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Everything posted by markyrocks
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So the main issue is I'm trying to force 2x reference aliases to an existing ref. Im basing my code for that off of a script that exists in the game, its actually the script that is supposed to actually do what im trying to do. But forget about that for a moment. Im attempting to use an onadditem event to encapsulate the Alias.ForceRefTo(Ref) ect bc its not working in the custom function i made. So here is the very simple code that i can't even get to fire off and event. this code is attached to a script that is attached to the robot workbench that i made. Scriptname RobotTerminalScript extends ObjectReference Quest Property DLC01MQ02 Auto Const Event OnLoad() AddInventoryEventFilter(None) _Reg() debug.notification("onloadevent") ;this fires fine.... goes from here to the function _Reg() EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) debug.notification("itemadded event") ;no matter what i do this notification doesn't fire.... endEvent function _Reg() RegisterForRemoteEvent(Game.GetPlayer(), "OnItemAdded") debug.notification("_Reg()") ;I get this notification fine so it makes it into here.... endfunction so i can take items out of the workbench, drop items on the ground pick them up. the robotworkbench i made even adds an empty whiskey bottle into my inventory .... the notification never pops up. Thats the first issue that is a result of the following problem. So my robot workbench is a terminal that when i button is pressed it sets a quest stage and that stage calls a function in the attached script that mainly uses AttachMod(mod). That all works great. Im trying to make jezebel magically appear during the DLC01 main quests. So i basically spawn and automatron. then under my quest section in the terminal jezebels head shows up. when you press the button to attach the head. I Make my custom function Automatron.AttachMod(jezebelHead) then in the following line i Alias.forceRefTo(automatron) theres 2 different aliases so i force both of them. Nothing happens except the head is attached... this is the relevant code that the game is supposed to use to do this and this is what im basing what im trying to do off of... Scriptname DLC01:MQ04QuestScript extends Quest Quest Property DLC01MQ04 Auto Const ReferenceAlias Property Alias_DLC01MQ04JezebelBuilt Auto Const ReferenceAlias Property Alias_DLC01MQ04JezebelBuiltEssential Auto Const ObjectMod Property DLC01Bot_Head_RoboBrain_Jezebel Auto Const ;This portion of the script looks for the construction of Jezebel at a Robot Workbench Event OnInit() RegisterForRemoteEvent(Game.GetPlayer(), "OnPlayerModRobot") Debug.trace(self + "Robot Event Started") EndEvent Event Actor.OnPlayerModRobot(Actor akSender, Actor akRobot, ObjectMod akModBaseObject) Debug.trace(self + "Player modified robot") If akModBaseObject == DLC01Bot_Head_RoboBrain_Jezebel Debug.trace(self + "Jezebel Alias Filled") Alias_DLC01MQ04JezebelBuilt.ForceRefTo(akRobot) Alias_DLC01MQ04JezebelBuiltEssential.ForceRefTo(akRobot) Debug.trace(self + "Set done stage") DLC01MQ04.SetStage(200) ;disallow companion status akRobot.DisallowCompanion(SuppressDismissMessage = true) Endif EndEvent I would love to use the OnPlayerModRobotEvent but it doesn't appear that my workbench fires that event? at this point im like event impotent, i can't get any events to fire. which is really frustrating considering i already had working examples for additem events already written and commented out in my script and for whatever reason nothing is working for me now.
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Quick question for an Lchar list master.
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
I wasn't able to find the answer to this so I just did what I needed to do to fix it. It was a royal pita but whatever it's fixed. Moving forward -
Need help with a script.
markyrocks replied to ObrianTheZombie's topic in Fallout 4's Creation Kit and Modders
https://www.nexusmods.com/fallout4/mods/11664/ -
Need help with a script.
markyrocks replied to ObrianTheZombie's topic in Fallout 4's Creation Kit and Modders
I'm not an expert at modding by any means but papyrus scripting is event driven. So I don't even know if its possible to setup a hotkey to play a holotape. Or more specifically call the function that would play the tape. As far as I can tell you need like a specific event to happen to set the whole chain of events in motion. Like registering for a holotape event. Then when that event happens other things then happen based on the script moving forward. Now it maybe possible to setup a hotkey that runs a console command that loads a specific holotape. The only issue I could see is the console may need to be open for it to actually work. I'm just shooting the breeze here I'm not trying to discourage you, I'm just trying to help you find a path to success. I'm actually interested in this that's the only reason I'm even commenting. Edit: it looks like there is a mod setup to use hotkeys in the way you describe. So pretty sweet. -
Need help with a script.
markyrocks replied to ObrianTheZombie's topic in Fallout 4's Creation Kit and Modders
Probably, it just depends on how the mod is arranged ect. As far as my question about the pipboy. How exactly are you planning to execute what the holotape is supposed to do without the mechanism that plays the holotape? It's like trying to play a cassette with no tape player... Like I said depending on how the mod is setup it could be as simple as setting up a int count variable for each song and just a conditional statement to determine if its played too many times and what to do if it has... this isn't exactly the greatest method bc eventually every song will exceed the count. Also if you plan to release this mod it has to be possible for a potential user to be able to change the settings. I.e why I mentioned pipboy bc it would probably be wise to include some kinda menu attached to all this. Even if the primary idea is hotkey driven. It will make testing much easier to. Edit: as far as a count goes you probably would be better off thinking about doing like a ratio as a comparison than the actual count. That way the script could dynamically play songs based off of what's getting played ect. -
Need help with a script.
markyrocks replied to ObrianTheZombie's topic in Fallout 4's Creation Kit and Modders
What do you have thus far? Are you trying to use the pipboy to play the holotapes? It seems like theres already some mods like this out there. -
So again robot robot robot. <--does robot dance. Anyways. In the Lchar leveled char list. If I have a char in the list...if I hit the button that says something like preview submitted results button. It pops up a list of possible objects based on what's in the list. In the list of possible objects theres toggle buttons for mods....where is that mod data stored? I've literally scoured the entire ck and it's either very well hidden or I'm just an idiot... common sense would say that the info would exist on the actor form... I can't find it.
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So I'm recreating the robot workbench for vr. Everything is working great for the most part. I place a new automatron at the player, the player can mod it as they see fit... great. If I put ranged weapons on the newly created bot they never fire their weapons. They will simply walk up to an enemy and melee. I've done some research and it seems like this may have been a bug in the past with the automatron Dlc. The solution being reinstall the game....from a modders perspective it's hard for me to fathom that I cant force something to work. It seems that putting the specific robot head on carries an enchantment that will change the combat style to whatever race the head is. I've even went into a protectron cs and turned melee down to nothing (that is the dlc01csprotectron). Equipped the head ect. The bot seemed more hesitant to engage melee but it still acted like it was the only option. I've tried using reset() on the bot after I spawn it and all that does is remove all mods ect. Kinda useless. I messed with this for a few hours last night with no joy. Almost broke my mod bc of the changes I was making. Any help is greatly appreciated.
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I'd say go back and watch the tutorial again. Are you moving the plugin file from the user folder to the data folder? Is there any scripts or fragments involved? As far as I can tell the game wont read these files from the user folder. I always move my plugins to the data folder, scripts/fragments I put in Source.
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Is this a bug or my mistake?
markyrocks replied to buali's topic in Fallout 4's Creation Kit and Modders
Are you duplicating an item or just pulling one out the list? -
My question is for the op. Are you using a ssd? Bc honestly I can only imagine how stupid and slow the ck would be on a regular mechanical harddrive. I have a 850 or 860 pro and its usually a beast but the ck brings it to its knees. It's kinda small 256g and its basically full. I just bought a 1tb 850 evo, but waiting until I finish the mod I'm working on b4 I migrate system disk ect. As far as stability of the ck. I've used it for hours on end and it rarely if ever crashes. The only thing that is a surefire way to crash it is to remove stages from a quest. At least for me it's like a 99% chance.
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On second thought it would probably be easier to use like a token item to signify the gender.
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Umm.. robots do have genders. As you had said its mainly voice related so I'd assume that putting a female voice in an automatron more than likely changes the gender. But I could be completely wrong. I haven't looked at this specific case but I'm sure its possible to push a character attribute to a specific actor. As far as using the f4se, I'm not 100% familiar with using it, but I'd assume that when its installed you can "use" it by calling f4se specific functions in your scripts. There may be more required than just installing and calling but that would be my best guess as to how it works.
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Issue with terminal entry not reappearing.
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
Ok that makes sense, for my intent I can just reset the quest when when the reset button is pressed. What you said makes perfect sense. I really don't have a need to get the current stage. But ya my conditions were set to first button getstage()==0 reset button getstage>=10. The whole point of this is to keep the user from spamming the button. But ty, the fact that the reset button wasn't going away should have been a giveaway. -
Issue with terminal entry not reappearing.
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
The only other thing I can add to this is the reset button is supposed to disappear when the quest stage is less than 10, the reset button is supposed to disappear but it never does. So I'd assume something is preventing the quest from staying at 0 for more than a split second -
Ok so I have a terminal attached to a quest. The first option is designed to display when the quest stage is 0. Then it disappears. Well I realized I needed a way for it to come back so I basically added a reset button that doesn't appear until quest stage is higher than 10, that all works. Click the first option. It sets the stage to 10, it redraws and disappear. Reset button appears. But the reset button is supposed to change the quest stage to 0. The stage exists and I even wrote a function that displays a notification when the quest stage is set to 0 via the reset button. But the first button never comes back. I have the checkbox allow repeated stages selected. Everything else seems to be working correctly. I'm actually getting down to the fine details of this mod. Any help would be great thanks.
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It's just a huge program with thousands of files to sort everytime you do anything. My pc is a monster and still takes time to load different things sometimes. You just kinda have to learn what to do and what not to do to avoid it if you can. I'd try loading as few master files as necessary to make your mod.
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Automating the ck with autoit
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
All I can say is without out the helper scripts or a couple other people to help a mod this size would be a tall order for one person. Literally in the past 2 hours I've probably done what would have taken 2 days of misery b4. I want to correct something. I thought I was 75% of the way done but now I'm getting new ideas with other added content that these automated processes gives me the desire and energy to add considering the pc is doing the heavy lifting. -
Automating the ck with autoit
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
So basically I've automated all the aspects of creating my mod. I have a function that copies the names of the objects u want to add to the terminal. Another that takes the names and adds the variable type ,property, auto const to the names to be copy and pasted into the script. (Then I have to use auto fill to give them there value). Another func to take the variable names and generate if elseif statements and add a unique number so I can point the kmyquest.mycustomfunc(int) directly at the specific item. Another function to break the formal names down to generic names and fills out the terminal form so that it points each item to a specific quest stage. And last but not least fills out the quest stages form ect. As meantioned in my previous post. Obviously I have to create the forms and add some unique information into my automation script so it knows what to do but everything I've done will save me considerable amounts of time and wrist pain. I'm so happy to be at this point. Honestly I'd rather put in the effort to automate monotonous tasks rather than bang away on the keyboard endlessly. My only regret is that I didn't do it sooner I manually built like 75% of this mod b4 I just couldn't stand it anymore. I literally hit a brick wall. -
Automating the ck with autoit
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
So I just finished the last function that I need to build my mod. The function just fills out a quest stages form. It just gets to the bottom of the quest stages window, figures out if there's enough available stages for the program to fill them out. If the stages aren't available it makes new ones... then it gets to the starting queststage for the section its working on, makes a new log entry, selects my script from the dropdown, clicks in the papyrus fragment box, writes the fragment and adds a designers note and the clicks on the next stage in the sequence and does it all over again until it gets to the end...so nice -
Automating the ck with autoit
markyrocks replied to markyrocks's topic in Fallout 4's Creation Kit and Modders
If anyone is wondering where I'm copying the objects names from. I open the object window, type in the search filter to isolate the list of objects I want. Minimize the teamviewer window. Make my script run the function that I have written to copy the names of the objects. Start the script and it automatically opens the teamviewer window and copies the names of the items that are in the object window. It goes through one by one and copies every item, writes it to file and compares the current object to the first so if it gets back to the top of the list it stops. -
How do I make these?
markyrocks replied to TheSilent12's topic in Fallout 4's Creation Kit and Modders
I'm no expert either but for your first question I'd say you need to drop a trigger box in front of the cave opening and attach a script to it to make the player teleport to wherever when the trigger box is entered. As far as the ragdoll effect I believe there is a function for that see the papyrus scripting reference. -
I'd just like to put this out there bc I was having alot of issues with bulk adding variables and endless hours of clicking around and typing ect. Even using copy and pasting was helping but I was still going through and adding in unique variables to if elseif statements ect. So I said to myself I'm doing the same process over and over, why can't I write an autoit script that does the work for me? The answer to that was I can't do it bc the ck for whatever reason (is beyond me and made me want to pull my hair out) the ck ignored simulated mouse clicks and keystrokes.....what a daisy. So I did write a couple autoit functions to do various data processing. Like if you have 100 variables that you want to add to an array. I can copy them into a file, point the autoit script to the file and it will generate the code that I need to copy it back into the papyrus script without typing it all out. Pretty neat, saving me alot of time and effort. That's all fine but how did I overcome the fact that the ck ignores simulated mouse clicks and keystrokes?.... That was something that had me scratching my head for a couple days but I enjoy a good challenge. I was actually thinking about using a low level keyboard and mouse hook and injecting my code into the process but even that might be detected bc the events needed to originate b4 the driver level.... so I started thinking about buying a cheap bluetooth dongle and just using my laptop through bluetooth to control my desktop...that is probably a viable option. However I had already set my laptop up to remotely control my desktop through teamviewer. I was actually writing and testing autoit scripts written and executed on my desktop remotely with my laptop... then it dawned on me...what if I executed the script on my laptop and through teamviewer it did what it needed to do... like magic it worked. The only downside to this is that you do lose some functionality. Like my autoit script cant get unique window information through teamviewer. But anything is better than nothing right. What is nice is that the clipboard is shared so I can copy information to the clipboard and compare it to other data in my script. Like if I need to know what quest stage the mouse is hovering over it can click it 5 times copy to clipboard and the my script can see it so it knows how to act accordingly. Idk I'm rambling but ya using autoit has significantly improved my quality of life when it comes to building this monster of a mod that I'm making. If you dont know what autoit is go check it out bc its honestly one of the most forgiving entry level programming languages ever. I highly recommend it. I had dabbled with c++ b4 I started using autoit. If it wasn't for autoit I'd still probably have no clue what a string is.