via functionlist 1 and save them. Unfortunately I can't do much with this data in this case. Could I get from this data the information, that the NPC is dead, I have the REF and that would be enough for me to delete. For the Future i have modified the code, that this never happended again. But for my good old save, its too late. These data are in the functlist(example): FF16F030 1170/2252 E8040423 68 Raider-Psycho - Low(1187) Flags(6) Moved(0) Inventory(927) Life State(0) Leveled Actor(103) Leveled Inventory(927) Enc Zone Extra(5) Created Only Extra(0) Game Only Extra(8) I will kill an NPC to see if I can then recognise whether the entry, is a corpse.
  2. Hello, I am looking for a way to find all the corpses in the world (not in the cell). How can I do this by script ? It doesn't have to be only corpses. It would be enough for me if I can scan all NPCs in the world. Therefore I would need a small script or a short instruction how to do this. Background is, I have programmed a mod that adds custom VoiceTypes to aliases of another mod. What I didn't know was that when the mod's alias died, the added voicetype remained on the NPC. After uninstalling my mod, FO4 crashes when saving. This is probably because the VoiceType form is no longer there, but the dead actor wants to access it. Normally no problem, because the corpses are removed after a certain time. But this does not happen with npcs added by mods. Since I've been playing with this mod for a while (several weeks) and now have to uninstall it because of a newer version, I only noticed this now. I still have dead NPCs lying around somewhere in the game world that have modified VoiceTypes and block saves, without my mod. I would have to find these broken NPCs. Then I can remove them or remove the custom VoiceType. But for that I would have to scan ALL NPCs. But how does that work for the whole world and not just the loaded cell ?
  3. Finally, I got it working now. I have programmed a small script and attached it to the aliases. You have to create a FormList with the desired VoiceTypes. From this list one entry will be used at random. Important to mention, in the aliases tab of the quest 'Forced Voice Type' must be set to 'None', otherwise the voice types of the script are not applied. For all, who maybe want to do something similar, here is the script. ;/ ----------------------------------------------------------------------------------------- - Script for random selection of voice types from a FormList with different voice types - ----------------------------------------------------------------------------------------- /; Scriptname Script_to_Add_Random_VoiceType:AddVoiceType extends ReferenceAlias ;-- Properties -------------------------------------- ReferenceAlias Property QuestAlias Auto FormList Property FormListOfVoicesTypes Auto ;-- Variables -------------------------------------- Actor Approacher Event OnAliasInit() Approacher = QuestAlias.GetActorRef() Int iIndex = FormListOfVoicesTypes.GetSize() Int iVoiceChoiceTypeRandom = Utility.RandomInt(0,iIndex-1) VoiceType vtVoiceChoice = FormListOfVoicesTypes.GetAt(iVoiceChoiceTypeRandom) as VoiceType Approacher.SetOverrideVoiceType(vtVoiceChoice) Debug.Notification("Choosen Voice Type is: "+ Approacher.GetVoiceType()) ; This line is only for control, if it works, it can be deleted. EndEvent This script can of course be modified for all cases where you want to select random entries from form lists.
  4. I'm making slow progress.I have now found out that I have to set 'GetIsVoiceType' in the tab 'Alias' at Condition. Now I have the voice in the game, but unfortunately only the first one. How can I set it to use random entries from the FormList ?
  5. Ok, I have now found out that I can specify the formlist in the Alias tab of VoiceType export. Now both VoicType folders are displayed under Topic Info -> Response Text -> Double Click. In the right window the voice files are both displayed, when I double click they are also played, but in the game the NPC remains mute. See Screenshot. There is probably still a check mark missing somewhere. https://abload.de/img/20220209-134328-0017kkpl.jpg
  6. Ok, thank you very much. That has worked well so far. I finally understood about the voice types and how can change. What I still don't quite understand is the thing with the form lists. I have created a form list with two voice types for testing. But how do I get the Quest Alias to randomly select one of the two. What do I have to enter in 'forced Voice Types'? There is only one voice type. And which condition do I enter where? I have the 'Match Conditions' section in the Quest Alias window. Do I enter the condition there? I want the voice type to be the same during the whole dialog, but randomly selected from NPC to NPC. Or do I enter the condition under Topic Info, but if I understand correctly the npc would use a different voice type for each dialog line ? But I don't want that.
  7. Hello, I have a mod that lets random NPCs come up to me and give me quests. Normally the mod only has text no voices. But i have now added xASynth voices. The problem is, very different random human NPCs come up to me and speak to me, but only the one voice I added is used. I would like that randomly other voices, also added by me, are played. Is it possible to have dialogs select from a pool of random voices? And how can I change the voice type in CK for the dialogs? I already made a new Voice Type and created a new folder with other voices, but I can't select the Voice Type. I know how to select the voice type for a specific NPC.
  8. Yes, I have disabled most of my mods, at least, the ones where I think they might be causing this. I can't disable all of them or I won't be able to load the save game. Same here, I can't remove the perk with removeperk, although very few mods are active now. PJMail has been able to reproduce this bug. Ok, it could be that he installed exactly the mod with himself that is left with me now. But very unlikely. Here is the log with Cait. Now I wanted to attach my Plugin.txt here, but unfortunately it doesn't work.
  9. Ok, I have done that: Regarding CTD with "Resaver", I suspect that there may be other scripts stuck to the companion. Which now no longer get the values and it comes to a CTD.
  10. Hmm, but then that misses the point. Because that's what it's all about, removing the perk. Because other mods with "hasperk" query on this. And then the answer is positive and the mod won't work because the query flag is positive. I tried this with NPC outfit manager. As expected the mod did not work, I assume that the mod uses "hasperk" to query this. After all, this perk is used as a flag to determine if the NPC is still in PowerArmor. It serves no other purpose in this case. The only solution is to remove this perk again, but how ? PJMail wrote: "Also the problem only happens with Magic Effects that have a "Perk to Apply" (that is the Perk that sticks)." So this perk must be given a value that distinguishes it from the "normal" perks and that forces the game engine to make this perk non-removable.
  11. I did the same thing with "Resaver" as you described. But I get a CTD at the end of the loading process. As a test, I have saved the save again without deleting the entry. The save works then. But as soon as I delete the entry, I get a CTD and I can't load the modified save. To be on the safe side, I dismissed the companion beforehand and went to Homeplate, because there is the least modified. The .esp I tried before. Unfortunately the PowerArmorPerk is still on the NPC. I tried with removeperk 1f8A9 to remove the perk. Is there anything else I need to take care of with this, like going to another cell where the companion isn't, or dismissing it, or anything else special to make it work?
  12. Yes, the thread is about the problem. I am the one who uncovered the 'drama'. Unfortunately, I now have about 15 broken companions. The last save, where all were still intact is months old. Above in the link you can read how I discovered this and how the communication with PJMail is. The dangerous thing is that you may not even notice the bug for days, weeks or months. But at some point strange things happen and you blame it on mods that query the PowerArmorPerk. I have as a test deleted the entry from a broken companion with resaver, unfortunately this save can no longer be loaded. CTD ! Is there anything else to consider when I resave a save with "Resaver" ? Your other suggestion I can not implement, unfortunately, I lack the skills for it. This is rather something for PJMail. He will be able to do it. But I can answer one thing You ask for getisrace. "What do you see if you select the buggy NPC in the console and type "GetIsRace PowerArmorRace"? GetIsRace >> 0.00
  13. Hello, Subject: very serious game bug, triggered by the mod "Flyable Personal Vertibird", which can destroy months of game progress. Affects all mods that check if NPCs are in PowerArmor via PowerArmorPerk. (in my case: NPC Outfit Manager). I am using the NPC outfit manager to automatically change outfits depending on location. I noticed some time ago that some companions did not change their equipment automatically anymore. I have now worked out exactly how this bug occurs, that for some companions the NPC Outfit Manager no longer works. Under certain circumstances a game bug is triggered, which destroys the companions (until now) unrepairable. Unfortunately, this bug is very hidden, so that it could be, as in my case, that it becomes noticeable only after days, weeks or months. But then some companions are already infected. In my case the game bug was triggered by the mod "Flyable Personal Vertibird". The exact process can be read here: PowerArmor Perk gets stuck on NPC's (and can't be removed) who were in PA while on Docked Vertibird when Player went inside. https://www.nexusmods.com/fallout4/mods/47187?tab=bugs&BH=7 Everyone who uses this mod should take a look, it can ruin months of game progress. Briefly mentioned, it affects not only NPC Outfit Manager, but any mod that queries PowerArmor status via PowerArmorPerk. The mod author reacted quickly and released a patch. But for those who already have infected companions, there is currently no cure except to fall back on an earlier save. It is very easy to check if a companion is infected. Companion must be outside of the PowerArmor. Open Console: click on companion hasperk 1F8A9 If this query returns 1, the companion is infected unrepairable and any mod that uses PowerArmorPerk as a query to see if a companion is inside the PowerArmor will no longer work properly. if someone knows how to remove this PowerArmorPerk from the NPC again please post. (recycleactor,resurrect,removeperk doesnt work).
  14. I have the following mod in use: Animated Chems Redone https://www.nexusmods.com/fallout4/mods/35403?tab=description The problem is that the chems with slow motion effect, such as Jet,Buffjet and Ultra Jet no longer show a description in the Pip-Boy on the right.Normally it shows: Slow motion for ... seconds. This information is missing now. When flying over the Chems, I don't know how long the slow motion lasts. Therefore, I would have liked to add this information again with FO4. But I do not know how. In Fallou4.esm the description is: "Slow motion for <dur> seconds". The duration also depends on the perk, hence the variable. The mod overwrites this information. Maybe someone can help me briefly.
  15. Hello, I'm trying to find the source for CTDs. I have a lot of active scripts with "zero attached" in my save. I would like to know if these many "zero attached" scripts consume a lot of resources, leading to script overload. Which could then lead to ctds. Can someone explain to me what this "zero attached" means and how big the impact on the game can be? These "zero attached" scripts also seem to consume frames (3 frames according to ReSave).
  16. I use MO 2, the game is installed on an SSD. I have created several test profiles. However, it occurs on all of them.
  17. Hello, when I die in the game and the last game state is reloaded, I often get an infinite loading screen. I thought it was because of mods, so I uninstalled all 250 mods. Unfortunately no change. I started a new game without mods and when I'm in Sanctuary, for example, and load a save and then load the same save again shortly afterwards, I usually get an infinite loading screen again. But if I load a save from another cell or location (e.g. Home Plate) and then load Sanctuary again, it works. But loading the same save twice causes an infinite loading screen in many areas, sometimes even ctds. In Interior cells it happens occasionally too, but much less often. I suspect it must have something to do with unloading the cell. That doesn't seem to work properly for some reason (maybe a memory overflow). I have also already set the .ini's to default. Is there any way to control the emptying of the memory maybe via .ini ? Does anyone have an idea what this could be ? I am using Win7 64-bit GTX 770 (Nvidia 419.35) with 4Gb V-Ram. Have 20Gb memory and processor I-2600K (3.4Ghz).
  18. Hello, I am looking for a switch that triggers in the event of radiation. 'Multiswitch' or 'Radiation detector' should be able to do that. Unfortunately both sites on Nexus are down. This is really stupid, more and more mods are affected by these protests. Too bad there are no alternative mod sites. nexus has built a nice monopoly. Does anyone know maybe another source of multiswitch or another mod that can do this ?
  19. Jackpot ! This is exactly what I was looking for. Thank you very much. I will test this now, but from the description it is exactly what I imagined. :dance: That lets you move settlements between games, not structures between settlements. Clipboard lets you copy something like a turret tower, then paste the same structure at all of your settlements in the same game, rather than having to rebuild it all the time. That is exactly how it is. I had Transfer Settlements in mind at first. But I found out that it does exactly that: 'That lets you move settlements between games, not structures between settlements.' and that is not what I want.
  20. Hello, I am looking for a mod that allows me to copy/export built structures including all related objects to other settlements (within a save). I have built a small bunker with some objects. I want to transfer it to other settlements without having to rebuild everything. Like a select with long pressed E-key, duplicate the selection and then paste the clone into another settlement. That's how I imagine it. Is there a mod that I can use to make this happen?
  21. Hello, I have a problem with the quest "heal your companion" (or follower?). The quest marker (and the quest) no longer disappears, although my follower follows me and he is also ok. The stupid thing is, I don't know which mod triggers this quest. (companion heal quest) I have now installed about 230 mods. Have already analyzed the mods that affect companions (eg AFT). Can someone maybe tell me which mod triggers this heal-quest, so I can get to the bottom of the cause ? Also a quest call via the console and sqt-comand did not bring much. I got HC_Manager displayed. From this I can not conclude the mod unfortunately.
  22. Hello, I find it quite annoying when I enter a contaminated area and have to put on my radiation protective suit and my companions are running around in bikinis. It kind of ruins the fun of the game. I have enough radiation suits so that I could equip every companion with them. But that has to make sense. Is there a mod that ensures that companions also suffer radiation damage and weaken them? And that then radiation suits or radaway make sense with them ? The radiation damage I suffer should also be suffered by my companions. I have read that there should be such a mod, unfortunately it did not say which mod that is.
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