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Everything posted by d4em
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Loadscreen texts with modding tidbits I'd use it Probably needs to be a community effort Maybe with different modules geared towards different kinds of users Like "to place an armed mine, select one from the projectile category" Or "you can use instances in MO2 to have two completely independent mod installations for the same game" Or the extremely helpful startup commands ini thing Qrsr mentioned in the other thread
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Didn't work When I was testing without navmesh I decreased the number of roaches and it didnt crash but its not enough roaches (the amount of roaches that crashes is 8, I decreased it to 5) If I wanna call PlaySubGraphAnimation("name") how do I find out the name of the animation to call? I can upload this somewhere if it would help
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How would I force a roach to use its attack animation?
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Thanks, that is the only vid so far that was clear about deleted navmeshes I'm just trying to make the game do something new and it's balking at me. I checked the collision, both the downscaled and upscaled roaches should theoretically fit in the space. I tried messing around with the navmesh import settings but that just made my game freeze. Ghoul ambushes etc are done with furniture, but I don't have the software to animate that (and probably not the skill either). Worst part is they were actually moving and it was working before I did the navmesh, it just crashed occasionally. Maybe if there is a way to prevent that crash I can just undo my navmesh edits. Update: just shoving them out onto the working navmesh with PushActorAway got 5 of them moving Update: The pushactoraway thing doesn't work well enough, but they seem to unstick once they use their attack animation, imma see if I can force that
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Maybe you could attach an OnLocationChange script to the player that scans all doors in a cell (maybe something with FindClosestReferenceOfAnyTypeInListFromRef) and that then dynamically attaches a script (big maybe, I've never tried assigning a script to an object by script before, nor have I used these 2 functions or know how they work) There's also OnPlayerTeleport but I assume that runs after the teleport
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That's awesome, thanks The actors that are stuck are downsized roaches like scale 0.1 - 0.2, maybe they wouldn't fit in the space as normal sized roaches and that's causing the problem
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I am on a testing setup that only has start me up and whatever mods I'm testing against. I have no idea how to run a .bat file but I will definitely investigate. When I test the navmesh the areas for radroaches (actors that are stuck) show up as the exact same for human-sized npcs. I'm going to try and move the collision objects, generate navmesh, move the objects back, and see if it plays nice. Edit: no dice
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I've been testing with a relatively fresh save from sanctuary (nowhere near the area I'm working on) right after creating a character. Created an entirely new game, the exterior navmesh situation seems to have improved (at least the actor is moving now). The actor was probably baked into the save somehow. The interior navmesh is still broken. Parts of this interior navmesh are in a space human-sized actors couldn't navigate, but actors are stuck both in that part and in the part human-sized actors can fit.
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I edit a cell (both interior and exterior). I edit the navmesh. I check for errors and finalize the navmesh. Ingame, actors placed on the new parts of the navmesh stay in place and do not move around. Plugin is set to esp and loaded last. Tutorials do not mention any dark rituals I missed I have to perform to make it work. How to navmesh? Actors move around normally on the old navmesh. My navmesh does appear to be loaded, because adding it appears to have solved a crash I was getting.
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You can turn quest markers off in the fallout4prefs.ini, under gameplay do bShowFloatingQuestMarkers=0 and bShowQuestMarkers=0 You can also get FallUI and turn them off in the MCM I always play with markers off, much more immersive Could set the doors to only randomize for the player, but I don't know how to achieve that without applying a script to all doors.
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It's a chaotic run, no? I say take the unsensible approach, gather all doors, even the ones that don't load a new cell in vanilla and just have an open/close animation. Broken quests are fine with a mod like this imo. Maybe with the animated doors there is only a 25% chance you'll be teleported or something. I'd be fine if they don't teleport back where you came from. Gives it a fever dream vibe. And for areas that do not have enough doors (the glowing sea) you could add just floating doors in the air. Maybe you get teleported somewhere deadly and the door locks behind you for a bit leaving you to fend for yourself or find another door asap.
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How to play sounds in OnLockStateChanged block
d4em replied to d4em's topic in Fallout 4's Creation Kit and Modders
Brilliant! Changed the sound category, it works now -
How to play sounds in OnLockStateChanged block
d4em replied to d4em's topic in Fallout 4's Creation Kit and Modders
Alternatively: how to fire script when a door starts opening instead of when the opening ends? Event OnOpen() fires when the door finishes opening, I need an event that fires at the start. OnLockStateChanged works, but I'm going to have to open the door manually so it still works with that "lockpick no auto activate" mod -
I do this: extends ObjectReference Sound Property TriggerSound Auto Event OnOpen(ObjectReference akRef) TriggerSound.play(self) endEvent this works then I do this: Event OnLockStateChanged() TriggerSound.play(self) endEvent this does not work So I replace self with an object I just created Event OnLockStateChanged() MyHazard = placeatme(TriggerHazard) TriggerSound.play(MyHazard) Still no dice. I know the event is firing because I get irradiated How to play sounds? Edit: Event OnLockStateChanged() if !(DoOnce) MyHazard = placeatme(TriggerHazard) int soundId = TriggerSound.play(MyHazard) starttimer(5, 10) DoOnce = True if (soundId == 0) Debug.MessageBox("ID is zero") else Debug.MessageBox("ID is not zero") endIf endIf endEvent does not create any messageboxes (but it does create the hazard)
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GAME CRASH ANYWHERE AND ANYTIME WITH MY MODS LIST
d4em replied to jeffizi's topic in Fallout 4's Discussion
One obvious thing that is wrong is scrap everything, it's very high in your load order when it should be loaded last. That doesn't cause a crash, but it causes other bugs. Loot automatically sorts your load order. It doesn't get everything right for fallout 4 but running it should improve your LO One way to fix crashes is disable half your mods, start a new save game (don't use a save with mods already installed), and test if you still crash. If so, disable half of what is still active, until you narrow down the cause of the crash. When you start re-enabling mods, do so a few at the time and test, and make sure to check the mod page for any instructions. Buffout 4 prints crash logs but those tend to be hard to read and it has a bunch of requirements -
Animation of moveable statics / activators with blender?
d4em replied to d4em's topic in Fallout 4's Creation Kit and Modders
Sad And thus starts my attempt to do the movement of a trap by script -
Animation of moveable statics / activators with blender?
d4em replied to d4em's topic in Fallout 4's Creation Kit and Modders
Similar thread, the difficulty lies in the export to nif format -
The creation kit is a lot more messy about assigning formIDs (how unexpected). In the context of someone asking "what mods can I convert to esl on vortex" I'd still say always compact because manually checking things out in xedit is more advanced than that, but maybe I was too dogmatic about compacting.
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Oh also, you should always compact formIDs before converting. An esl plugin with uncompacted IDs is something of an abomination. The compacted formIDs are the entire point of the esl format. Each record ingame is stored in a number like 01000a72, where the first 2 digits are for the plugin. A finite amount of numbers means a finite amount of plugins, because once you get to ff (a number in hex format) you don't have any more IDs to assign to plugins. An esl stores its formIDs differently like 00100a72 where 001 is for the plugin, and now you have many more plugin IDs to hand out, so you can install more mods. If an esl had genuinely uncompacted formIDs it would not be a functional plugin. (In the above example we might get lucky as the game does not seem consider 0 to be part of the number and instead reads the record like 1:a72 which should be a valid light formID but not compacting is like cycling on a highway when there is a perfectly good bike lane right next to it) Plugins that only override records from another mod don't need their formIDs compacted because they don't create any new ones (but it never hurts to run "compact formIDs" anyway just to be sure)
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Changing from esp to esl mid-save can break scripts, because the formIDs used to track them change, and scripts get "lost" running in the background or references break. Can cause all sorts of nasty. To prevent this, disable the mod (ingame, through MCM or a holotape or something) before converting. If it's a high quality mod, it will tell you on the mod page to deactive before uninstalling to prevent these problems. Unfortunately, if the mod page doesn't say, there is no easy way to tell which mods have scripts that will break and which have scripts that won't break (many scripts that are fire-and-forget are fine), and even if you test ingame and it looks fine initially, broken scripts can fester under the surface and cause problems down the line. If you check inside the ba2 for a mod and there's a bunch of scripts there, I'd play it safe and leave it alone, at least until you start a clean save. Stuff that has an MCM menu will need a patch for the MCM when you convert to esl, because MCM uses formIDs for a lot of stuff. It's true that changing formIDs can cause problems if the plugin you're converting is being used as a master (esp or esm) for another plugin. I never convert masters.
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NPC Patrol Tracker - Keep the Commonwealth Safe
d4em replied to zant1963's topic in Fallout 4's Mod Ideas
Possible: yes (theoretical yes), work: a lot, and it will probably be a buggy mess at first. In the game engine, enemies are not really stored as patrols, there is no built-in way to check how many % of enemies you killed in a given interior cell, let alone exterior locations. That's besides the issue of respawning. The easiest way to do this would probably be to attach a script to the player and track how many kills they get in a given location. -
Large mod manager downloads can corrupt (or small mod manager downloads if your internet sucks), if you're downloading a big mod like SS2 it's safer to download manually and then install from archive. The unofficial patch requires the CC content that came with the update, that's why you're getting missing masters for ufo4p. Did you install workshop framework?
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Victory Cleaned the plugin, it had dirty cell header edits from previous attempts to get previs working (which it still shouldn't have had at the beginning but it works now)