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Everything posted by mikvat
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Awesome! Youre the best! Thank you very much!
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Do you by any chance know the difference between "Create precuts for selection" and "Link precuts for selection"?
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Hi! Thank you! I use the existing navmesh and add triangles under the scrappables. I am wondering about big trash piles, some of them are really big so the navmeshes are a bit from the ground. Do you recommend that I lower the navmeshes closer to the ground? Thank you again, you helped med a lot Mikael
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I am now navmeshing my mods and have some questions that I haven´t found by googling extensively. 1. What are the bright yellow meshes (see picture)? What do they do? How do I make ones myself? Are they safe to substitute them with normal ones (red)? What happens to the bright yellow navmesh when making the object they cover scrappable? Will there be invisible obstacles? 2. According to many you should never delete meshes. Are they talking about complete meshes or single triangles? And why should you not delete meshes/single triangles? 3. A bridge normally has navmesh on it and under it. If I make the bridge scrappable, does the navmesh on the bridge disappear when scrapping the bridge or is it still there so npc:s walk on air? 4. If I make a big trashpile scrappable, should I lower the navmesh to the ground? 5. Creation Kit creates a lot of navmeshes outside the cells I am working in. Why? Do I Need to keep them all? Thank you for your time! Mikael
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Custom workshop require quest before being available
mikvat replied to mikvat's topic in Fallout 4's Creation Kit and Modders
Hi! Finally I had time to try this but I can´t get it to work. When I have filled in the properties I get this error message: The parent script doesn´t exist, please choose one that does I guess I am doing something wrong. Can anybody help me out? -
Custom workshop require quest before being available
mikvat replied to mikvat's topic in Fallout 4's Creation Kit and Modders
Thank you for testing. I have found cables that are static and I´ll use those for time being. It is hard to make them prefect :) -
Custom workshop require quest before being available
mikvat replied to mikvat's topic in Fallout 4's Creation Kit and Modders
Yes, I have seen that tutorial and I have tried doing just that with wires but it does not work. I don´t think the wires are static object since they are bendable. So, in this case I haven´t figured it out yet. Anyway, thanks you for the tip :) -
Custom workshop require quest before being available
mikvat replied to mikvat's topic in Fallout 4's Creation Kit and Modders
I am sorry but it seems that whatever I do I can not thank you in your own post. So here goes, thank you all for your help! -
Custom workshop require quest before being available
mikvat replied to mikvat's topic in Fallout 4's Creation Kit and Modders
Thank you very much! I will look into this. :) -
Custom workshop require quest before being available
mikvat replied to mikvat's topic in Fallout 4's Creation Kit and Modders
T Thank you very much! I will look into this. :) -
Hello everone! I have done a few settlements and now it is time for me to make settlements that require a vanilla quest first to complete before the workbench becomes available. I am thinking as an example the quest High Noon at the Gulch (Nuka World) has to be completed, then the workbench at my settlement can be used. Is this difficult to make? Any pointers? I found something called "GetQuestCompleted" that can perhaps be used in the workshop script but I don´t know how. Another thing I am wondering: Is there a way to make connected cables/wires to disappear when scrapping an item? For example, I made a settlement in General Atomics Galleria which has wires connected to the pods. I can´t make them disappear when scrapping the pods. Any help would be appreciated.
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Anyone else has this problem? When game CTD:s during gaming I get this in papyrus log: [10/03/2020 - 01:25:41PM] Papyrus log opened (PC-64) [10/03/2020 - 01:25:41PM] Update budget: 2.400000ms (Extra tasklet budget: 2.400000ms, Load screen budget: 500.000000ms) [10/03/2020 - 01:25:41PM] Memory page: 256 (min) 1024 (max) 307200 (max total) [10/03/2020 - 01:25:41PM] Maximum stack depth: 100 [10/03/2020 - 01:25:41PM] This is a script log only and does not contain information on any other part of the game, including crashes. [10/03/2020 - 01:25:41PM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_SetStageOnTriggerEnter", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_RadioSceneScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:UnlockPostersScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasRedemptionMachine", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:ccSWKFO4001_CaptainCosmosQuestScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasOnContainerChange", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasPowerArmorEnter", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasExitDoor", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasEntryDoor", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:ZSEFO4001:RefAliasDoor", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4001:NeoSkyLightSwitchScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4001:HolotapeAliasCheckScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4001:SynthDeathAliasCheckScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:AdjustMaxHealth", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:DisableBleedoutRecovery", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:ViewRaidRecords", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:endlessraidmanagerscript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:alterturrets", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:datastructs", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:raidtype", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:CameraScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:cameramonitorscript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:RaidTrigger", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:CameraTriggerBox", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:CameraMonitorBank", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:ShootingRangeStation", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:shootingrange", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:RemoveFromAliasOnDeath", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:AlterSettlers", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:REScriptExtension", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:InducedRaidScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:AlterAttackers", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:kgjfo4001:namepoolscript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:StartVertibird", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:KGJFO4001:LinkedNamePoolScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccFRSFO4003:TerminalScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccFRSFO4003:cc_ObjectivesObtainedCheckScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccSBJFO4002:RadstagActivateScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccSBJFO4002:RadstageActivateScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccSBJFO4002:RadstagTeleportBackup", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4002:LightEnableDisableScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4002:TerminalSetStageScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4002:TerminalHackScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "creationclub:tosfo4002:counterscript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4002:SynthUnconsciousScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "CreationClub:TOSFO4002:SignalStrengthScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccBGSFO4117:WaveEnableFunctionScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccBGSFO4046_:PickupCloakEffectScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccBGSFO4046_:GunnerTerminalScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccBGSFO4046_:GunnerSignalStrengthScript", missing file? [10/03/2020 - 01:25:41PM] Cannot open store for class "ccBGSFO4046_:GunnerPipboyPerkScript", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "ccBGSFO4117:RadioOffonActivateScript", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "ccBGSFO4117:BlockActivation", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "CreationClub:TOSFO4002:SynthEncounterDisableScript", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "ccRZRFO4001:ccRZRFO4001_RadioSceneToggleScript", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "CreationClub:SWKFO4001:ChainedDoorLoad", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "CreationClub:SWKFO4001:ChainLoadDoor", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "CreationClub:TOSFO4002:ccTOSFO4002_LightSwitch", missing file? [10/03/2020 - 01:25:42PM] Cannot open store for class "ccBGSFO4117:OnActivateTeleportScript", missing file? [10/03/2020 - 01:27:07PM] VM is freezing... [10/03/2020 - 01:27:07PM] VM is frozen [10/03/2020 - 01:27:07PM] Log closed I have nothing installed from Creation Club and it seems that this is maybe the cause for the CTD. Sometimes when loading last save or a couple of older saves the game CTD:s during loading level. All Fallout 4 files have been verified. No unattached sqripts according Faalrim Tools. I removed the cc-files but still same problem. Has anyone maybe any suggestions?
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Hi! Thank You! Yes, I have already links to the mods and mod authors name included. I just remembered that there are info on each mod about permissions so I will take a look on that too.
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Hi! Do I need an mod authors permission if I only add happiness bonus to their mod? What is customary? I have made happiness patches for a couple of mods that I use and thought perhaps somebody else would like to use them. I have made it clear who is the main mods author. What do you say? Really appreciate feedback on this. Thanks! Mikael
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Yes, I also found out that it seems to be a trouble with the molerats. It´s probably the same problem with Mulligans mine in Nuka World (I haven´t tried it yet). Something to do with animals coming from underground. I have found a much faster and easier way: Disable AI before encountering troublesome underground animals. This is what I did with Shamrock Taphouse: Before entering the Taphouse write "tdetect" in console (without quotations marks). This disables AI. When eliminating the last molerats in the room where Buddy is write "tdetect" in console again to enable AI. Now you can talk to buddy. Worked flawlessly for me. Edit: It also works in Vault 88.
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Hi! I would like to have a tab in pipboy where I can see my total water production, all kinds of produce/flora production. For example: Production every 24 h: Type: Pieces: Corn 100 Tato 150 Bloodleaf 50 Water 400 Fertilizer 25 or something like that. Maybe there is already a mod like this but I have not found any yet.
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Thank you for the feedback. The cc prefix is from content bought from Creation Club.
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Thank you for your feedback. I have already read that text and know that the things papyrus log shows doesn´t show what causes crashes. What I am more interested in is if the messages I get is normal or if they indicate something wrong. Perhaps during installation of mods etc?
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I reinstalled Fallout 4 and all the mods (inclusive my own patches). Pretty soon in the game it started crashing. Before I reinstalled everything I had no crashes and when I look at the papyrus log it seems like there are a lot of problems. Could someone please take a look and give me some feedback on what some of the things mean. For example: "error: Unable to bind script settlement201init to 201_init (A2004B93) because their base types do not match Cannot open store for class "settlement202init", missing file?" How can something be missing in a freshly installed game? And this one: "warning: Property bMessage on script ccBGSFO4116:SpigotLoadGameScript attached to alias Player on quest ccBGSFO4116_QuestSpigot (FE006871) cannot be initialized because the script no longer contains that property" No longer containing? How can something like this happen in a new game? Maybe this is normal and nothing to worry about? Or this one: "error: Property Champion on script ccbgsfo4047_:medkitscript attached to (FE007827) cannot be bound because (FE007830) is not the right type" Any input on my papyrus log would be greatly appreciated. Log and mod list: here (dropbox)
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I had problems to get Drinkin Buddy to go to Rufus in Goodneighbor and I got stuck in a infinite loading loop when trying to exit Shamrock Taphouse. I tried a lot of different commands in console but I could not get anything to work. I finally got it to work and thought I would share it with you. This is what I did: Disabled autosave in in-game menuWent into Shamrock Taphouse through the front doorWhen inside I used command killall in console (There will be some enemies left even after use of command)Exited TaphouseSaved gameEntered TaphouseWent directly to Drinkin Buddy, I did not pick up anything on the wayStarted talking with BuddyChose "Not yet" in dialogueExited Taphouse through the backdoor/hatchSaved gameEntered Taphouse through the backdoor/hatchTalked to Drinkin Buddy and chose to send him to GoodneighborLet Buddy exit Taphouse firstEscorted Buddy to Goodneighbor and entered Hotel Rexford after himMission accomplishedI do not know which of the above steps made it possible to finish the quest but it worked for me. Don´t forget to enable autosave. Now you could go back to Taphouse and pick up loot and stuff if you like.
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I have a request for a patch between Quick Harvest (https://www.nexusmods.com/fallout4/mods/25521/?tab=bugs&issue_id=393613) and Ms.Rae´s Horticulture (https://www.nexusmods.com/fallout4/mods/17445) if someone is upp to the task. I had a look in FO4Edit and I couldn´t make heads or tales. My knowledge in FO4Edit is somewhat limited and in CK they are nonexistent. :smile: Is there a friendly soul out there that can make a patch? Please... Thank You! :smile: Edit: Found another flora mod that I will try out. If that works as intended no patch is requestet anymore :)
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Hello! Does Fallout 4 support 4-way SLI? In Nvidia Inspector there are settings for 4 GPU:s in Fallout 4:s preset but when I look in MSI afterburner two of the cards are peaking at 100% and the other two are peaking at about 1-5%. Maybe it is supposed to be like this, I don´t know so I am asking you :happy:
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I can assure everyone that I am absolutely not Dr Peter Haas. It seems that quite often there are mysterious paths in mods. Check your own papyrus logs and you will probably see some weird names. I have no idea why it´s like that and it would seem that our dear doctor belongs to the unofficial fallout 4 patch.
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Thanks for the tips everyone! Now I have something to go by. Look into it tomorrow. Thanks!
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Hello! I am suffering from CTD:s (crash to desktop). I am trying to figure out why. I run the utility Real-Time Event Error Log and most often during crashes it is about a Dr. Peter Haas. I get lines like these in the papyrus log: 06:12:16PM] error: Unable to call IsDead - no native object bound to the script object, or object is of incorrect type stack: [None].companionactorscript.IsDead() - "<native>" Line ? [None].companionactorscript.::remote_FollowersScript_AffinityEvent() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 455 [11/22/2017 - 06:12:16PM] warning: Assigning None to a non-object variable named "::temp42" stack: [None].companionactorscript.::remote_FollowersScript_AffinityEvent() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 455 [11/22/2017 - 06:12:16PM] error: Unable to call IsInFaction - no native object bound to the script object, or object is of incorrect type stack: [None].companionactorscript.IsInFaction() - "<native>" Line ? [None].companionactorscript.::remote_FollowersScript_AffinityEvent() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 460 [11/22/2017 - 06:12:16PM] warning: Assigning None to a non-object variable named "::temp42" stack: [None].companionactorscript.::remote_FollowersScript_AffinityEvent() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 460 I am getting a bit annoyed with this Dr. Peter Haas :laugh: Anyone that can tell me if this belongs to a mod and if, which one? Or any tips on how to find out? I have 168 mods active so to use the process of elimination could take a while.