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Somebody messaged me to ask how this was going, so I'm going to copy/paste my reply here for others interested. Yes, I'm still working on it. Current progress is that the interior settlement is sorted, but I'm in the process of scripting a solution to the quest, and it's extremely finicky - way more than usual. I'm really not sure why, but Bethesda coded the quest to frequently force-reset the interior of Cabot House, and then periodically force-reset it after the quest is over. It explains to me why there aren't as many Cabot House settlements as you'd think and why I've seen some that are just clones of the house, rather than the original. There's multiple vanilla scripts firing behind the scenes that will break any settlement there. I'm afraid that as a result of the above, I'm not sure you'll be able to use the mod on a save with the quest already completed. I have to script a lot of safeguards and shutdowns, and I came to the conclusion that the safest place to intercept the vanilla quest was in the middle of it, rather than after it, otherwise the quest is able to fire off tons of disables and resets that would cause a ton of bugs. So I'm still working on it, but the script solution is not as "easy" as my other scripted settlement mods (which only fire AFTER a quest is complete so they don't interfere with any vanilla processes), and it's going to require more testing than usual. Additional notes as to the above: I have definitely tried a rough outline of some events/scripts to take into account quest completion, but it gets so messy with the number of different Random Encounter configurations and serum counters and stuff that it's safer to disallow the use of special settlers (including Deegan) at that point, which sort of defeats the purpose of my style of mod (vanilla-quest/npc-integrated and immersive). So that's why this one is turning out to be a lot more complex than usual.
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You know, I think I've seen a lot of different vendor furniture and yet not this. Lots of standing markers, lots of prefab stores, and I have seen a chair for security, but no chairs for vendors. Chairs are a great idea. I'm pretty sure I can make this for you very easily. Any specific requests on chair style?
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Fair enough! I actually never bother decorating the ships, empty habs or not, because I change things up too often for the resets to be worth it. Means I've never experienced that bug either, sounds like a nasty one.
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Is there a reason the empty habs aren't sufficient?
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Creating an interior location
Lemecc replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
Andy, you have a thread of your own, but you've ignored two of the replies. The modding community lives and dies by the community side of it, so I think it would be a good idea to properly utilise your existing thread as you hit roadblocks, and properly engage with those that have tried to help you. As Pepperman says, necro-ing old and unrelated threads is not the way to go - and nobody can help you troubleshoot if you don't follow through on any topics. -
In case any folk are interested; I'm now working on this. Again, no ETA because life can always happen, but this shouldn't take as long as Kowalski's Pier did, internal settlements are always significantly easier.
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Does FO4 have the IsInFurnitureState Condition?
Lemecc replied to Lemecc's topic in Fallout 4's Creation Kit and Modders
Thanks Pelgar, I'm pretty sure that's doing the trick for me! I think I'm after a 0 value myself, to ensure the actor isn't engaging with any furniture at all before the topic is allowed to continue. It makes sense too, since I recently made some custom AI Packages for Starfield that borrow the sitting template to make an actor glue themselves to a specific piece of furniture, even though it isn't actually classed as any kind of chair/sitting furniture. Now I feel a bit foolish I got hung up on working forwards from Skyrim, when I could have worked backwards from Starfield! -
Does FO4 have the IsInFurnitureState Condition?
Lemecc replied to Lemecc's topic in Fallout 4's Creation Kit and Modders
Good shout on "CurrentFurnitureHasKeyword", thanks! It's not an elegant solution since I have to list a bunch of keywords and there's no future-proofing against any new furniture keywords that may be added by CC or mods, but I think it might have the same end result for the moment. Just as a bit of extra context btw, I'm not checking furniture on the player. I'm checking if a dog is using one of the pieces of dog furniture in the game, so no nice broad keywords to use like "FurnitureClassWork" or "FurnitureClassRelax". Every bit of dog furniture has it's own unique keyword and I have to check against all of them, which is why this ends up a bit of an ugly solution. That said, results are results, and that's what matters! I just wonder why "IsInFurnitureState" appears to be removed. It makes sense to me to be able to condition something to check this. Edit: Unfortunately, on testing, this just seems to ensure that the dog has to be in a furniture state to begin with - which makes sense from the keyword title - and that's the opposite of what I want. Back to square one. -
I'd like to condition topics in a dialogue quest to ensure that certain dialogue cannot run if the actor is currently in furniture. Skyrim had - as far as I know - the ability to condition using "IsInFurnitureState" to broadly capture the actor interacting with any furniture. I cannot find the same condition in FO4's CK at all. Is it now under a different name? I've considered using IsCurrentFurnitureObj instead, but there's a lot of furniture objects I'd need to specify and it makes for a real messy and clumsy conditions list. Does IsInFurnitureState (as a condition function I can apply to a topic) exist still, and if it doesn't, is there any other way I might condition a topic to not be allowed to fire unless the actor is outside of any furniture? Thanks!
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Populating a new settlement via CK commands
Lemecc replied to AndyTheSaurus's topic in Fallout 4's Creation Kit and Modders
You can find something in the base game that does this and study that, specifically quest DN121 "Out of the Fire". One of the quest stages adds Jake to the workshop if you've fulfilled certain conditions. That said, is scripting even necessary in this case? You haven't stated you want to do it after an event or condition of some kind, which is the only reason why scripting would be necessary. If you want to add the NPC to the workshop and there's no need for any prerequisites, all you need to do is link their ref to the workshop with WorkshopItemKeyword. -
I may be off-base, but can't you pretty much already do this yourself via your mod manager? It only requires taking the esms/esps/esls/whatever with the cc prefix out of the data folder, zipping them up then installing that archive via your mod manager. That way you can turn each one on and off at will, and also create different mod profiles with different ones active, for whichever saves you want to use. I would think this version would work better too, as you wouldn't have to have multiple installations just to have different options. At least, this is how I've been handling keeping the CC stuff under control.
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So not entirely what you're asking for, because there's no automation involved by default, but I am going to cheekily recommend my own mod to you: Scrap Just A Bit More Stuff. It has an optional patch which prevents the main mod from being able to scrap any structure or landscape, but still scrap foliage and the like. This will allow you to scrap carefree, without deleting major items. In theory, you could run the main mod and the patch, and use the "scrapall" command for the automation you're looking for. I don't personally ever condone using the scrapall command, especially with scrap mods installed, because there's too much of a chance it might hit either items you want or items that have needed scripts attached as you've noted, but it is an option. It's due an update which will expand the optional patch further, so it might be better to wait before trying it out, if you're interested. I'd never be able to guarantee anything, but I do expect the next version to run very well with scrapall. It may well be that there's a scripted solution out there better suited to your needs, but in the meantime this may help?
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[Mod Request] Consequences for running over NPCS in vehicles
Lemecc replied to Lemecc's topic in Starfield's Mod Ideas
That wouldn't be my preference since I often use the vehicle to get my over-encumbered backside over to my house to drop everything off, but beggars can't be choosers. If being in a vehicle at all in a town is a crime, I'd prefer to see that just bring up a jail dialogue with the nearest guard, rather than turn them all into homicidal maniacs. Shooting on site because you didn't get out of your car in time would be a bit absurd.