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Carreau

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Everything posted by Carreau

  1. I had a similar issue with a companion mod I was working on. The NPC was constantly hostile. The behavior was odd because it wasn't hostile until I started messing with affinity and crime factions. My work around was to add it to the player friend faction.
  2. Closing the pip by generates an event. Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) might be your ticket. Register it and then when it gets called, check that asMenuName is âPipboy menuâ and abOpening is false. Be sure to have the event unregistered after youâve spawned your npc. Quests automatically unregister after they stop.
  3. Not sure if I did this wrong, or what, but having a magic effect triggered from a spell wasn't applying the status effect. So instead, I copied what the mole rat disease did. So, once the conditions of the perk are met, the magic effect for handling the perk script is triggered. I had the script apply a potion that in turn triggered the final magic effect. It seems like a big work around for something that should be easy to do. But that's exactly how the molerat disease works (molerat casts spell->spell triggers magic effect->magic effect uses script to equip pot->pot applies debuff). I already had a script attached to the first magic effect for tracking variables with regards to the perk, so it wasn't much to cram it in there. But everything seems to be working quite well now.
  4. Iâm mimicing psychoâs self dispell. Itâs a conditional perk doing this, but I want the perk to refresh without stacking. Everything is working as expected, itâs just a pain to track without the status tracker. That should be fixed tonight hopefully.
  5. Excellent! I was keying off psycho and the molerat disease and was pulling my hair out trying to figure out how the gane handled it.
  6. I'm working on a mod that will grant the player a damage bonus for a short period of time, and have hit a road block in figuring out the status effects. How does the game assign when a status effect is on the player and creates the HUD icon as well as the status effect description in the pip-boy? Thanks in advance!
  7. Pull up the actual .psc and see what properties are being called. The location should be in 'Fallout 4\Data\Scripts\Source\User\Fragments\Quests' and labeled something like QF_name of your quest_baseID.psc You'll see every script fragment for that quest, and at the bottom should be all the properties. To me, it looks like you've managed to get additional property definitions into the code, so the compiler is having trouble sorting through the repeated property definitions. You can try to delete them, and then when you go back into creation kit, you'll have to recreate the properties and fill them in for your particular quest.
  8. Just wanted to pipe in that this worked like a charm! I did notice that even with my handler quest set up as not start enabled and with no alias refs, it was still initializing on first load. But it didnât fail to load affinity scripting, so Iâll count it as a win. I even used it to create a new custom affinity event.
  9. Thanks SKK50. My mod is a plugin for another mod's master file (stupid me forgot to mention this as it is a pretty big piece of info). I'm tracking a global it updates, so unless I want to rewrite his code, I don't think I can fire off a custom event when the global is updated. I was hoping there was a method that could fire an event when a passed variable changes value. The good news is I did come up with a hacky work around. The situation I need to monitor the global changing value only occurs when the player is in a terminal menu housed through the pip boy. So registering for a menu open close event, and watching for a terminal close gives me the desired results. Yeah, it'll fire off on every terminal exit, but the script is pretty lightweight (updating array). In my instance, there aren't any downsides.
  10. Iâve been racking my brain over how to set up an event to fire when a global is updated (this global is updated infrequently). I havenât found any information regarding variable changes firing events, so I may end up having to poll for a change when compared to a local (not ideal as I prefer interrupt style code). Am I missng something? TIA
  11. It was definitely related to factions and AI scripting. I typically set the AI to very aggressive but only place the NPC in the related companion factions. Previous versions of this I've always set the AI to very aggressive and never had an issue up until I dug into affinity. I set the AI back to a non-aggressive setting and it was approachable. So, my work around is to put the NPC in the player friend faction and have the recruit quest acknowledge that. It seems to be fine now. I don't know why the behavior didn't crop up before i added affinity levels. I was originally following Seddon's tutorial, but using a modular spin from how Beth set up their companions. I appreciate the help! Now on to affinity scripting.
  12. So I'm making a custom companion and ran into a weird glitch I can't quite hammer out. So, I set up a bare bones companion (pickup/dismiss scenes, recruitment, trading). The companion works fine in game and all is good. However, when I go to start working on affinity, the companion goes hostile in testing but only before recruitment. I have a save after I recruit the companion, and it stays friendly (even after dismissing back to a settlement). So this behavior seems to only have an effect before the companion is recruited. Here's where it gets weirder. So, if I roll back to a previous version of the mod before i mess with affinity, the companion still has the hostility issues. I can also load up different mods where I've made companions, and they have the same hostility behavior. When this first occurred, I thought maybe I had managed to corrupt my FO4 install. But remaking the mod from the ground up didn't have the issues. I haven't checked to see if this hostility behavior affects vanilla companions yet to be recruited (to see if something happened to potentialcompanionfaction) Any ideas as to what's causing this? EDIT: I spawned in strong and gage (both whom I hadn't recruited yet), and neither were hostile.
  13. I was able to find it, finally. 00059ACD However, the item is definitely causing a crash to desktop like I had previously theorized. Now to figure out why...
  14. So, not to go in too much depth, but every time I was given the fusion pulse charge during the BoS quest associated, I would crash. To get around it, I had to setstage to the next piece in line. However, without the charge in inventory, I run into more problems at the end of the of the quest by having to skip past that stage. I figure, if I can get the base ID, add it to my inventory, then I can complete the quest as it should be and avoid the setstage skipping. None of the fallout resources online have the base ID for the item, yet. I was hoping someone here might be able to hook me up.
  15. Thanks Volun. This is a completely vanilla play through. I went ahead and reduced my save count from 40 to about 5 to see if that was my issue. The crashes are still repeatable. I also had heard that closing the Geforce Experience would help. It did not.
  16. So, I had no issues early on in game regarding these. However, the more I play, the more common they have become, impacting my ability to play. There may be no easy fix at this point, but what I would really like to do is have a place for everyone to document if they're experiencing desktop crashes. If we can get a good list of area related CTDs, then maybe there is a common link that's causing these. I've spent a little time googling, and haven't seen a whole lot of people claim any major CTD issues outside of Monsignor. I play on my laptop these days, which has specs: Win 7 - 64 bit SP1 Intel Core i7 - 4700 MQ Nvidia GeForce 470M with most recent drivers 12 GB memory Laptop also has HD Graphics 4600, but is superseded by the 470M. I'm using custom settings of either high or ultra graphics for texture related settings and medium for most shadow and light related settings. All binary options have been turned on. I have not experimented to see if turning everything back to low when the 470M is my primary card can fix some of these CTDs. The first CTD was repeatable in the area around just east of Wildwood Cemetary. Then I had a repeatable CTD in the same play session at Medford Memorial Hospital. This was specifically on the front steps. Believing this to be a driver issue, I updated my Nvidia drivers. During this, the game didn't recognize my graphics card and I was playing the game on low settings. I was able to get into the hospital, but the game was nearly unplayable due to choppy frame rates. Reinstalling the drivers allowed the game to properly recognize my card and the frame rate issues were much better. However, the CTD returned on the steps, preventing me from leaving Medford without console commands. Later in the game, I was sent back to medford for another randomized loot quest. I had to console command my way past it as the CTD was still persistent on the steps. The next big one happened after I had logged 1 day and 8 hours on my save. After a trip to Hubris Comics, I picked up the Grognak costume. At Sanctuary, I attempted to store the costume in my workbench, and began crashing once I changed the sorting filter to armor for transfer. Any other sort filter has worked fine. I did not test to see if I could transfer the armor with no sort filter applied. This only happens in the workbench transfer menu. I can hand off the Grognak costume to a companion and scroll over it in my Pip-Boy menu. The menu crash seems to happen immediately if I scroll over Grognak in the transfer menu, or within 5 seconds or so of setting the filter. Even if I trade the costume or drop it, the CTD still happens. Now for the more annoying, seemingly random CTDs. As I've progressed further into the game, I can be traveling through an area and have random CTDs that aren't as repeatable. Usually, these happen during a fire fight, or right after. I had one in Sunshine Trading while doing the associated Minutemen quest. It happened when I entered the centeral building with the workbench while there were still mobs in the area to clear. I returned after the CTD, and could not repeat the CTD after clearing the area. I also have had repeatable CTDs outside Convenant. I took the long way around the south of the lake to avoid the area near WIldwood since I had repeatable CTDs in that area. I'm beginning to think the area around Covenant might be the issue. The area around Med Tek Research was safe earlier in the game. However, now that the game's respawn timer for that area has cycled, I'm having repeatable CTDs after clearing the ghouls and deathclaw. I remember hearing issues regarding save size during the early weeks of Skyrim's release. I never had CTDs with Skyrim, FO3, Oblivion, or FO:NV. FO4 is a first for this. With the exception of Oblivion, I've played all of BethSoft's previous iterations of GameBryo/Creation on this laptop. I checked my file size, JIC. The largest save is around 9.3 MB, which is much less than the reported 19 MB saves giving issues suring Skryim. I'm VERY certain this issue pertains to my graphics card in some way since the Medford crash was fixed temporarily by my system messing up recognition of the graphics card. However, the menu issue seems unrelated to the card. I can avoid areas that cause CTDs, but I have to be able to offload items to continue to function. Any help is appreciated, but like I said earlier, this post is more to document a series of CTDs.
  17. I've had a similar situation. I crafted some daedric armor and gave it to lydia. She kept defaulting to her steel armor when i would leave the house. I removed the steel armor through the console and now she defaults to naked. I removed Aela's nord armor due to a similar issue. I think the follower's just want to default to their stock armor and weapons as I've had issues with both. I've also seen follower inventories repopulate stock armors if you remove too much stuff. It has to be in the way their scripts are set up
  18. I didn't do the dark brotherhood line. I killed the head chick when she had me do the initiation test, then wiped out the brotherhood. I can't get the Blood on Ice quest to start either.
  19. In oblivion, setscale didn't change 1st person height, but changing theheight modifier in the CK adjusts the 1st person height. I ran a custom race in oblivion to have a higher pov for 1st person runs. In FO, i was using the attack of the 50 foot woman mod, and the script there would change 1st person pov
  20. i found potions that are +40% for 60 seconds
  21. The patches are already at MS and Sony for verification and certification, so they're finalized. I'm curious to know what the patches are going to contain as far as fixes/changes go.
  22. I dislike the beast races in TES primarily because they are too humanoid. I wonder why Bethesda never retconned them to look truly bestial. Back with more limited setups, I could forgive slapping a car head on a human body, but there's no reason why corner cuts like that should exist. If it's for the sake of preserving their traditional look, then all locations that were in Arena should have been rebuilt in the 3D space block for block. Are there any mods for previous TES that gave unique skeletons to the beast races?
  23. i would like to see interaction anims with doors, pull chains, buttons. They exist for third person since NPCs already do them
  24. It's being worked on. We don't really need a million of these types of threads.
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