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Posts posted by angryglock
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You need to add AddInventoryEventFilter to your script.
Thanks! I missed that link in the doc when I looked up OnItemAdded().
The purpose of the real script is to append the item placed in the container into an existing formlist. I won't know before hand what the item is so I can't apply a filter to it. For instance if another mod adds a new scrap item, I want the player to be able to add that scrap item to a formlist so I can then do something with the items in the form list. It's basically a scrap auto-sorter system that will accept mod added items.
Is there way to allow any normally storeable item to be recognized by the OnItemAdded()? Maybe a way to tell the filter everything is allowed?
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To keep my question simple here is a very simple script to do something when I add an item to a container. It works as expected in Skyrim SE but not in Fallout 4. Am I missing something?
I attached this script to a container in a cell. I filled out the properties. When I add any item to the container the OnItemAdded() block does not happen. When I remove the item the OnClose() block runs just fine and I see the trace.
Scriptname testxxx extends ObjectReference ConstActor Property PlayerRef Auto ConstMiscObject Property caps001 Auto ConstEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)PlayerREF.AddItem(caps001)Debug.Trace("XXX999 Item Added")EndEventEvent OnClose(ObjectReference akActionRef)PlayerREF.AddItem(caps001)Debug.Trace("XXX999 Item Removed")endEvent -
I 'm just going to use some of the files. To me the weapons look a bit better as does armor/clothes. I can just find the BA2 archives with those folders in them and create matching empty esp files or I'll decomress and create a new archive. Loading the whole package was not great. I saw FPS loss from the poor optimization in a lot of exterior cells. I think just the weapons/armor/clothes will do fine until some kind modder fixes the crap textures.
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F4SE
in Discussion
If you have the latest version of F4SE and you get a CTD on start. It's likely one of your F4SE mods are not up-to-date. For me the Jump from Vertibird was causing the CTD. When they update F4SE you can just about count on the mods that require it needing to be updated as well. When you install a mod that requires it, make sure you take note of it and try disabling that mod to cure your CTD. Check the mod page for updates.
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I installed it. I have the requirements. My frame-rate went from a steady 55-60 with a lot of modded textures to a very uneven 30-60 with some areas dropping even lower. I unpacked a couple of the BA2 files and never saw a texture larger than 4K. Lot's of fat 22MB files here an there. So I'm thinking they are about as well optimized as the rest of the crap textures. I'll wait to see if someone puts out better version of them. I'll and get rid of them for now. I don't understand Bethesda.
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What are you using to darken your nights?
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Better plan. Put
[General]
bAllowMultipleMasterLoads=1
in CreationKitCustom.ini so it won't get over-written when they update the ck. This tip works in Fallout4 as well.
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I copy my fallout4 folder to a second hard drive. Big hard drives are cheap. All I needed to do when Steam updated (I needed to run the launcher to change a setting and did not see the pending patch) is go get my backup of Fallout4.exe from my other drive and I was back up and playing. As long as that file matches the check on F4SE it will run.
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I have a handful of minor mods for Skyrim. I would not like it if someone else posted them as their own. I can't imagine what you folks with really complex or otherwise high-quality mods must feel likje to see your work stolen.
I hope you find some way to protect your work. However it occurs to me if someone wants to steal a mod can't they just remove what ever detection or poison-pill you add by putting it through the CK? Or is the thought that most of the people stealing mods can't figure out CK enough to remove it? It seems to me that getting a mod on B.net is not as simple as uploading it right? The person has to run it through CK to get it packed up and the .dds files in the correct format. Anyone that can do that much likely can remove or satisfy most of the stuff added to prevent it from running.
If you can't protect the mod maybe you could name every FormID created in the mod with your Nexus name as a prefix. Showing ownership to some degree if Beth ever does review mods for theft. Undoing a complex mod's item/object/ref naming is not a simple thing and likely would be tedious for the thief or result in a broken mod.
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Doesn't this mod already do that. I've been using it for a week or so. Seems as stable as any mod that adds more npcs to a Bethesda game which is to say expect crashes if you add too many.
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NMM 0.61.13 still will not accept FO4Edit.exe in the supported tools. It's only runs TESVEdit.exe. You can't use that name for the exe. It will edit Skyrim files.
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I like this but wow the color combos are hard to read especially the links.
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How are we supposed to create mods with a Virtual Install? Do we use NMM to start the editor (CK, Geck)? When we pack files were do we pack them from? This process does not seem to be documented.
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Thanks for being forthright. I've always thought Nexus is a good Stewart of our information. Breaches happen the trick is how you handle them.
I have one suggestion as a mod contributor. On the My Files list, show the last file update on the summary so we don't have to go to each one looking for activity. Just show the last file add/change/delete date for on the mod. That would help to alert us to something being amiss.
Also consider an auto email to the modder when any file is changed/added/deleted.
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In response to post #25769339.Amen.Dark0ne wrote: A countdown timer has appeared on the official Fallout site and backed up by a tweet on the official Bethesda Twitter account.
Please don't be Fallout Online. -
Thanks. I use Loot as a baseline and then customize the sort. I'm pretty good at Geck, xEdit, bash, merge and making my own custom patches. I just wanted to know what NMM is using to determine the sort order. I suppose it's home-grown.
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Thanks but I mean the new function in NMM that sorts the load order. It has to get information from somewhere to determine what order to use.
It's under Tools > Automatic Plug In Sorting
Also, I'm enjoying your GRARG mod. I need to go endorse it.
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I can't find this in the notes. What is used to determine the load order function? Boss, Loot, something else?
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Jokerine you are the best! It works. The process is a lot different in FO3 versus Skyrim.
Are you referring to your FNV Boom to the Moon? I have that on my list for my next FNV PT.
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I'd like to know how to open a remote container from an activator. I've linked my activator to the remote container and put this script on the activator. I expect the container menu would load so I can transfer items from my inventory to the remote container. I'm looking to build some cloud storage for a couple of player homes.
The simple form of the script I'm using:
Begin onActivate
getLinkedRef().activate(theContainerREF)
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Thank you! I'll try it. It seems very similar to pasting a silencer or scope branch. Out of curiosity why does the name need to be ##Magazine or ##Magazine:0 does it have something to do with the animation?
I know that when I place a scope or silencer I need to rename the pasted branch otherwise it adopts the name of one of the other branches and that causes the nif to fail. I normally just give the silencer or scope a unique name but I've used all kinds (suppressor, scope, or sil or scp) so as long as it was unique it did not seem to matter.
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I've gotten pretty good at taking scopes and silencers from one gun and putting them on another. I'm having trouble taking a magazines from one rifle to another. I suspect it's because the magazine is animated for the reload. Is there some trick to doing that correctly?
When I copy the branch from mesh to another the magazine appears but most of the time I can't move it into place and when I can the nif does not work.
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Thanks, fellows.
I have no plans to edit the weapon records. I want no conflicts nor patches needed for such a simple and minor mod.I decided at the start that no weapon edits even if it meant no flavor text.
I did not know that USKP removed the description and I just realized I have that as a master in my test bed mod. So mystery solved. Thanks, kryptopyr.
I'm glad to know that my approach is sound.
Kryptopyr, many of your mods are essential for my game so thanks for your efforts! Next restart I'm going to try out your new race mod and try to reconcile it with EnaiSiaion's mod.
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Thanks for the help. I may not have explained it well. There is no script. It's just a hidden perk.
The perk just looks for "HasKeyword DLC1WeapMaterialDragonbone". So it work with any weapon that has that keyword.
I tested it on a a lot of weapons both vanilla and mod added. Testing was easy. I just set it to +1000% and one-shotted a bunch of dragons to make sure the perk was working. Then removed the perk and hit them again for normal damage. I also hit non-dragons for normal damage. The high value setting was faster than checking HP on a NO-AI dragon after a hit and doing the math. Though I did that as well to make sure the correct setting x1.30 dam was working as intended.
The only time a script will come into play is when you get the perk initially. I put it on a book for testing but I think a quest reward will be better. Maybe learning a new fighting technique or as a dragon wall type reward at the end of a dungeon.
My perk works the same way the SilverPerk works. My only change is I give the perk to the player permanently instead of using an on/off script attached to the weapon like the silver swords have.
The more I study it, I don't see any performance issues. Many perks are much more complex in their condition checks. My setting are below. The Target is set to Dragons, Alduin and Dragon Priests.
One problem I have is the Dragonbone weapons won't have the flavor text like silver swords do ("Extra damage against undead"). I don't see how Bethesda adds that text to silver swords. Normally the flavor text comes from the MGEF description. But since the SilverPerk is a perk it has no method to add a flavor text to a weapon. It's not a part of the script either. It's a mystery.
http://i.imgur.com/zbFiZso.jpg
Fallout 4 Container Script
in Creation Kit and Modders
Posted
Can someone help me with this simple script. I want to press a button on my activator and delete all items from a container. I've tried several approaches and used the CK Wiki (nearly worthless). I've done this many time in Skyrim and SSE but can't get anywhere in FO4. FO4 has some new voodoo for moving stuff between containers and removing stuff from containers that I don't get.
ObjectReference Property myTrashCan Auto Const