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kinggath

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Everything posted by kinggath

  1. How are your Gnomes set up? Are there exactly one of each in the world? If so, just remove the all .GetBaseObject() bits from what I had you add.
  2. I would setup an array to track which ones you've grabbed: ObjectReference[] Property CollectedGnomes Auto Hidden Then change your event a little by replacing the Counter += 1 line to this: if CollectedGnomes.Find(akItemReference.GetBaseObject()) < 0 Counter += 1 CollectedGnomes.Add(akItemReference.GetBaseObject()) endif
  3. There's a ton of work that would go into that, so I'm going to give you a high level overview and you can look up tutorials how to do each thing. -In your quest stage where you want the attack to take place, setup a script and use a PlaceAtMe function to drop an XMarker at the player's location. -Then set up a timer loop that checks every 5 seconds or so to make sure the player is between a certain distance from that XMarker say between 500 and 1000, and also does not have direct line of sight with that xmarker(you can use the function HasDirectLOS). -If those things evaluate to true, you do more PlaceAtMe calls to drop Raiders on that X Marker. You'll need to give those Raiders a special AI Package to run toward the player in case the player is around the corner or something. -I would also set up events for OnLocationChange and OnPlayerTeleport to keep the XMarker from getting to far from the player. -You'll need to design your boss raider under Actors in the CK, and the note under Items->Book, and then add your note to that Actor's inventory -Once the player reads the note (there's an OnRead event to watch for that), you display the map marker on the entry point in the commonwealth to your new worldspace
  4. It would only matter if the one you're looting happens to be missing from the list...
  5. Also, both MasterMagnus and TummaSuklaa are correct about your script property, if you need access to a quest alias in a script, make the property a ReferenceAlias and point it to the quest alias, and there's no need to do playerRef.AddInventoryFilter, the current object the script is run on is assumed, so just AddInventoryFilter is what you need. Alternatively, when you need the player in a script you can just do PlayerRef = Game.GetPlayer() at the top of the function or event you need it in.
  6. Your Alias is set up correctly. To confirm it, add this to your script, then load the game and run to another location (like from Sanctuary to Red Rocket) Event OnLocationChange Debug.MessageBox("Location change detected.") EndEvent If that doesn't work, then your Alias is the problem, if it does, than your Inventory filter is the issue. You mention that you have a clean save with just Beantown Interiors loaded (love that mod by the way), is the save from before or after you installed the mod?
  7. Does anyone have a mod-free save game file with all DLC completed they could upload? I need a good clean save that I can test DLC compatibility with my mods, but I haven't played through them yet, and manually setting quest stages is causing some issues.
  8. Follow up for anyone who comes across this thread in the future: I solved the first problem by just switching to a simple travel package for the leader and a follow package for the rest of the group. I'm not sure why Group Movement is not functioning correctly for me. I've done a lot of testing on the 2nd problem, and it appears to be just a "feature" of the engine. When you use Wait in game, it seems to advance packages at a different pace than clock time. I'm sure this is just a memory saving feature that generally doesn't matter because by the time you fast travel to them, it would still be immersive to see them there, even if the appropriate amount of game time it would actually take them to go that far (based on the game's timescale) hasn't actually passed yet.
  9. I haven't worked with Force Greet yet, but in researching another issue I found this - it's for Skyrim but there's a good chance it works for FO4 as well:
  10. EDIT: looks like LoneRaptor hooked you up! This guy posted a tutorial today that does pretty much what you want. Just replace the raider section with whatever items you want the player to collect, and use the onactivatea script instead of the ondeath script. This will at least show you how to setup the quest, and use the counters. If you don't want to place collectible objects in the world and instead want to just let the player collect a certain number of items in a form list, you'll need to add an alias to the player on the quest and then add a script, that script will need a combination of the two functions I'm about to link to and the code in the default counter scripts: http://www.creationkit.com/fallout4/index.php?title=AddInventoryEventFilter_-_ScriptObject http://www.creationkit.com/fallout4/index.php?title=OnItemAdded_-_ObjectReference All that should give you a starting point so you can get your quest set up and a starter script written, once you have that if you post what you came up with for your script I can help you fix any bugs.
  11. I've started playing around with custom Caravans and I'm running into some problems with the Group Movement package. The two biggest issues I have are 1) The leader (Actor 1) always makes it to the destination, but at some point the other Actors just stop moving, they have no other packages. Each of the Actors is Aliased to a quest so they should be persisting, and I've even followed them across the map and they still stop at some point. I've tried tweaking the "Range instead of Follow" and "Follow: Accompany" settings and none of them are resolving this issue. I based the package settings off of Doc Weathers Caravan, and I've never seen his group get broken apart. 2) If I fast travel to the NPCs destination, I beat them by a little bit which makes sense, the game probably does a straight line calculation when calculating how much time I spent traveling, so let's say it moves game time forward by 7 hours and the NPCs haven't quite made it to their destination. If I then start the test over, but this time sit in a chair and use the wait function after the NPCs start their package - if I wait anything more than 2 hours, the NPCs are skipped right to their destination. Why the discrepancy in NPC travel time? I would assume it takes just over 7 hours like it did when I fast travel ahead of them.
  12. Another vote for this! I love browsing for mods on when I'm on the train or bus, and would love to be able to quickly download them all when I get home instead of having to go through the whole list looking for the ones I only tracked so far.
  13. Oh that actually opens up a whole new bag of tricks for me if most of the Skyrim functions carry over! I've been working under the assumption this list was all I had to work with: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus
  14. Thanks for the reply! That's what I have right now and it works great at grabbing the furniture and telling me it's in use. What I can't figure out is which NPC (or if the player) is using the furniture when isFurnitureInUse comes back true. I was hoping there was something more formal that connected the Player/NPC and the furniture while it was use. The best I've come up with is to monitor furniture for the OnActivate event and "record" the ObjectReference that activated it, but that seems really inefficient. Also, this method doesn't work if I come across a piece of furniture that is already in use.
  15. In terms of, how is it related to the player or an NPC when it's in use. Specifically, I'm trying to grab a reference to whatever furniture piece the player or an NPC is using at a given point, without having to monitor all furniture for when it's activated. Is it set up as a temporary Linked Reference until exited?
  16. Adding a loot table is easy, but something is preventing them from being interacted with. It's almost like the Ghost flag is being applied after they are destroyed.
  17. I've been digging through FO4Edit for 3 days trying to understand what flag or keyword makes the vertibird "corpses" not lootable. I've also checked out the crash script (using PexInspector) and don't see anything that could cause this. Hoping someone with more experience can explain why the body parts of a vertibird I shoot down can't be looted.
  18. Cool thank you, I will look into the filters.
  19. If no to both, I'm going to build and host one as digging through FO4Edit manually has gotten tiresome.
  20. Does FO4Edit have more search capabilities than just the Form ID and Editor ID search boxes? If not, has anyone created a searchable database online of the esm?
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