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werr92

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Everything posted by werr92

  1. Try to look in Gameplay->Animations (horisontal menu in the top part of CK). It goes File/World/..../Gameplay/....
  2. You should navmesh your interior cell and press 'finalize navmesh' button. Then go to the exterior door and finalize (edit if necessary) navmesh there.
  3. Hello everyone, I'm really glad to start a thread dedicated to a small project I'm working on. I named it "Don't Call Me Gambler" and it is a card game, inspired by Gwent from The Witcher 3 and a bit by Caravan from Fallout: New Vegas. This is a work in progress, I basically create it during my spare time. Don't want to show the gameplay just yet until it is not fully finished, but here is the picture to give you an idea of what it looks like. What is the actual status of this? Currently I do have general mechanics scripted (Player's turn, cards movement, cards placement, deck formation) and several cards implemented. What is to? Opponent AIAdvanced cards interactionThe rest of game logicMore cards, both: standart and special ones (up to 128 in total)More visual and sound FXsSeveral strategies for opponentsVoiced reactions (commentaries) from player and opponentA little tutorial questHopefully a fully voiced quest with emphasis on gambling (a competition?!)Modular system. A master file with instructions on how to add this game possible in your companion/house mod.What do you guys think? I haven't decided with the game's name yet TBH. Thank you for your time and stay tuned for updates!
  4. Yes. Just correct the script above so it would look like this: Scriptname YourCustomScriptName extends Actor Event OnDeath(Actor akKiller) Self.Disable() EndEvent And attach it locally on the Actor Base (NPC in ObjectWindow).
  5. Okay, it is no biggie, so lets do it already. Prelude. Lets assume you want more than one NPC to spawn at the same time, which is when the DLC1VQ01 quest reaches stage 200. You should also take into account it is possible that by the time your mod is installed (and your quest is launched) the DLC1VQ01 quest might be completed yet (*don't know if stage 200 is the last one so we'll check both conditions). The idea behind it. We could do it smart way. You can have as many NPCs (Objects in general) enabled at once as you'd like. If you place NPCs somewhere and place Xmarker near one of them you could connect them all to the Xmarker and attach script to that marker, but still. I don't know for sure what you are up to in your quest, so we gonna do it differently (more stupid way). And unlike F4, Skyrim doesn't have an OnStageSet() event thus we won't use quest script here and will do it in an old-fashion manner. Realization. So you place NPCs, mark them as Initally disabled, then go to scripts tab and add a script localy to each NPC (object). You will need to create a new script first but later you can simply attach it localy on the other refs just like any vanilla script. Script's code (without the first line which will be generated automatically of course): Quest property DLC1VQ01 auto Auto State Initial ;starts when the mod gets initialized Event OnCellAttach() if (DLC1VQ01.GetStage() >= 200) || (DLC1VQ01.IsCompleted()) Self.Enable() GoToState("DONE") endif EndEvent EndState State DONE ;empty state EndState Now don't forget to fill out the properties. One in this case. You can press Auto-Fill here, cause I named that property right as the quest ID.
  6. You must be having a 'prevent player from exiting dialogue' field ticked in one of your scenes. Uncheck it. Another piece of advice will be to clean your esp in Fo4Edit to delete all vanilla quests (dirty edits) from it. If you touched any of those quests by accident. These two actions should pretty much solve your problem. But if not, please post more info with pics.
  7. Hey, cdante, many thanks to you man for the response. Your example looks the same that mine. Couldn't think of any moments in game where the controls are taken away other than the begining with Vault-Tec Rep. And that quest is a bit overcomplicated to search within it. But you pointed me out the another very good direction. Soon right after your answer I found the solution. Will post just in case other guys have the same issue. Well it is little bit hard for me to explain, but long story short - the problem was the Input Layer exists only while the parent script is active. So for some reason the game doesn't take DisableControls command from quest fragment into account. When written in the Stage Fragment this Input Layer expires right after its creation and the player control frees. But if you attach script to the Quest itself (quest is running) with at least only Input Layer declared it will store the information about player controls till the quest is finished. And you can then adress quest script as a quest and adjust the controls running this fragment in parallel to the main quest stage fragment. Twisted a bit but it works!!! P.s. Speaking about the function arguments, DisablePlayerControls differs in Fallout from its analogue in Skyrim a little. 11 boolean arguments (F4, Skyrim)
  8. Hi there folks. Seems I don't get something in how the Input Layers work, so here is the deal. I want to FULLY disable player's controls, so that he (she) would stand and stare ahead. The code you see below makes ABSOLUTELLY no difference. Let's say it is written in the quest stage to be exact. Where can I be possibly wrong, please tell me. Thank you beforehand. InputEnableLayer DCMGPlayerLayer = InputEnableLayer.Create() DCMGPlayerLayer.DisablePlayerControls(true, true, true, true, true, true, true, true, true, true, true) ;;disable everything Game.ForceFirstPerson()
  9. No, it is just the property caps001 that hasn't been defined.
  10. I'd say the navmesh you got underwater must be ticked as 'water' in navmesh editing tab (ctrl+e). The triangles should become blue. And in Skyrim there was some box to tick in the race that told game this race is a water creature. I'll post later if I find.
  11. Yeah. Unpack the ba2 archivers and re-pack the content with 'NONE' set in the compression setting. There is an utility in Fallout 4 folder that comes with the game.
  12. No. That's a disinformation. If you have several 'equal' stages in a quest and want to swap between them freely back and forth, you don't have to reset the whole quest. All you need is to have your quest marked as 'Allow Repeated Stages' in the Quest Tab (where you type the quest's name and stuff).
  13. Well your first post speaks for itself. It is true, you should have this file if you want to generate lips (yep, using ck32 bit). You can borrow that file from Skyrim actually, it is the same. Or if you can't get it anywhere on the Internet, pm me and I'll send it to you. Just not sure if distributing publicly a part of the game is okay on the nexus.
  14. You can put one script on every base object in the Object Window panel, simply fill out the properties differently for all of them. You can fill it as a bowl for one instance and as a bottlecap for another. The source code remains the same, no need to write and compile a new script.
  15. Well yes, you should use quest scenes that are played when the player enters a trigger. Create a room under your level and place an NPC there. Make it so that When the player goes into the trigger, it starts a scene where this NPC says something. You might wanna set an audio output override to be named somewhat like SOMDialogue2D. Thus you'll get an NPC who's speech doesn't fade out over the distance. And is the dialogue (voice), not sound fx. That is a good trick to use.
  16. You can copy and paste the group of objects (an elevator and all the needed activators) from any vanilla cell, it will worke. worked for me. Though I can't remember the name of a cell I picked the objects from, so you'll have to look for the one yourself.
  17. or you can enter tg (stands for Toggle Grass) in the console panel to toggle grass display on and off.
  18. you could place an xmarker and then track the OnCellDetached() event. Inside this one you should MoveTo() your NPC. Or you can create a quest of LocationChangeEvent type and add it to SM event Node (a bit more complicated than the first variant).
  19. You can... you can actually simply ask somebody to voice lines for you. Many people will do it for free, just for fun (>>>me for example<<<). Depends on the number of lines of course (if you don't have s#*&#33; tonnes of them - that's okay) and how interesting the characters are. Pm here on the nexus or go to castingcall site and search there.
  20. A few months back the object lod generation appeared to crash the CK every time for me. Is that fixed? Only you can tell if that's been fixed. They don't use Tree LOD system anymore because trees now are STATIC objects and you should generate them as Object LOD.
  21. Not 100% sure about if it has been changed in F4 but... In Skyrim rain was a partical effect that applied to the player's camera. So "realistic shelters" for that time solved it in a straight forward way: it removed rain drops camera fx when you stepped under the roof (trigger box). And when you came out of it game mechanic forced those drops in a while again (that is how the weather system works). So back in Skyrim it was a parallelepiped box attached to your camera with a number of parameters (density, size, color, speed, angle) coupled with it. Now i doudbt that since f4 BGS created a havok simulated rain and the mechanism has been changed... but you know, if there is smth I've learned for 5 years of playng with CK, it is that ... war... war never changes.
  22. Keep all 100% to Beth then)I must tell you guys I'm from another parallel universe where after failed initiative with mods on Steam they've developed its selling on their own platform. Ohff... and since then you pay for subscription to buy mods too, cause it is soooo... awesome.
  23. Hello, Damien. First I want to mark that the construction you use in terms of declaring Player ref once as a property is a bit better then mine Game.GetPlayer() multiple times. Second, here is the code I used in my mod. It is little bit overcomplicated but the idea was to allow you choose whom do you want to edit: player or companion. Other than that it contains "camera part" that you are looking for. Scriptname WH_PlayerFaceEditSCRIPT extends ObjectReference import utility ObjectReference property BackLight auto Keyword property AnimFaceArchetypePlayer Auto Const Sound property DRScMirrorOpen auto Sound property DRScMirrorClose auto quest property WHmirrorFaceGenQuest auto Inputenablelayer property MirrorInput auto hidden Message property WH_MIRROR_MENU_message01 auto Message property WH_PlayerFaceEdit_FAIL_message01 auto Message property WH_PlayerFaceEdit_FAIL_message02 auto Message property WH_PlayerFaceEdit_FAIL_message03 auto Message property WH_PlayerFaceEdit_FAIL_message04 auto Idle property ElevatorBodyCamera auto Idle property ElevatorFaceCamera auto ;Imagespacemodifier property CameraGenImod auto Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if Game.GetPlayer().IsInCombat() WH_PlayerFaceEdit_FAIL_message02.Show() else ;WHmirrorFaceGenQuest.SetStage(5) wait(0.3) If Game.GetPlayer().IsInPowerArmor() WH_PlayerFaceEdit_FAIL_message01.Show() else DRScMirrorOpen.Play(self) Self.RegisterForMenuOpenCloseEvent("LooksMenu") Self.RegisterForLooksMenuEvent() FaceBuildMENU() endIf endif endif EndEvent Event OnLooksMenuEvent(int aiFlavor) If (aiFlavor == 10) Game.GetPlayer().PlayIdle(ElevatorBodyCamera) ElseIf (aiFlavor == 11) Game.GetPlayer().PlayIdle(ElevatorFaceCamera) EndIf EndEvent Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) If asMenuName == "LooksMenu" && abOpening == False DRScMirrorClose.Play(self) Game.SetCameraTarget(Game.GetPlayer()) ;;;;;;;;;;;;;;;;;;;; Game.GetPlayer().SetHasCharGenSkeleton(False) Game.GetPlayer().ChangeAnimFaceArchetype(AnimFaceArchetypePlayer) Game.ForceThirdPerson() Game.ForceFirstPerson() MirrorInput.EnablePlayerControls() MirrorInput = None wait(0.3) BackLight.Disable() ImageSpaceModifier.RemoveCrossFade(1.0) Self.UnRegisterForMenuOpenCloseEvent("LooksMenu") Self.UnRegisterForLooksMenuEvent() if WHmirrorFaceGenQuest.IsRunning() && WHmirrorFaceGenQuest.GetStage() > 5 WHmirrorFaceGenQuest.SetStage(50) endif EndIf EndEvent Function FaceBuildMENU(int iButton = 0) WH_MIRROR_MENU_message01.Show() If iButton == 0 ;Player MirrorInput = inputenablelayer.Create() MirrorInput .DisablePlayerControls(True, True, True, FALSE, True, True, True, True, True, True, True) ;my Game.GetPlayer().ChangeAnimFaceArchetype(None) Game.GetPlayer().SetHasCharGenSkeleton(True) WHmirrorFaceGenQuest.SetStage(5) wait(0.3) WHmirrorFaceGenQuest.SetStage(20) wait(0.3) BackLight.Enable() elseif iButton == 1 ;Comp MirrorInput = inputenablelayer.Create() MirrorInput .DisablePlayerControls(True, True, True, FALSE, True, True, True, True, True, True, True) ;my ;Game.GetPlayer().ChangeAnimFaceArchetype(None) ;Game.GetPlayer().SetHasCharGenSkeleton(True) WHmirrorFaceGenQuest.SetStage(5) wait(0.3) WHmirrorFaceGenQuest.SetStage(30) wait(0.3) BackLight.Enable() elseif iButton == 2 ;EXIT ;nothing endif ENDFUNCTION
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