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blazeda59

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Everything posted by blazeda59

  1. Ok I know I'm just repeating what everyone's already commenting on but I need to vent some frustration. I spent about an hour last night with my jaw on the ground speechless trying to wrap my head around how at least half of these mods were selected as finalist. Now I'm not saying that the mods are bad themselves (most of them at least) but a lot seem to be either plagiarising, Team mods, Fraudulent entries or so far off showcasing what the CK can actually do it hurts my brain. My mod is by no means the best mod ever but I at least figured I would be beaten out by more deserving mods but this is as the title says a joke. I entered my mod into the data category under the impression that the workshop being one of the major additions to Fo4 would be highly showcased. In my opinion only one mod chosen for this category even comes close to what it should be in there. And then to also be beaten by a mod that would have taken all of 10 mins to complete after I've spent 900+ hours of sleep deprivation and starving myself to work on my mod is more then a slap in the face.....I'm feeling slightly postal I mean I even left a bug I knew may temporarily break some peoples games in the version I submitted because I didn't want to break the rules by updating to fix it! And I also removed what I'd used from NV because I didn't want to submit work that wasn't mine! Now I feel like a f***ing tool for actually following the rules and to me that's not fair on anyone. Especially the thousands of authors that should at least be given some acknowledgement for the work they put in for the community. So I've chosen to boycott the competition, I know it's not going to make a difference to the outcome but I can at least feel better knowing I still have the thousands of fans that appreciate my hard work even if a bunch of tossers at a company that supposedly make hardware for gamers can't. Frankly if this is the way they run a competition whats their engineering support going to be like....80 hours of sandwiches! For the people that are interested here's my entry....Mind you this is my nexus upload which is better anyway ;) http://www.nexusmods.com/fallout4/mods/8621/?
  2. It's ok I figured it out I don't need to spawn from a FormList now. I can setup a LeveledList and use that as a template on the NPC instead. Now I can attach all the scripts that I need.
  3. No its ok I believe you..Sorry I'm the mixed up one I was thinking of OnEnable. Its just the way you stated your comment it sounded more like a question. Well I've change it around but the npc still wont spawn :wallbash:
  4. No IsEnabled() is an event not a function. Your thinking of NPCSpawner01.Enable(). The if statement is checking to see if the spawner is enabled not actually enable it. :smile:
  5. I've had a bit of a look into this already and I don't think its possible. The hologames are a swf file that is attached to the holotape like a voice file so a terminal/pipboy can load it when activated. So there's no way to attach that directly to a terminal at this point. Maybe after the SE updates and adds new functions it'll make it possible.
  6. Thanks but I don't think that will work since the scripts I need to attach are a workshop object script and the other script is sending a OnDeath event. So they need to be on the actor to work.
  7. Hi I'm trying to setup a script that will spawn a random actor from a FormList I've setup. I can get it to spawn randomly if I use a LeveledList but I need to be able to attach scripts to the npcs and for some reason you can't use actors with scripts in LeveledLists. I've tried using a random int but when I load the game nothing will spawn when I activate the script. Here's what I have. I'm hoping someone knows how to do this thanks. Scriptname RandomSpawnScript extends ObjectReference FormList Property NPC Auto Const Furniture Property NPCSpawner01 Auto Const Keyword Property SpawnLinkKeyword Auto Const ObjectReference Property SpawnerMoveMarker Auto Const Event OnLoad() ObjectReference NPCSpawnerRef = Self Actor RandomGuyRef RandomGuyRef = NPC.getat(Utility.RandomInt(0,NPC.GetSize() -1)) as Actor if NPCSpawner01 == IsEnabled() Self.PlaceAtMe(RandomGuyRef) NPCSpawnerRef.MoveTo(SpawnerMoveMarker) NPCSpawnerRef.AddKeyword(SpawnLinkKeyword) RandomGuyRef.SetLinkedRef(NPCSpawnerRef, SpawnLinkKeyword) endif EndEvent
  8. Thanks I had already flicked through that tutorial but decided to give it another look and of course the part I skipped was the part I needed :wallbash: I forgot to set the dialogue quest in the race menu.
  9. Ok well I seem to be having some trouble setting up player dialogue with animals and was hoping someone could help. I setup my dialogue quest and can get it to work on human NPC's but for the life of me cannot get it to work with animals. I've created a new race and removed all the animal keywords, ticked allow PC dialogue and so on so I can initiate conversation but the animal will not reply with the dialogue I've added. So I'm sort of at a loss and was hoping someone on the forums knew what was going on.
  10. In the reference alias tab set it to "Find Matching Reference" then tick actors only. Lastly give a condition like "GetIsVoiceType" or "HasKeyword" then give that VoiceType or Keyword to the actor base. All instances of your actor base should say the same things now.
  11. Thanks for your reply, I just tested your suggestion and no luck :wallbash: Its just strange because I have all other movement active including sprinting (only in a straight line) just no bloody movement!!! I think I'm going to have to rethink the animation part for now....which is a shame. I hope someone else knows whats going on.
  12. Ok well I'm having a bit of a problem with idle animations. For some reason after the player finishers the animation I can't move??? Combat, jumping and camera switching all work but movement wont. Now I know its the animations causing the issue because I can move around no problem after the script has run if I leave them out. I've tried about everything I can think of to restore control but nothing is working. Can anyone please shed some light on how to get the controls working again after forcing the player the play idle animations??? Thanks. Here's the script. Scriptname TeleportScript extends ObjectReference FormList Property Locations Auto Const Armor Property Pipboy Auto Const Idle Property OnGround Auto Const Idle Property GetUp Auto Const Quest Property ControlsQuest Auto Const Event OnActivate(ObjectReference akActionRef) Objectreference targetposmarker If (Locations.GetSize() == 0) debug.traceandbox("critical: no locations given") return endif targetposmarker = Locations.getat(Utility.RandomInt(0,Locations.GetSize() -1)) as Objectreference If (targetposmarker == None) debug.traceandbox("critical: location not valid") return endif utility.wait(12) ControlsQuest.SetStage(20) Game.GetPlayer().UnequipAll() Game.GetPlayer().EquipItem(Pipboy, true,true) Game.FastTravel(targetposmarker) Game.GetPlayer().PlayIdle(OnGround) utility.wait(4) Game.GetPlayer().PlayIdle(GetUp) utility.wait(2) ControlsQuest.SetStage(0) EndEvent
  13. It could be a few things. Either your materials or textures aren't setup correctly or it could be when you exported your mesh out of 3dmax/blender ect you ticked vertex colors. If the material isn't setup to use vertex colors it'll just turn the mesh invisible.
  14. Hey I'm currently working on a script to cast a spell on a target actor when attacked by the players fists. This is what I have so far. ACTOR Victim Event OnEffectStart(Actor akTarget, Actor akCaster) victim = akTarget RegisterForHitEvent(victim) EndEvent Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial) if victim.IsEssential() == false && victim.IsHostileToActor(game.GetPlayer()) == true && akAggressor == game.GetPlayer() && akSource == None victim.Kill() endif EndEvent This sort of works but only on one combat target. If I remove akSource I can get it to target a group but I don't have to make contact with an attack for them to die and they all die at once. Plus once I do the initial attack they can then be killed by any attack from anyone?? Also to get the script to work at all I have to have the spell set to "Concentration" and "Target Actor". Which I think is causing issues too. Anyway any help would be great thanks.
  15. Thanks for clearing that up after changing "Size" to "GetSize" everything is working now but I have a new problem. I still have to go around and either place new XMarkers or use existing ones for the location. Which is sort of what I'm trying to avoid. Ideally I'd like to use the games location markers as the locations and then place an XMarker using the script at them that the player will then move to. Sort of the way the artillery gets it target from the smoke grenade. I've tried a few things but cant get the script to find the locations to place the marker now.
  16. Thank you Ubuntu this is exactly what I needed :thumbsup: One small issue though. I'm getting an error "loop did not match anything at input None" so I'm not sure what to do to fix it?
  17. Thanks for your reply. I think I get what your doing there. Like I said scripting is not really my thing but I was hoping to get it to just select a location from a list rather than having to go around placing new markers everywhere I want the player to teleport too. I was looking at both the Artillery and WorkshopObject scripts for reference as the WorkshopObject script uses the same method to create furniture markers and then load random idle animations from a FormList to play. The artillery script also places markers for the targeting so I know I can do it the way I want. It has something to do with the ObjectReferences defined in those scripts but I'm not sure how it does it because I get lost reading code.
  18. I'm working on a little script to teleport the player to a random location but I'm having some trouble figuring out how to teleport once the game has chosen the location. This is what I have so far. Form Property LocationList const auto Form Property LocationMarker Auto Const Event OnEffectStart(Actor akTarget, Actor akCaster) Form myLocationList FormList myFormList = LocationList as FormList if myFormList ; picks location from list at random int pickIndex = Utility.RandomInt(0, myFormList.GetSize()-1) myLocationList = myFormList.GetAt(pickIndex) endif EndEvent Scripting is not my strong point but as far as I can tell that is selecting a random location from my list. But now how do I place my marker there and then move the player to the marker?? Any help would be great.
  19. I'm making a rack for the player to place masks on but I've run into a bit of a snag. 98% of the objects I need on the rack work the other 2% don't. Now at first I couldn't figure out why 2 out of about 50 items wouldn't work but figured it was just something with Dawnguard as the items are from it. But after a few items from Dragonborn wouldn't work either I knew the problem had to be deeper. So after a bit of hunting I've figured out its because the few items that wont work have code attached to the base item and for some reason it conflicts with any other code trying to SetMotionType. Now what I need help with is figuring away around this problem. The only thing I can think of is to add the code of the item to a magic effect and then place that on an enchantment attached to it but doing this means I have to edit vanilla items and that just causes conflicts. But I know that will work as its how code is attached to any other armor that needs code. Now its only items from DG and DB that wont work so it all boils down to the devs at Beth couldn't be bothered doing it the right way thinking that's ok no one will notice (that seems to be the seed of all my problems modding this game)....anyway this is the error I get from the logs: Error: Unable to call SetMotionType - no native object bound to the script object, or object is of incorrect type stack: [item 5 in container (00000014)].DLC2AcolyteMaskEffectScript.SetMotionType() - "<native>" Line ? [ (8106B566)].AAABOTMaskStandScript.HandleHelmetPlacement() - "AAABOTMaskStandScript.psc" Line 152[ (8106B566)].AAABOTMaskStandScript.OnActivate() - "AAABOTMaskStandScript.psc" Line 114
  20. I tried that but I get mismatched character 'd' expecting '\n, no viable alternative at input 'Armor and required (...)+ loop did not match anything at input '.' errors
  21. ok next problem, I've got a fully working stand now that places everything in the right place using keywords like every other display rack in game only thing is certain helmets conflict as they have the same keywords e.g Daedric and Ancient Nord are both classed as Helmet, Daedric, Heavy, Vender Item so as Daedric is first in the code it places the Nordic helmet on the Daedric node as well. Now I could go through and add a new keyword to separate them but that means i have to add it to every enchanted version of that armor as well which is just impractical. So I've been strainin the old brain trying to figure out an easier way and what I've come up with is using the GetModelPath http://www.creationkit.com/GetModelPath_-_Armor function which in theory should cover the majority of the helmets that cant use keywords. Now this all works in my head but not being a code master I cant figure how to use this code the way I need it so any help would be great. Heres the code I'm working on. if PlayersDroppedHelmet.HasKeyword(ArmorMaterialIron) ; Iron PlayersDroppedHelmet.MoveToNode(TriggerMarker, "IronPivot01") ; Handle the placement of the helmet by cheking file path to avoid being placed on the wrong node elseif PlayersDroppedHelmet.(Game.GetForm(0x00056A9E) as Armor).GetModelPath(Armor\Draugr\DraugrHelmetMale_GO.nif) ; Ancient Draugr PlayersDroppedHelmet.MoveToNode(TriggerMarker, "AncientDraugrPivot01")
  22. cheers I knew I would probably find what I needed within the skse. I'd already tried a few other function from it but couldn't get them working. Anyway after adding the line of code you gave me I was no longer getting the "you need a helmet to use the rack" message which means it found the helmet and was ready to continue but nothing would happen. Like a tool I removed the part of the code that takes the helmet on places it on the rack....dahhh :wallbash: but all's good now I have a working helmet rack all I gotta do now is get the placement right. Thanks for the help :biggrin:
  23. Im trying to setup a helmet rack of sorts for the player. After a bit of playing around I've got a rough setup semi working my problem is I cant figure out how to get the code to look for the helmet. Im basing the code off of the weapons rack script but that works by looking for what the player has in their hands not whats on their head and after searching through the wiki I cant figure out a function that will work anyway here's the problem part of the code hope someone can help....Cheers Auto STATE EmptyRack EVENT onActivate(ObjectReference TriggerRef) If (TriggerRef == Game.GetPlayer() as Actor) ; Only the player can activate this MessageAlreadyShown = WRackGlobal.GetValue() if (MessageAlreadyShown == FALSE) ; If the help message hasn't been shown before then show it. HelmetStandActivateMESSAGE.Show() WRackGlobal.SetValue(1) else ;if (Game.GetPlayer()) && (PlayersEquippedHelmet.IsHelmet()) //Not Working ;if (Game.GetPlayer() && Game.GetPlayer().IsEquipped(ArmorHelmet)) //Not Working ; Grabs the weapon from the player and places it in the correct place. HandleHelmetPlacement() else ; If the player doesn't have a shield equipped tell him he needs one. HelmetStandNoHelmetMESSAGE.Show() endif endif endif endEVENT endSTATE
  24. Try putting a condition in your spell's magic effect "GetIsRace" select the dragon priest as the race, set value to zero and run it on target. If that doesn't work try running it on combat target instead. I did something similar for a spell that was only cast if the target was a dragon so I'm guessing it should work in reverse. Edit: I was just thinking that should work but it will make it that you cant cast the spell on them at all not just be immune to its effects. Another thing you could try is making another spell with 100% resistance to you spell and then just give that spell to the dragon priest race. Just make sure its a constant effect and doesnt consume magika so they can use it forever.
  25. I've made a new movable static object for my mod. I added a collision and rigid body in 3dmax than did all the little setting changes in NifSkope exported it into the CK loaded it into a cell to test and all seems fine. If I run havok sim it reacts like it should but then when I go to test it in game nothing happen it just acts like a static object. It has collision but no physics?? I don't get why it works in one but not the other. Also I've found that even though it works in the CK if loaded in a cell if I load it in the preview window and do the same nothing happens unlike other props I tested. Can someone please tell me what the hell is going on??
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