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The answer was: The Attach Ref tab.
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Elevators... HOW THE %$^# DO THEY WORK!?
LordXayd replied to SalesKital's topic in Fallout 4's Discussion
I just wanted to pop in to make a quick statement. Many of the methods for elevator creation noted here do in fact work! One additional detail for those still struggling pertains to folks who are logging into the cell that they're building the elevator. What I mean is, you're building the elevator in Sanctuary while logging into Sanctuary directly to test it. And the frikkin thing won't work. Gate away to another location like Abernathy and gate back. Then it'll work. Cheers! -
I hunted through the Kit as much as I could, but I could not find this. I have a feeling the answer is not intuitive. If you search (in the kit) for "platformhelperfree01", you'll see one with a use count of 100+. If you right click it for Use Info, then click to organize the Cell Editor ID column, you'll see BostonAirportExt04. If you doubleclick that to bring you to the cell, you'll see the PlatformHelperFree01 item in the EditorID list for the cell. If you then right click that for Use Info, you'll see this... Now, that Helper (an invisible activator) is placed into the Liberty Prime Gantry (the scaffolding around him in the Airport) to define the travel path of the elevator on either side of the Gantry. I'm working on a mod that puts LP in a settlement, within his maintenance gantry, and I want those elevators working! :smile: There are 5 pieces that make the elevator work: the PlatformHelper (activator), the button box (activator), the button box stand (static ref), the elevator platform (static ref) and the SimpleElevatorMaster (an invisible activator). I'm pretty sure I've duplicated everything properly, but I cannot figure out where Todd populated those References in the immediately above screenie. The Master links to the Helper, but the Helper doesn't link to anything itself. Now, the Master links to three components. I thought that maybe the Helper would pick up those references through the link chain and display them in its Use Info, but it does not. My ingame placed Helper only reflects the Master, and only because the Master is linked to it. Without all these references assigned to the Helper, the group of activators and statics will not move when I press the button because they have no defined travel path (as none of these things are actual real elevators). The Helper fixes that. Pretty cool actually! Gives one ideas... Anyway, wherever these link references are defined, I cannot find it :smile: Help? Thanks :happy:
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I'd like a mod that will move, for example, all items in the Junk tab to a container, etc. I'm not talking about an auto-sorter, just all move-all in a tab rather than one at a time. I've been hunting, but I'm not seeing any. Then again, keyword searches on this are pretty generic.
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I spent a lot of time last night going over how the machinery and miscellaneous factory components work. I have two goals for this equipment, but I will only concentrate on one here: An auto-sorting system for everything stemming from one container.The problem with this is pre-modded equipment. As you know, a Combat Armor Chest can have many variable names depending on mods and therefore doesn't neatly stack in a container. So I have been manually stripping off all armor mods so that everything neatly stacks. However, all Combat Armor Chests, regardless of names/mods all sort (via the the Contraptions) onto the same belt path, ending up the same container. So what I am interested in is a Machine that strips all mods from all armor that pass through it. For armor, I think it is reasonable to have all those mods spill out onto the belt along with the vanilla armor piece since you can do that ingame manually. Remember, you don't need special perks or quest completions to strip higher tier mods (only to create them from raws), so that's not game breaking. After that, I can have everything diverting accordingly. The complication with this request is weapon mods. You cannot just strip those off manually. You have to replace them with the basic mods (which consumes raws). Having the stripping machine spill the vanilla weapon and all mods onto the belt would be unfair if no raw material was consumed. So for weapons, a simple conversion. Any modded weapon put through the machine will come out it's vanilla equivalent. We'll just say that the lost mod components are the cost of doing business. Any chance of this guys? http://cdn.gamer-network.net/2016/usgamer/Ammunition-Plant-1.jpg
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Even if lift altitude is fixed, so long as I'm building what's it's elevating to, I could work with it. So yes please, I'm in favor of this as well. http://orcz.com/images/thumb/b/b5/Fallout4ConstructionLifttoGunnersDen.jpg/400px-Fallout4ConstructionLifttoGunnersDen.jpg
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Unable to Reach Mod Originator for Related Content Upload
LordXayd replied to LordXayd's topic in Fallout 3's Discussion
I'll do that straight away. -
Unable to Reach Mod Originator for Related Content Upload
LordXayd replied to LordXayd's topic in Fallout 3's Discussion
Can I clarify your meaning there? The patch requires the use of the FWE files, but none of them were actually copied into my own directories. Hence I did not "use" them. I just referenced them. Is that an important distinction? EDIT: I'll be more specific. Two of the custom FWE meshes (guns) are on display in my mod, so FWE is needed for the ESP to call those NIFs. -
This is sort of a pickle. I recently uploaded Snipers Bunkhouse. One my users then asked for an FWE compatible version, which I did create since FWE is so widespread. What I didn't count on was not being able to reach Peeakaboom (FWE) or the "FWE Team" for permission to upload it. I tried to send a message to Peekaboom, but his inbox is not accepting new mail. FWE hasn't been updated in the last 18 months, so I ASSuMEā¢ Peekaboom is no longer on the forums, at least not as of July 2014 as his last post. I don't know how to reach the "FWE Team" if there really is one and posting in the FWE thread appears to be a dead end. What does one do normally in a case like this? I would think it would come up fairly frequently in an older game.
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I think I just got it. I put the timer sets into 3 sequential run blocks. Seems to be working now.
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I eliminated the timer sets, which did help. The script runs to completion, but it's still wonky. Specifically: The first timer set (6) runs.The second timer set (17) runs.The third timer set (23) runs.The first timer set (6) runs again.Then it looks like the script is over.There's no apparent evidence that the 2nd or 3rd sets run again, nor does the game start locking up. I tried a few experiments with this: Combining them all into one block with sub-if/endifsSetting the 2nd and 3rd timer sets to == instead of < and dumping the GetSecondsPassed line.Both of these worsened the situation, so I reverted back to just having removed the timer sets of 7 and 18. All I really want to do here is have three different things go off in order, with some seconds in between. Just one time per activation.
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I just wanted the sequence to be done once. And thank you for the refinements.
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Thought I was going to build this entire mod all by my lonesome, but the last goody I put in has me scratching head. Effectively, I'm just trying to make the script pause between executions. Wait 6 seconds, do ABC. Wait 10 more seconds, do DEF. Wait 5 more seconds, do GHI. But all my testing is just not getting it done. Here is the vanilla example script: float timer begin gamemode if timer < 5 set timer to timer + GetSecondsPassed else ;5 seconds have passed, do something special set timer to 0 endif end I was thinking something along these lines... float timer begin gamemode if timer < 6 set timer to timer + GetSecondsPassed else ;6 seconds have passed, do ABC set timer to 7 endif if timer < 17 set timer to timer + GetSecondsPassed else ;10 more seconds have passed, do DEF set timer to 18 endif if timer < 23 set timer to timer + GetSecondsPassed else ;5 more seconds have passed, do GHI set timer to 0 endif end I can tell you that Fallout 3 doesnt like that script very much. It acts like the script is on a loop that eventually crowbars the game. Specifically, it'll do the first timer grouping, but not the 2nd or 3rd. My experience tells me that I have the right command set, but I've gone completely in the wrong direction here. I've actually tried quite a few different techniques, but this is probably the worthiest of pasting up here for assistance. I accept any and all condemnation, provided I'm steered onto the righteous path :D
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Trying to Figure out How to End Script if in Combat
LordXayd replied to LordXayd's topic in Skyrim's Skyrim LE
You rock, Ishara. It worked perfectly. I'll be listing you in my credits :) -
Trying to Figure out How to End Script if in Combat
LordXayd replied to LordXayd's topic in Skyrim's Skyrim LE
Thank you, Ishara. I will try this out as soon as I get home tonight :D