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Job4aCowboy

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Everything posted by Job4aCowboy

  1. Good idea, thanks for the help! I understand tutorials are rare at this stage, I suspect more will roll out with the release of the GECK.
  2. Ah yes, Already got this tutorial bookmarked, but thanks for the link anyways :) I'm thinking more of the mechanics behind how the weapon attachments work, do I model everything individually? Like scopes, barrels etc? I'm using blender :) Thanks for the offer, perhaps in the future we can work on something together, at the moment I just want to get a gun in game, and be moddable. Texturing and sounds is also something I'm already confident with. Thanks for the help thus far, I'm looking for tutorials more specific to weapons though, for example, how to get the animation for shooting, reloading etc, and swap out models for others when modding, for example with silencers and scopes. Thanks, Job4aCowboy
  3. Hey, I want to get into modding Fallout 4, specifically weapon mods etc, I have some limited experience with Nifskope, and know how to use FO4Edit from modding Skyrim. I know how to model etc, so it's just a case of getting my model into the game, setting it up for weapon mods, Animations etc. Any tutorials about on this process? My searches have come up empty, and trying to deconstruct other .nif files to see how its done is giving me a headache. Thanks, Job4aCowboy
  4. Hey, I want to create new harvestable plants/objects using vanilla meshes/textures. I want them so that when they are harvested, certain parts of it dissappear. I know how to combine meshes in Nifskope. If anyone can help or even point me towards a tutorial that'd be great, been looking and haven't found any. Thanks, Job4aCowboy
  5. Yes, even though it's a not a 'true conflict', the cell edit of one mod will be 'overriden' by the mod loading after it. But a conflict like this can usually be resolve by merges via a compatibility patch. It won't cause a problem per se, but if two mods edits the same vanilla faction, changes by the mod loaded later will 'override' the changes by the mod loaded earlier. This is as I feared. Suppose it can't be helped though. Thanks for your help and speedy reply :biggrin:
  6. Hey, I have a couple of questions that I'm not sure on. If two mods change different things in one cell, will there be a conflict? For instance, if my mod only changed all the chairs in Breeze home, and another mod only changed all the tables. Also, I were to add a faction to a Vanilla Crime Faction, without editing anything, and another mod does the same, will this cause problems? Sorry, probably a noob question. Just need to know as I'm trying to make my mods compatible with as much as possible. Thanks Job4aCowboy
  7. Hey, I'm trying to add a Cooldown effect to one of my spells. My spell runs off a script, it bascially summons multiple NPC's. I need a cool down of a couple of minutes, I've tried adding to my script an IF statement, that checks the player for an active magic effect, this points to my dummy cool down spell. It isn't working as intended though, either the Cool down spell is applied before the main spell fires, meaning the spell can never be cast. Or it works fine, until the player casts again in the 2 minutes period, where the initial spell is dispelled. I basically need to prevent the player from casting at all if they have this cooldown effect active. anyone know how to do this? You help is appreciated... Thanks Job4aCowboy
  8. Nice, so If I keep going as I am, it'll get easier. I've come far in these few weeks I think. Haven't even created a mod before Skyrim, and I released my first one (a house mod) a few days ago. It's so addictive, especially the scripting. Frustrating when it doesn't work but when it does its awesome!
  9. I'll keep both version for reference, the next step is to script in the "crime" part lol. Were/How did you learn to script? I'm getting there slowly, this is the first time I've done anything like this, didn't even know what a script was a couple of weeks ago. But there seems to be a lack of tutorials on the subject that go into some depth but maintain an easy to understand format. Thanks again, I know I've said that a few times but you don't know how much of a headache that was giving me lol. And btw, your tutorial on esp master files help me a lot too, so thanks for that aswell.
  10. Ah OK, well that's cool, thanks for your help with the script. Just tested it, and it does work your way too. Thanks again!
  11. Yes, I shall try it out and let you know. ​Also, this is off topic, but I'll ask anyway. Do you know how to make it so an action that the player does is considered a crime? Basically if they are caught activating this "chest" successfully, they'll get a bounty equal to assault.
  12. Got it working!!!!!!!! Re-did the script from scratch, used a lot of code from the wood chopping script. changed things around a bit; checked for required items with > 0 instead of 1 < allowed the activation before denying activation, Thanks so much for your help, time and patience. I'll be sure to credit you (all of you) in anything I used this script for. And thanks Ishara, without your help I would have never had the idea to cannibalize the wood chopping script. Edit. just noticed you replied during my reply, but yeh, thanks!
  13. OK, tried that, it doesn't let me activate the chest at all, so I changed it up a bit, and added block activation (false) before the activate(player) line, then It loops again. So its this "blockactivation (false)" line that is causing this problem.
  14. on the container reference, if by that you mean the one I placed in the render window, not in the edit tab. Will try it in a second
  15. Just tested it, gives me the same problem, keeps activating over and over. Noticed though that if I drop the required item, it stops. So there's something that's making the Self.Activate(Player) part loop. Any ideas?
  16. ok this compiles, and kind of works. It checks for the tools, and only allows activation if the player has the tools. but when they do and they activate it, the chest activates itself over and over again. This is the problem I had before, beginning to think this script is impossible...
  17. Thanks, although it doesn't seem to be compiling for me, here are the errors I get C:\Program Files (x86)\Notepad++>"D:\Steam\SteamApps\Common\Skyrim\Papyrus Compi ler\PapyrusCompiler.exe" "J4ACGraveRobberScript.psc" -f="TESV_Papyrus_Flags.flg" -i="D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source" -o="D:\Steam\SteamApp s\Common\Skyrim\Data\Scripts" Starting 1 compile threads for 1 files... Compiling "J4ACGraveRobberScript"... D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source\J4ACGraveRobberScript.psc(1 0,15): no viable alternative at input 'Game' D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source\J4ACGraveRobberScript.psc(1 0,19): required (...)+ loop did not match anything at input '.' D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source\J4ACGraveRobberScript.psc(1 0,6): Unknown user flag Game No output generated for J4ACGraveRobberScript.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on J4ACGraveRobberScript.psc C:\Program Files (x86)\Notepad++>Pause Press any key to continue . . . All point to " Actor Player = Game.GetPlayer()"
  18. How and we're would I right that out? Sorry, like I said I'm new to this and still learning.
  19. Just tried it, it won't compile, these are the errors i get... C:\Program Files (x86)\Notepad++>"D:\Steam\SteamApps\Common\Skyrim\Papyrus Compi ler\PapyrusCompiler.exe" "J4ACGraveRobbersScript2.psc" -f="TESV_Papyrus_Flags.fl g" -i="D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source" -o="D:\Steam\SteamA pps\Common\Skyrim\Data\Scripts" Starting 1 compile threads for 1 files... Compiling "J4ACGraveRobbersScript2"... D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source\J4ACGraveRobbersScript2.psc (41,22): no viable alternative at input 'ObjectReference' D:\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source\J4ACGraveRobbersScript2.psc (41,49): required (...)+ loop did not match anything at input ')' No output generated for J4ACGraveRobbersScript2.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on J4ACGraveRobbersScript2.psc C:\Program Files (x86)\Notepad++>Pause Press any key to continue . . . Both errors point to this line: self.activate(ObjectReference akActivator) According to the CK website, these are what the errors mean, still makes no sense to me though... "No viable alternative at input 'X' The compiler didn't expect X, and so cannot compile the element. Usually the result of a malformed line or missing parts. "Required (...)+ loop did not match anything at input 'X'" The compiler expected a list of things, but got confused when it encountered X. You may be missing a comma somewhere, misspelled something, or have excess text at the end of a line.
  20. Thanks for your help, I'll test it tonight when I finish work. Spent most of the night researching states, events and functions. Didn't make any breakthroughs. When I think of it logically I need my first state and "event on activate" this sends it to state 2 where it checks the player inventory. Then sends it to state 3 if they do, which activates the chest. If they don't it sends it back to the first state. Does this sound right to you?
  21. I'm going to be using this script on more than one container, so it needs to run on the container object. I've got a working script that sits on a trigger that the player can activate, Checks for said tools and this activates the chest. Hope this makes sense. I'm finding this scripting stuff incredibly hard. It would help if I knew what I were doing wrong, but I don't understand half the errors the compiler spits back out at me.
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