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Everything posted by werr92
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The player is able to scrap my buildings
werr92 replied to HagiuAlexandru's topic in Fallout 4's Creation Kit and Modders
You need to create a new ReferenceID and add "Unscrappable" with any number to Actor's Value of that static. -
Прибрежный коттедж Bunker Player Home v1.01
werr92 replied to sanyek's topic in Fallout 4's Discussion
http://tesall.ru/forum/418-masterskaya-fallout-4/ -
Прибрежный коттедж Bunker Player Home v1.01
werr92 replied to sanyek's topic in Fallout 4's Discussion
9 nihyia ne pon9l. -
How to make New Vegas style ending without video?
werr92 replied to akav1r's topic in Fallout 4's Creation Kit and Modders
I remember I tried something similar to this in Skyrim. And it had something to do with VusialEffect that is attached to Camera (Screen). Try to take a look at any trigger that adds dust particles on screen on player enter. Vusial Effect in its turn reffers to EffectShader, that holds a texture, which will be shown on screen eventually. In addition to this, you can use ImageSpaceModifiers to fade screen to black and back to normal. The only difficulty I see here is that Vusial Effect menu is little bit different from how it was in Skyrim, but not that it is a big problem. -
TranslateTo doesn't work on Static objects?
werr92 replied to jamesCag's topic in Fallout 4's Discussion
Take any misc object, set its motion type to keyframed (SetMotionType()) and look how this will be translated. Any MovableStatic should do the trick too. Statics will not. -
2. You can't translate a Static object fluently, it teleports because of that. To translate something as intended, that object must have collisions updatable by havok. In other words, it should be MovableStatic or MiscObject. First thing to try is create a new MovableStatic and past the path to nif from this Static. Without editing nif file itself. 1. When your object is placed in the result of explosion, set its X,Y,Z angle to be 0. Now you can translate it to some position with simple rotation by 90 degrees, I guess, it's what you need. I would do it this way, because setting angle or translation to a certain angle is meant to be in global gismo.
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The path to your files should be through Data-Music folder. It should be wav, 48 kHz, 16 bit, Stereo (you can then convert it to xwm).
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West Coast Blues Announcement- Recruiting
werr92 replied to raidertech's topic in Fallout 4's Creation Kit and Modders
Are there any locations, worldspaces, " "F U L L Y"-voiced NPC's ", a questline completed to some point yet? Anything to see? Apart from several assets, something more global. A presentation maybe? -
How do I hightlight an object via scripting?
werr92 replied to Struckur's topic in Fallout 4's Creation Kit and Modders
It is very simple actually. You need to play an EffectShader on reference. You can play it by calling Play() function. Create (or find any if exist) a gradient shader. I use ARGB 32bit codec of DXT format, it works fine. -
Can not interact with Eyebot NPC
werr92 replied to thousande's topic in Fallout 4's Creation Kit and Modders
You either have an empty name or don't have "IsActor" keyword on him (not sure of the exact name right now, away from my cum-put-or). Or... You have 'no activation/hellos' ticked in actor data. Or... You have one of the tons of other things, I know nothing about. -
First of all, it's a property (a variable) that needs to be defined. Think of it as of a pointer to anything. In this case, if a property is of Actor type, then it is a pointer to actor. And after you declare it, you should go to 'properties' tab and fill it (assign any particular actor reference).
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Conditional logic - brain scrambled.
werr92 replied to csbx's topic in Fallout 4's Creation Kit and Modders
Here's the thing: your issue arises from the fact, that how the game logic reads it, differs from the mathematical point of view. In mathematics an operation of conjunction has a priority over disjunction. The way the gents at Bethesda Game Studios see the world is built upon that disjuction here has an advantage over conjuction. You tried to write it, based on math, and that would be correct (though overcomplicated). But taking into account what I have just told you, that wouldn't work as you intend it. Here's how I would arranged the conditions (in correlation with game) if I was to implement this -C * (A v B) I would write: Condition A == 1 OR Condition B == 1 AND Condition C == 0 AND Here's the pic for your convinience: -
Scripting detection that enemies in cell are dead
werr92 replied to csbx's topic in Fallout 4's Creation Kit and Modders
One of the things I love about Skyrim and Fallout is that they provide you with tons of interesting and gracefully implemented mechanis to work with. Don't always think straight, try to be creative. In the end it will teach you much more than you can imagine and you will better understand how the game operates. What you are up to can be achieved in a more elegant way. You don't have to keep a long list of reference aliases to call a script on. Instead, you can have one location alias, that recieves OnLocationCleared() event in its script. Just mark the desired ghouls in the render window to have "Boss" Loc Ref Type - a red square above them should pop up. And set you location (object type - Location) to be Clearable. The rest is a miracle of Bethesda's game logic. Once you kill all of the bosses, the location will recieve 'Cleared' flag and your alias will get the event in which you can execute further whatever you want. -
Input Layer enabling script not working?
werr92 replied to Halstrom's topic in Fallout 4's Creation Kit and Modders
DisablePlayerControls() here is indeed different from Skyrim's. I tend to agree with @dagobaking, from my personal experience this function and InputEnableLayer works fine only when they are on something persistent. That being a running quest, can't find anything more suitable. My advice here would be to use DisablePlayerControls(), attach your script on Quest, create a separate function dedicated to disabling control and call it in the event. One thing I don't quite get right now is why do you register for a remote event a Ref Alias? Register your quest and work in its script. -
Basic scene w\ intro + force greet
werr92 replied to csbx's topic in Fallout 4's Creation Kit and Modders
You might wanna take a look at "Out of the Fire" quest (DN121). It has conversation with Slag, the boss of that location, scripted in a way you're trying to implement. -
My Faction is hostile to itself?
werr92 replied to SicariusSummoned's topic in Fallout 4's Creation Kit and Modders
There're only 3 parameters thar determine NPC's behavior. 1 - relationship between factions (neutral / ally / enemy) 2 - level of aggression (unaggressive / aggressive / very aggressive / frenzy) 3 - who they help (no one / allies / friends & allies) -
Add a knock down effect to a gun
werr92 replied to silvvyy's topic in Fallout 4's Creation Kit and Modders
Create an enchantment to add to this gun, that will use OnEffectStart() event to check if the target is a humanoid, and then deal the blow with PushActorAway() function. -
Making changes to world out of player's view
werr92 replied to csbx's topic in Fallout 4's Creation Kit and Modders
Before every 3d object / high-res terrain in that cell is loaded, yes. So, by the time player enters cell, the game will already know it should load up your stuff alongside the vanilla cell, and not after the cell is loaded. Try to google how cell attachment/detachment and load/unload operates. Can't remember where the article was. -
Making changes to world out of player's view
werr92 replied to csbx's topic in Fallout 4's Creation Kit and Modders
In Skyrim this was a typical currier quest if you played it. The approach is based upon having a quest which starts from Location Change Event (not Start Game Enabled). The quest has a scene where NPC pops up and runs towards player and the spawning points were simply placed throughout the world(s) in a way where the player can't see a currier spawn, that to be behind the buildings and all that... it's a question of design mainly. Such quests are supposed to be handled by SM Event Node, you can set the conditions to be matched there just like when you set them up for a dialogue: what locations are valid to start the quest in, what level the player should be, ect. Another approach is reliable only when you keep this NPC disabled at a certain location in the world until player reaches this location. And then you check the conditions to match and if you're satisfied, you enable the NPC and fire a quest. Though I must correct what SKK50 wrote. You see, using OnCellAttach() instead of checking whether the parent cell is loaded - is a much better way to pull it off. Thing is, cells can be loaded even if not present, they would be held in the memory, making any IsLoaded() and/or OnCellLoad() miss the target. OnCellAttach(), on the other hand, operates less buggy in this regard. The event is fired when a cell gets attached, that comes before loading every 3d object in cell. Thus, it fires every time and not when mem stack is empty, plus you don't need to register and later check for LOS, because by the time the cell fully loads, your NPC will already be in there, it's not going to pop up out of nowhere all of the sudden. -
Changing one track of Vanilla radio station
werr92 replied to csbx's topic in Fallout 4's Discussion
The only limitation I know about is the length of 15 minutes for a music track / sound file. Can't say for sure if you need mono here, because NPC dialogues are indeed in mono, but the music is in stereo. Though, the radio station runs not music tracks but scene in quest. The only way to make it clear is to extract any radio song, convert it back to wav and take a look at Audacity / Sound Forge / Audition or any piece of software alike. -
How to make Player use PathToReference?
werr92 replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
Hmm, I understood. Yeah, if that's the script attached to a quest which is active (running) and you call functions from it (for example in the papyrus stage segment by secting kmyQuest), everything should be fine. That way it works for me at least, not saying other compounds can't be used, but this way it works for sure. I never tried PathToReference() to be honest, so suit yourself here. In your piece of code you don't call PathToReference() if you ask me; I'm not sure if that appellation in Debug.Notification should actually make Player do something. Pay attention to what I wrote about Disabling Controls and pics. Try this PathToReference() first, if it works with NPCs, then it's a question of not taking control from the player. Another way to make an actor walk, the variant I would start with, not knowing PathToReference() function exists, is to create an empty ReferenceAlias (flagged Optional) that has a Travel AI package on it. Then it's exactly what I told you at the beginning: create an InputEnableLayer, DisablePlayerControls() and SetPlayerAIDriven() - if player. And then just EvaluatePackage() on thit alias to force the game re-load the stack of packages on it. **In this case, after you calculate that "f" position, simply move the destination XMarkerHeading (from Travel package) to this point. No need to spawn it, you can have it in a... say tech cell, pre-arranged in CK. -
How to make Player use PathToReference?
werr92 replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
You must create an InputEnableLayer which will be present during the whole thing you're planning, say it will be declared in a quest (otherwise it won't work properly). Then you need to DisablePlayerControls() and SetPlayerAIDriven(). Forcing game to EvaluatePackage() on Player right after that might be a good idea. P.s. your code doesn't mention anything about player traveling at first glance, though you might be running a package already, I don't know ofc.