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Fallout 4
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How to call the Challenge Complete Checker?
ThoraldGM replied to ThoraldGM's topic in Fallout 76's Discussion
BAE > SeventySix - Interface.ba2 > interface > challengetracker.swf > "ChallengeTracker" & "ChallengeTrackerEntry" (viewed with JPEXS) seem useful (Challenges complete: X / Y) but how to change X isn't obvious. I know Papyrus, not ActionScript. -
Not sure what else to call it. My goal is to create a mod that counts all collectibles purchased from vendors as collected. What I know: - picked up magazines add a potion to the player - challenges check if potion is on player - on game load after mod installed, use HasItem or loop inventory / stash to see if each mag is found - if mag is found, add that mag's potion to player What Idk: - how to notify "Challenge Checker" that I want it to check player for potions & mark challenges completed. Any ideas? Twitter FO76Edit screenshot thread
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greedfall How To Merge (items_autogen_equipements) Files
ThoraldGM replied to DTRiel's topic in Modding Academy
This is how I "merged" Absolutely Cheap Equipment with Equipement No Requirements: (pasted from ACE mod posts tab) I'm not the author of either mod (and can't distribute) but I did it manually with Notepad++ search / replace. 1. Open EqNoReq mod version of items_autogen_equipements.sli in Notepad++ 2. Search > Find > Replace to bring up sub-window 3. In Search Mode (lower left of sub-window), select radio button for "Regular Expression" 4. Find what: buyPrice=".*" 5. Replace with: buyPrice="1" 6. Select Replace All 7. Message text at bottom confirms: "554 occurrences were replaced" 8. Close sub-window 9. File > Save 10. Exit Screenshot: https://twitter.com/ThoraldGM/status/1175169249347854339 -
https://www.nexusmods.com/greedfall/mods/55/
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*bum... swoosh... SCHWICK!* Idk what that sound is (xylophone crash?) but it's way louder than any other game sound.
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My college XML class was 15 years ago, but afaik the targets to edit in kurt_romance.sdg etc are probably "MainCharacterSex" and "test if FEMALE". Hopefully this thread is enough for you or someone else to create the mod.
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The "romance manager" files for each companion are located at: \packs\data\dialog_graphs\talk_companions\ Here is kurt_romance.sdg, line 328: <setVariable name="SetVariable_3" varName="V_ROM_KURT_FlirtStep" value="-1"> However, the -1 "forbidden" flag is assigned *after* this conversation: "Et bien je te remercierais, je suppose... Mais hélas, Sang Vert, tu n'es pas trop mon type..." Translated: "Well I'd thank you, I guess... but alas, Green Blood, you're not my type." So I'm guessing that something higher up in the same file needs to be intercepted & altered. Screenshot 1: https://twitter.com/ThoraldGM/status/1175070040846151681 Screenshot 2: https://twitter.com/ThoraldGM/status/1175070919661936641
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I was reading .sli & .sbt files per tutorials, but realized that newly posted mods are editing .sqg files. However, when I open any of the .sqg files in Notepad++ after unzipping the .spk, the first 50 lines or so are escaped: < > " ... etc. For those of you editing .sqg files, are you converting the escapes into: < > " ... to be more legible, or should I leave that part alone?
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I was searching incomplete data (.sli & .sbt files per Nexus tutorial). Last night I was looking at some of the new mods released, & their files are .sqg. Turns out there are a lot more files to review, including a "romance manager". Setting up my folder again to include .sqg files and will see if romance manager is the solution.
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The male / female references I found inherit files I don't have access to: <cha_pla_hero tag="pla_hero_m" type="PLAYER" sex="MALE" inheritFrom="cha_hum_pla" idDescTag="CHA_PLA_PLAYER" faction="ALLIES"> <character tag="pla_hero_m" sex="MALE" footsteps="hum_player" inheritFrom="cha_pla_hero"> <character tag="pla_hero_f" sex="FEMALE" footsteps="hum_player" inheritFrom="cha_pla_hero"> Screenshots: https://twitter.com/ThoraldGM/status/1174397026425102336 My first thought was to toggle the M / F tag as needed so conversations could be unlocked for all companions, but that tag is also used for stances when holding certain weapons (odd but shrug). If anyone knows when the flirt / seduction variables are set to -1 (and how to grab that exact moment to block / undo it), that would be best.
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I've been looking too without success. Assuming you found flirt & seduction values in common_variables.sli (V_ROM_KURT_FlirtStep etc: 0 default, 3 max, -1 forbidden). In library_players.sli, player's declared sex is tagged as "pla_hero_m" or "pla_hero_f". That's all I've found. No idea when the -1 "forbidden" value is assigned, whether it is after character creation, meeting companion, or at dialog display. I'll try an Agent Ransack search of key terms when I get home.
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Scripts Not Included in ESP?
ThoraldGM replied to CompGuyJMB's topic in Fallout 4's Creation Kit and Modders
Here's a step by step with screenshots: https://forums.nexusmods.com/index.php?/topic/6362996-experienced-modder-wanted-for-play-testing/?p=57346901 -
My Scavver unlocks containers via script *after* he loots them. I added the unlock because the "don't steal" flags in the Find and Acquire package/procedure trees are broken. You can fake the unlock with a dialogue option and one line of code, but you wouldn't have the action scene (walking to door, fumbling with picks, sound effects, reaction dialogue). Honestly I don't know the easiest way to plug in to what I posted. I've seen a lot of posts about the game not recognizing keywords. The CK has been grating on me lately, so I've been playing The Division until the weather is nice enough for cookouts and camping.