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ThoraldGM

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Everything posted by ThoraldGM

  1. 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.
  2. 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
  3. Also be aware that alt starts like Start Me Up bypass Vault111Ext completely. BigAndFlabby wrote a nice function for Hitchhiker that adds the holotape and magazine to inventory: https://github.com/ThoraldGM/Hitchhiker/blob/master/HH_LaunchScript.psc
  4. Here's a step by step with screenshots: https://forums.nexusmods.com/index.php?/topic/6362996-experienced-modder-wanted-for-play-testing/?p=57346901
  5. 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.
  6. Heh. Learn something new every day. I'm still trying to wrap my brain around "radio". We are talking about the little radios next to workbenches that play DCR or classical, right? And you are making them require power instead of the assumed batteries? Lol it's been a loooong week.
  7. Came for the Fallout, stayed for the Creation Kit. If we had more games with a CK, I'd bounce.
  8. I'm pretty sure that Personal Pack Animals has a "follower stays outside" option, but I haven't found it yet in Creation Kit or the mod scripts. What's the issue with parking a creature outside of the pub? Maybe they have a "No Radscorpions Allowed" sign.
  9. Yeah, I was really tired and not thinking about the fact you were working with a radio. Checking the generator power level is a neat workaround. Just be careful... if you must use a timer to mimic an event, you should have a way to stop it too. Maybe OnCellDetach() ... CancelTimer()
  10. Quest kmyQuest = GetOwningQuest() ; so as to not keep calling GetOwningQuest() each time. Oh that's nifty. I'll put that in my pocket and try to remember that it's there.
  11. This one was tough. I thought the answer would be in a Cait dialogue quest, but her dialogue is a hot mess. Turns out the answer is in the "generic" quest Followers. Start with Keyword: Followers_Command_LockPick_Allowed Use Info shows CompanionCait and Followers. In Followers quest Scenes window, you will see the various fail/pass dialogues. If you click into a success dialogue in Command_Lockpick_Scene, note that success will "Set Parent Quest Stage: 500 - Unlock CommandTarget". Click over to Quest Stages tab. You will see stage 500 code is: Alias_CommandTarget.GetReference().Unlock() Here's a screenshot of the fragment info if you need more reference. I haven't added this feature to a follower yet, so let us know how it goes. Btw I learned how to navigate the dialogue from Seddon4494's Companion Tutorial. Highly recommended for anyone making a companion.
  12. You were trying to grab the events check IsPowered on the PowerSource/generator, when you should have been grabbing them checking IsPowered on the DeviceToPower. The previous mentions about using self and the generators not receiving those events are correct. The good news is that you can dump all of the generator / workshop / infinite X unit timer code. Edit: The following script should be attached to the radio, not the generator. (I've been awake for 24 hours, but I think I read that was your original goal.) Edit 2: Radios don't require wires/power. If this doesn't work, then radios probably don't get power events or radio IsPowered is always true (?!) Scriptname JMBBunkerCheckForPower extends ObjectReference ; "Self" is whatever script is attached to, so no need for DeviceToPower property. ; However if you decide to attach script to a different object or a utility quest, ; then you will need DeviceToPower property and RegisterForRemoteEvent(s). Event OnInit() Bool HasPower = Self.IsPowered() ; Check status OF THE RADIO OBJECT the first time. If !HasPower ; If generator/wires are not connected OnInit, Self.BlockActivation() ; flag and let events do heavy lifting. EndIf EndEvent Event OnPowerOn(ObjectReference akPowerGenerator) ; The generator/wires started working, no other checks needed... Self.BlockActivation(False) ; unblock activation. EndEvent Event OnPowerOff() ; The generator/wires failed, no other checks needed... Self.BlockActivation() ; block activation. EndEvent Event OnActivate(ObjectReference akActionRef) If Self.IsActivationBlocked() Debug.MessageBox("Requires Power") Else ; Everything is fine so normal activation behavior occurs. EndIf EndEvent
  13. That's the site. I used the thumbs up and VANS ride in Hitchhiker.
  14. If event timing precision is not a factor, you could also remotely register for the button's OnActivate. Otherwise, custom events are the way to go. RegisterForRemoteEvent(RedR_ButtonBox, "OnActivate") Event ObjectReference.OnActivate(ObjectReference akSender, ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; Player pushed the red button (red button is akSender) If MY_MARKER_PROPERTY.IsEnabled() ; Replace allcaps with marker name from code or CK ; The marker was enabled Else ; The marker was disabled EndIf EndIf EndEvent
  15. I use the F4SE button in NMM. Sometimes the F4SE version number is displayed in settings when I start, sometimes it isn't. I assumed OP was experiencing the same thing. I agree it shouldn't be failing, but how else to explain the erratic behavior?
  16. Thanks, I did the same. It could be my imagination, but I think disabling the Steam Overlay has also reduced number of load failures.
  17. My F4SE fails to load about 25% of the time. (Version not displayed when I go to game Settings menu.) It fails more if I don't turn AV off (which causes Cortana to complain in the Windows 10 action center sidebar). It also fails intermittently if anything triggers in the background (if NMM/Steam offers to update, etc). I start game with the F4SE button in NMM. I also ini block the black & white SPECIAL films from displaying in the pre-game. (Not sure if that is relevant to bug.) I hope you find out what's going on.
  18. Here's the process with my mod Hitchhiker, which has terminal script fragments. 1. In CK, select File > Create Archive 2. Highlight any extra crap the CK thinks it needs to distribute (ObjectReference.pex) etc. The CK is programmed to include those files because users DO need them. However, users already have those files in their game. Remove the extra files (only if you are 100% sure they are extra, otherwise it IS ok to leave them in the list). 3. In your Data folder (same folder where your esp is saved), save main archive as: The Metro - Main.BA2. Note the format should be: YourModEspName space dash space Main.BA2 4. CK will show a green progress bar, then the Create Archive window will close. It is OK to close CK now. 5. Distribute The Metro.esp AND The Metro - Main.BA2 to your mod users. Btw the mod looks great. I look forward to trying it out!
  19. Looking at it now in CK. I suspect that you didn't pack the quest fragment scripts with your mod. zzTheMetroQuest stage 0: ";Failed to load code for fragment Fragment_Stage_0000_Item_00" I didn't find any pex or psc files starting with "qf_zz" in the usual script fragment folders. So I checked my Data folder to see if you packed scripts into a Main ba2, but the only files there from your mod are TheMetro.esp and TheMetro.ini. Screenshot 1 - Missing fragment. Screenshot 2 - Next tab showing script fragment name that CK attempted to find. Edit: It's starting for you because, as the developer, you are the only one who has the script fragments on your computer :thumbsup:
  20. When I first started modding, I placed use conditions in my code headers and hoarded snippets like they were "My Precious". Scripters have that right, but where does it get us as content developers and as a community? Innovation is going to happen much faster if more scripters publish open source and public domain. Consider the total number of Papyrus scripters in the grand sphere of programming. (Hint: I had to request Papyrus syntax coloring from Pastebin AND send them a link to the XML file. So not that many.) Then consider how many people stick around through life's curveballs to work on long term projects. Then consider how many of them have open-door development. It's a very, very small and niche group. Instead of bickering about base functions that are published on the wiki, that energy can be directed to Sim Settlements, Spawns of the Commonwealth, Fallout 4 New Vegas, Cascadia, etc. Also, how is the next generation of scripters going to learn if we don't allow practice? Musicians play covers. Scripters beg, borrow, and steal until they can dream in code. We need to encourage that process by being modular and open. If every scripter has to start at zero instead of sharing resources, projects are going to die on the vine.
  21. I whipped up a script that works in the debugs and (most of the) screenshots, but I think the cooking station calculates inventory / ingredients before quest script receives OnMenuOpenCloseEvent. Kinda sucks because I really thought I was on to something. What's the Point? A test to see if recipes can be dynamically flexible. If a recipe calls for beer or Nuka-Cola, players can't use Ice Cold Gwinnett Stout or Nuka-Cherry. ... Or can they?! (inquisitively arched eyebrow)If somebody can figure this out, we can make our recipes accept variants of ingredients. No more being picky about which beer, cola, meat, vegetable, etc if you don't want to be that demanding. Methodology: Registered for OnMenuOpenCloseEvent (OMOCE)When OMOCE fires, script counts number of beers and raw meats in player's inventoryScript adds "generic" beers and raw meats (forms from my mod test) to match number of "real" beers and raw meats (checked via formlists of vanilla items)Beer Chops recipe: 1 generic beer + 1 generic meatDebug TraceAndBox shows the correct calculations of "real" and "generic" beers and raw meatsHowever, the recipe shows I have zero of each generic (see theory about event arriving after inventory was calculated by cooking station)Debug TraceAndBox show that my "generics" were cleaned up correctly when cooking menu closed Think of the generics as a temporary currency. Beer coin. Like BitCoin, but tastier. They only exist while the cooking menu is open. Then they disappear like my bank account balance. If anyone wants to take a swing at this, the project (script, screenshots, esp, 7z, etc.) is open source at: https://github.com/ThoraldGM/BeerChops I don't want to post it on Nexus yet until it works. It is very much a test in progress. Screenshot (more in the project link): BVS = BeerVariantsStart (how much beer was in inventory at start) BGS = BeerGenericsStart (number of generics added) MVS = MeatVariantsStart (how much raw meat was in inventory at start) MGS = MeatGenericsStart (number of generics added)
  22. Thread necro. Still thinking about this ~2 years later. Would be nice if constructible objects ingredient list would accept an array somehow, maybe via formlist or custom function. I tested the leveled list option and it does exactly what you predicted. I had bloatfly meat and beer, but recipe (leveled list RNG) chose radstag meat at cook time, so no chops. Maybe some wizardry can be done under the crafting conditions? I noticed conditions will accept entries like GetItemCount > MyLeveledList > MyCondition. 1. Quick beer chops test in CK. Ingredients are list of all meats and list of all beers. The goal is Any Meat + Any Beer = Beer Chops. 2. Failed beer chops test in game as described. Flexible ingredients are not a critical feature, but I rank it medium-high on the "would be nice to have" scale.
  23. You might like my new teleport mod Hitchhiker. No fetch questing, no fast travel limitations, and the vehicle is implied. https://www.nexusmods.com/fallout4/mods/29273
  24. Unobstructed, Scavver walks ~700 units every 10 seconds, or ~70 units per second.
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