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Everything posted by ZeroCore
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Like the title says, the legendary body armor that I have, namely that with a chameleon ability, is not decloaking when I stand up like it's supposed to. When this started going on, I disabled all mods that I have installed and reloaded an earlier save. The problem still persisted. Then I quit the game to desktop, reloaded it, kept all mods disabled and still the problem persisted. Is anyone else having this problem with stealth effects? If anyone has any advice to offer, please let me know. I'm not at all sure what's going on here. Out of all the mods that I have installed, the only one that I know that contains new meshes and textures is the Ammo Maker mod. The other two, the Pool Naginata and the Personal Vertibird are the only other mods that I have that might contain new meshes and textures. I only have 2 other mods, and I've had a look at their scripting. One mod just starts a quest from starting (namely Emergent Behavior, since I like Curie as a robot) and the other one just alters 1 global value to keep fusion cores from depleting (in order to make it like it was in past fallout games where you didn't need to worry about fuel for your power armor). Neither of those mods have custom meshes or textures, and don't interfere with the scripts/enchants for armor or legendary items. Is there something like archive invalidation that needs to be done for things to work properly, or not? I'll see if I can remove the files associated with the mods I have installed and see if that does anything. If not, however, I'm going to need some help. *UPDATE I found out that if I load a save with absolutely no mods active whatsoever then the glitch does not occur. However: If I load even a single mod and then load my game, the glitch occurs, even if the mod has nothing to do AT ALL with textures or scripting. Like I said; I'm not sure if there's anything I can do in terms of things like archive invalidation or anything of the sort that could be causing this. If anyone could help, I'd appreciate it as I'd rather be able to use mods in Fallout 4.
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Oooookay. I've worked on quest mods for everything from Morrowind to Skyrim and let me just say three words: THEY. TAKE. FOREVER. Continued: Especially if you're doing it all on your own. Making quests and storylines takes a lot of time, and when Bethesda switched from their old scripting language to Papyrus, things just got more complicated. Don't get me wrong; Papyrus is a great scripting language with a lot of control given to the modder, but the thing of it is that there are things about it that are better and things about it that are worse than the old language. Either way, the added complexity takes time to assemble everything. Then there's the voice acting, which anymore is required since Fallout 4 has EVERYONE, protagonist included, being voiced. That means that in addition to making the mod, you have to find voice actors, including ones that sound relatively like Nate and Nora (the male and female Sole Survivor, respectively). Then there's the part that every modder, coder, and computer science student is painfully aware of, HATES, and yet knows is necessary; DEBUGGING. Ugh. Making the mod takes long enough; working the kinks out just takes even longer. ESPECIALLY IF CUSTOM INTERFACES ARE INVOLVED. UGH... Flashback to my programing class and one of my really old mods for Oblivion (word of advice for Oblivion; you can't normally talk to animals like you could in Morrowind or Skyrim and trying to make case handling for all the buttons and whatnot to get them to "talk" and "speak" is a pain)... Ugh. Now I'm rambling. Sorry about that. But the thing is this; making quest mods takes a long time. I'm in the process of making at least 2 mods right now (one quest and one non-quest) and the quest one is really small. I don't think I'll be able to get it done until the end of next month at the earliest. Just be patient. Making mods for a complex game like Fallout 4 takes a lot of time in order to get right, but once they are done the ones that are done right will shine like diamonds in a coal pile.
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The info is appreciated. Thanks. Here's the thing that I want to know now; how is the health for fusion cores handled by the game? I'm trying to find out if there's any way to "refresh" or "reset" a fusion core's health/charge, but so far I'm drawing a blank. The creation kit wiki isn't any help either.
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Okay, to make a long story short, I know you can pull information from game setting variables with a get function (getGameSetting) but I'm wondering if you can modify them in-game with scripting. So far, that doesn't seem possible, at least if the game setting globals are anything like they are in Skyrim. The only other thing that I'm wondering is this: is there a way, via scripting, to "recharge" a damaged/used fusion core as long as the core has not hit 0/100 charge and been thrown away (IE: I have a core at 25/100 charge; can I use a script to reset the core's health)?
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The idea isn't to make something that you can place and not delete; the idea is to not be able to delete something that's already there, like the power box power generator at the Home Plate player home in Diamond City. Needless to say, you can't place more of them and so as a result, Bethesda made it so that you cannot delete the power/fuse box that gives power to your house. I'm trying to make certain items in the settlement that I'm trying to make in this mod behave the same way; they're not something you can place and then not get rid of, they are things that are already there, like the power box, that I do not want the player to be able to get rid of. Correct; I'm trying to make things that are already there "un-removable", just like the power box/fuse box in Diamond City's player home, the Home Plate.
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To make a long story short, there are several things in a settlement that I'm building for a mod that I want the player to NOT be able to delete. The basic video tutorials that I've seen on youtube and here on the nexus forums don't seem to cover this. What I want to do is to make it so that there are things in the workshop area that the player CANNOT scrap or delete, and I don't know what properties a static object, movable static object, activator, or whatever make an object an object that the player can interact with in a workshop, move around, and/or delete (scrap). Reason for this: I want to have things present in the settlement that are already there when the player arrives for the first time, and I do not want the player to be able to remove them. EXAMPLE: The power box/fuse box in Home Plate, the player-owned house in Diamond City. The power box/fuse box is the only way of providing electricity to the home, and you cannot build more of them. As a result, Bethesda made it so that you cannot store, disassemble, or scrap the box as it is irreplaceable. There are certain things in the settlement that I want to have present in the mod and are a part of the settlement's story line. Like Home Plate's power/fuse box, they are irreplaceable and thus I do not want the player deleting them. If anyone could help explain this sort of thing I'd appreciate it, as I can't seem to find the information needed to make objects unable to be deleted by the player.
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A way to disable/enable Fallout 4 files?
ZeroCore replied to ZeroCore's topic in Fallout 4's Discussion
I just downloaded the nexus mod manager and my files for Fallout 4 aren't coming up. The mod manager version I have is 0.61.23. The only file that shows up in the load order is "Fallout4.esm" and that's it. EDIT:: Nevermind; I just set something up wrong. I've got everything loaded. Thanks for the help. Nevermind AGAIN: the mod manager does let me activate and deactivate mods that I have downloaded or made, but not official plugins. -
A way to disable/enable Fallout 4 files?
ZeroCore replied to ZeroCore's topic in Fallout 4's Discussion
Ah... Oh dear, there IS in fact a "mods" button on the in-game main menu. I've completely overlooked the obvious. :sweat: That's my fault entirely. :wallbash: Thanks for pointing that out to me. Do you know if there's a similar way to disable and then re-enable DLC's? I've already done Far Harbor but I don't like the way that I did it and I don't have an old save file from before I started it/completed it so I'd kind of like to do it over again. The only way I know how to do this is to disable, load, save, and then re-enable the DLC it self, but in the mod menu that appears in-game doesn't list the official DLC's. Do I have to go to my steam page and then uninstall them and then reinstall them, or is there another means similar to how it used to work for Skyrim and backwards? Other than the nexus mod manager, which I've tried using before but could never really get the hang of. -
Is there a way to disable Fallout 4's mod files and DLC files? The thing is that I have a mod project going, but I don't want it to automatically load into my game whenever I try to launch Fallout 4. I miss the old .esp file system where we had a file tab on the launcher to turn files on and off. Does ANYTHING like that exist? I really don't want to have my own half-finished (literally) mods trying to load and then some script loop that I've written kick in and constantly spam me with messages...
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Hi. I'm working on a mod that gives the player a new settlement to go to. I don't know how to avoid spoilers with this one as details like this might be important, so I'll just say what I'm up to; do you know those big, flying-wing style jetliners that you occasionally see torn up and crashed into the landscape in Fallout 4? Well, I'm making a mod where a bunch of settlers (including a few ghouls who were aircraft mechanics in their pre-war days) found semi-functional bits of a few of these things, and then stuck them together into an actual flying jet. And turned this jet into a flying settlement (they get around/go back down to scavenge for supplies with a small scout plane). Also, I'm planning for this flying wing jetliner settlement to have improvised flak cannons on it which work like the cannons on the USS Constitution when you use those to bombard scavengers. I'll be taking a look at the scripting for those to see how it works. In short, the idea is this: Settlement creation and management at 10k feet in the air whilst fighting off SKY PIRATE RAIDERS WHO USE VERTIBIRDS by firing of flak explosions that fill the air all around you with loud bangs and plumes of black smoke and shrapnel. Why bother with all of this? Simple: this aircraft has a fusion reactor system on board to power its engines (it pulls hydrogen out of water in the clouds to fuel fusion reactors). Excess plasma is collected up into a storage device and can be used with certain bits of junk to allow you to PRODUCE NEW FUSION CORES FOR YOUR POWER ARMOR AND/OR GATLING LASERS. The thing of it is that I'm a complete noob when it comes to modding Fallout 4, and I have no idea how the settlement system works, and how I check to make sure that there are some things that the player can delete, and other things that they cannot. I'm also fairly lousy at making NPC's do... well... anything (I've had problems with that in Bethesda's games going all the way back to when I first started modding Oblivion; I could never get NPC's to do anything correctly). As goes how much I have done on this mod, well, I have the plane's interior cell done, as well as the bulk of the plane and its interior done as well. I still have to figure out though to prevent the player from being able to delete certain objects and world effects (such as, oh, the plane itself and bits that come pre-built into it). I also have to figure out how to make NPC's actually do what I want them to do and not, say, stand around doing nothing and actually wander about the inside of the plane doing stuff. I also need to figure out how to make the hatch to the plane's exterior a door that only the player can use as I don't want the settlers falling off the wings to their deaths. Which is something you will be able to do in this. No, really; I'm going to make it so that you can SPARTA-KICK RAIDERS OFF THE EDGE OF THE PLANE TO THEIR DEATHS. Also, you will be able to go skydiving if you wish. I do not know how to make a parachute mod though, so I suggest wearing some power armor (or finding a parachute mod). ANYWAY: I'd very much appreciate it if someone could point me in the direction of any help that I could use to learn how NPC behaviors in Fallout 4 work, and how settlements can be created by modders. I'd very much like to get this mod done. I will post screenshots here on this topic once I have some to upload. If anyone can help in the mean time though, I'd appreciate it.
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Okay, here's the short of it; I didn't like this one mod that I tried (namely the mod called "undeath" which allows the player to become a lich). I tried uninstalling it, and for some reason after I did, the moon Masser started showing up in the sky without any textures attached to it (just as a black disk). I did use another mod that was a texture replacer for Masser, namely the Mare in the Moon mod, which replaces Masser with the Moon from My Little Pony: Friendship is Magic before Nightmare Moon's return (it shows a rather cartoon-looking moon with what looks like an alicorn's head formed out of craters). I disabled that mod too in the hopes that Masser would go back to just using its default texture, but unfortunately the black disk remains. I'm not entirely sure what to do here, as prior to my uninstallation of Undeath, this was not an issue. If anyone knows how to get the moon's texture to reset, please let me know. I can try reinstalling any moon texture replacer mods afterwards. FYI: I am running SKSE 1.7.3, and I also have Dawnguard, Hearthfires, and Dragonborn installed.
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Okay, here's the issue; during the final fight with Miraak, once you get his health low enough, he teleports to the center of the area, turns non-corporeal (cannot be hit) and then kills/absorbs one of his own dragons. After he does this, his health is supposed to regen back to full, and then he's SUPPOSED to turn hit-able again and rejoin the fight. For me, however, he doesn't. Either one of two things go on: 1: he fails to absorb the dragon soul for some reason, even though the dragon dies. 2: More commonly, after absorbing the dragon soul, he does regain health but does not rejoin the fight. He stays stuck in the center of the arena, does not fight, and stays non-corporeal and cannot be hit. I have no idea what's going on here. I tried reloading an old save. This did nothing. I tried disabling ALL mods that I had installed and then loading an old save. This also did nothing. I tried adjusting my load order with the nexus mod manager. I stuck Dragonborn at the top of the load order. My load order now looks like this: Skyrim.esm Update.esm Dragonborn.esm HearthFires.esm Dawnguard.esm And that's literally all that I have active at the moment. Everything else, EVERYTHING, has been disabled. It STILL refuses to work. I even tried loading an old save that I made BEFORE I started the Dragonborn quest line. It still had no effect; Miraak keeps getting stuck in a non-corporeal state after absorbing a dragon soul, or sometimes he just fails to absorb a dragon soul completely even though he kills one. I'm really at a loss on what to do here. I don't want to lose my save game, so I'd appreciate any help that anyone could give to me on this. After doing a bit of research (and a bit of luck) I think I figured it out. I'm not entirely sure what happened, but after a few more random reloads Miraak finally rejoined the fight and I was able to complete the Dragonborn quest line. Afterwards however, I couldn't cast spells while riding dragons (which was a pain). I did a bit of research and I found something; Dragonborn tends to glitch if the load order is just so, in a certain way. According to an old forum post I found on another gaming forum, the best way to avoid bugs in Dragonborn was to have the load order set as follows: Skyrim.esm Update.esm Dawnguard.esm Dragonborn.esm HearthFire.esm (if you have Hearth Fire, like I do) The reason why, I think, is that due to the update.esm file, the game doesn't like it when Dawnguard comes after Dragonborn in the load order, hates it if anything comes before either of the two in the load order, and also hates it if anything separates the two in the load order. Now I have no idea if this would fix the Miraak bug that I was dealing with before (that one more or less fixed itself through dumb luck) but now that I have the load order in that order, I can now cast spells while riding dragons with no problem so it stands to reason that if I did, in the future make another new character and playthrough that I should have no problems with Miraak or anything else in Dragonborn, at least if what I read on that other forum is true.
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Firstly, there is no easy way to do this using just the Creation Kit. A small worldspace...yes. A large worldspace...no. To create a large worldspace, you will have to use third part software. There are several approaches to this. I prefer to use an application named L3DT to make / scuplt the land and the heightmap, then create a usable Skyrim / CK plugin with Tesannwyn. I've created a tutorial on ho to do this - L3DT Tutorial Your next obstacle is the size of the worldspace. Skyrim / CK has a maximum size of 512 cells in the x and y direction, but the x direction bugs out if you exceed -64 cells to +63, giving you a total width of 128 cells in the x direction that can be used. I did make a worldspace in the shape of the UK that was 512 x 512 cells, but as stated, it could never be used ingame. See screenshot below. http://tambomedia.com/Site_Pages/images/UK.jpg Actually I did just think of a way to do this without any third-party software; I could make multiple world spaces, each being a section of the totality of Scotland, with thick fog banks around their borders (sort of like how it's done in Runescape). The player would walk around within one space, then afterwards travel into another whenever they reach a certain point on the border.
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I had a thought to try to make several different creatures that currently do not exist in Skyrim. The thing of it is that there are no other creatures like them, and so as a result new skeletons would be required. I know that new skeletons can be made, hence the various custom player skeletons such as the XP32 skeleton, so I wanted to try making new skeletons, meshes, and animations to go along with it. The kind of creatures that I had in mind for this mod would be primarily from Greek mythology (such as the Lamia, the Harpy, the Cyclops, Cerberus, Pegasus, the Gorgon, and so on). If anyone could possibly tell me how to do this, I'd appreciate it. The program that I wish to use for this is Blender 2.49 b, along with NifSkope and its related plugins. The art program I can use for textures is The Gimp.
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Okay, I just wanted to know how to use the creation kit to successfully generate a whole new world space and then sculpt it manually, or perhaps how to actually make a height map and get it to load successfully into the CK without it crashing. I've always had that problem when trying to teraform with the CK or even the older construction set for Oblivion and Morrowind; trying to teraform = automatic CTD. Also, here's the idea that I had. I had the thought to try to make a 1/1 scale complete replica... OF SCOTLAND. Now, I know that even I did know how to correctly teraform with the CK that this would take a VERY long time. On top of that, I have no idea if the game could even manage a map of that size, given that Skyrim's total map size is only 119 cells by 94 cells, and if my calculations are correct, a truly 1/1 scale replica of Scotland would require 7656.25 cells going North to South, and 4305.56 cells wide (at the widest point) and 673.61 cells wide (at the narrowest point) going East to West. Reasoning: I've heard that each exterior cell in Skyrim is 57.6 meters by 57.6 meters at its base (the base of the cell is a perfect square). Scotland measures 441 km North to South, and 38.8 to 248 km East to West. Math: 441 km = 441,000 m 38.8 km = 38,800 m 248 km = 248,000 m 441,000 / 57.6 == ~7656.25 cells N to S 38,800 / 57.6 == ~673.61 cells E to W (narrowest) 248,000 / 57.6 == ~4305.56 cells E to W (widest) BTW: Skyrim turns out to be very small. Using this math we find: 119 * 57.6 = 6854.4 m == ~6.85 km E to W 94 * 57.6 == 5414.4 m == ~5.41 km N to S Run a bit more math to find the area in square kilometers and then convert it to miles and you get Skyrim as being only around slightly more than 14 square miles in area (the town I live in is bigger than that by 66%, roughly).
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I'll just be blunt; I want to try to figure out how to make a quest in Skyrim. The only thing that I ask is this; I want the quest to start automatically when the game starts up. In short, when you first install the mod, then start the game up, the quest starts up on its own. Does anyone know any tutorials out there for quest making, and does anyone know how to make a quest that will automatically start when the game starts up?
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I appreciate that, but I really do want to do this as a quest just so I can get the idea behind making quests down, as so far making quests for skyrim is confusing to me.
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I decided to try out making a quest. It doesn't do anything, per say, but I wanted to try something simple. The idea was this; I'd essentially make a quest that was essentially a day counter, almost like a calendar. The idea is this; when the game starts up, the quest begins and the quest's script begins taking count of the days that go by. In one of the player's homes (I'm thinking Breezehome, just for the sake of simplicity and familiarity) there would be an activator. When you go up to the activator and press it, it spits out a message box with the day count on it. I'd like the day count to persist between game sessions, so when you load up Skyrim the next time, you can go up to the counter and it will still remember all the in-game days that it has been active for. Can anyone please tell me how to do something like this? I've never made a quest for Skyrim before, and I was never really that good with making quests for Morrowind or Oblivion either. If anyone could point me towards a tutorial or something, or something that could tell me how to make a quest which does this, I'd appreciate it. If anyone could tell me how to do this without a quest, I'd be impressed, but still, I'd like to use a quest to make this simple day counter thing in order to get a hold of how quests and their scripts and aliases work in Skyrim. Just so you know: I do know what a quest alias is. It's essentially a pointer of sorts that the quest uses to identify objects in the game world, be it a player, creature, NPC, object, or so on. I am familiar with quest stages. I did make a few quests for Morrowind and Oblivion in the past after all. Quest stages are essentially like pages in a book; they are the "steps" that the quest goes through from start to finish. I am familiar with globals. Globals, in this case, are numeric values that the whole game can access, sort of like the ultimate public integer, float, short, long, ect... They can also be used to store numeric data in between sessions as their values are placed in your save file. They can be static and unchanging, or they can be variables and be altered. I am running SKSE and have a somewhat decent grasp now of how to use its functions after experimenting with it for the past few days and running various test mods that I made in Skyrim.
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Here's what I'm trying to do: I'm trying to make a script for a fire and forget spell that, when activated, will begin to count upward to a specific number and then stop. The idea of it is something like this: Spell is cast spell's count starts at zero after the spell is cast, the script continues to run and begins to count upward the count gets incremented until it hits a certain number then it stops and the spell's script ends. If anyone could give me a few pointers on how to do this, I'd appreciate it as I still can't figure out how to get a script to function continuously in a spell. I tried making a concentration spell that would count up, but the script that's initiated by an "Event OnEffectStart" only resolves once. I had thought of something like this ScriptName CounterScript extends ActiveMagicEffect int Property counter = 0 Event onEffectStart(Actor akTarget, Actor akCaster) while ( counter < 10 ) counter += 1 endWhile EndEvent The idea behind this was to eventually make a spell that could "charge up" and then release a very large, VERY powerful explosion in a radius around the player. I had planned on sticking this to a greater power that the player could learn from a spell tome that would be acquired at the end of a quest. I, admittedly, haven't tested this script, so I have no idea if it will work or not.
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Here's what I'm trying to do: I'm trying to make a sort of enchanted armor. This armor automatically equips itself at night, and then unequips itself when the sun rises (it's supposed to be a sort of vampire-enhancing armor that only works at night). The problem is this; I can't figure out how to properly set this script up. The issue is this; I know I can use the "EquipItem" and "UnequipItem" functions in conjunction with the global variable "GameHour" and the "GetValue" function but I don't know how to get the identification values of the armor itself. On top of that, I want the armor, when unequipped by the script, to reequip the last set of clothing or armor that the character was wearing. In short, the effect of the script would be something like this: night falls, vampire armor gets equipped, night ends, vampire armor unequips itself, previous day's clothing/armor is re-equipped on the player. If anyone could tell me how to do this, or at least give me some information on this, I'd appreciate it. I had a thought that maybe I should use a formlist to store the information about the player's previously equipped clothing or armor, but again I don't know how to get the information about the player's previous clothing/armor and without that I have nothing to pass to the formlist. PS: I am using SKSE so that's an option, but unfortunately I'm not up-to-date with SKSE's functions (I'm rather new to using SKSE).
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Scripting Problem; adjusting the weight of a target character
ZeroCore replied to ZeroCore's topic in Skyrim's Skyrim LE
As it turns out, this worked. Thanks for the help. The thing of it is though is that it doesn't actually become noticeable until after you alter your character's outfit. I cast the spell a few times on my character and nothing really seemed to happen. Then I changed from one armor to another and only then did the change become apparent. -
Okay, I'll be brief: I'm trying to make a mod that essentially allows you to modify your character slightly as a sort of "plastic surgery" mod. The idea is this; it contains 3 spells. One opens the face sculpting menu that was introduced in dawnguard, and the other two, when cast, allow you to change your character's weight (the idea is that the spell would increment the weight value of a character by 1 point per casting). The spell to open the face sculpting menu works fine, but I can't figure out how to use SKSE's "getweight" and "setweight" functions correctly. The first attempt compiled, but did nothing in game. It looked something like this: Scriptname AAAWeightIncreaseScript extends ActiveMagicEffect EVENT onEffectStart(Actor akTarget, Actor akCaster) float weight = akTarget.GetWeight() akTarget.SetWeight(weight + 1) akTarget.QueueNiNodeUpdate() ENDEVENT And then there was its inverse for the opposite effect: Scriptname AAAWeightDecreaseScript extends ActiveMagicEffect EVENT onEffectStart(Actor akTarget, Actor akCaster) float weight = akTarget.GetWeight() akTarget.SetWeight(weight - 1) akTarget.QueueNiNodeUpdate() ENDEVENT Neither of these worked. The reason why I tried using the spell's target instead of the player actor is so that I could use the same script in a projectile spell, or a spell with a radius perhaps, to change the weight of NPC's (just for the lulz). Now, I am not familiar with SKSE's functions, and I don't think the vanilla command of "setNPCWeight" will work outside of the in-game debug console. If anyone could please help me with this, I'd appreciate it.
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Sierra Madre Glitch: Quest not updating
ZeroCore replied to ZeroCore's topic in Fallout New Vegas's Mod Troubleshooting
I adjusted the load order until Dead Money was second in line right after the New Vegas main file itself. I then reloaded an older save, and this go around the whole thing worked without any bugs or glitches. Problem solved. Thanks for the advice. -
Sierra Madre Glitch: Quest not updating
ZeroCore replied to ZeroCore's topic in Fallout New Vegas's Mod Troubleshooting
Dead money's near the top of the list, so I don't know why that would be a problem. -
So I'm near the end of Dead Money, but after defeating Elijah the quest tells me to escape before my bomb collar goes off. I manage to do so and get to the elevator, but the quest doesn't update and stays stuck on that particular objective. Can someone give me some help here, please? I know it's been a long time since I've played Dead Money but I'm pretty sure something is supposed to happen after reaching the elevator to escape.