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Everything posted by Zorkaz
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About Event OnWorkshopMode()
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Okay I used it on a movable static that has the workshopobjectscript attached to it. I want to place a dummy marker on a node, so the object has a visible marker when in workshop mode and otherwise not -
How do I properly write OnWorkshopMode() Event OnWorkshopMode(bool aStart) Astart = True If aStart == True TheMarker = Self.PlaceAtNode("SpawnPoint2", SMFMarker, 1, TRUE, FALSE, FALSE, TRUE) Self.setlinkedref (TheMarker, SMFKeyword2) TheMarker.Setlinkedref(Self, SMFKeyword2) Endif EndEventBecause this doesn't work. Even with our without Astart = True
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Is there a way in workshop to freely place an object wherever you want? So that is independent from the ground and can hover as well?
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Okay cool! I don't care about the workshop system but want to find a way to make a proper grapple gun, hence why I'm asking
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And thanks for that
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Btw this doesn't mean the world to me, it's really just to try something out
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Oh thanks. I'm trying to make working kitchen appliances as a "Proof of concept mod" and a piece of toast would be great to pop out of one of the toaster slots. (A way to cook without using the workbench menu) (Other things will include a realistic coffee machine, baking oven, grill...)
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Change triggerzones via script
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I guess there's also no way to duplicate something right? -
No. As somebody who has published four big worldspaces (And eight in general) I can tell you: Don't use precombined messes in worldspaces, they will mess stuff up, and increase the filesize by some Gigabytes if the worldspace is big enough. Also the generation of Precombines/Previs can take multiple hours depending on your size. That's really something I wish I could revert with "The Forest" When it comes to automated navmeshing, make sure to disable "Autosaves" in the CK. After ten autosaves have been made the CK might crash during this operation.
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Is there a mod where random NPCs don't start talking to the player even though nobody asked them to? Edit: Found it here https://www.nexusmods.com/fallout4/mods/3637
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I wrote this https://www.nexusmods.com/fallout4/mods/47183 You need at least XLODgen. Don't forget to package your stuff correctly when publishing it.
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Weapon suppressor and hostile awareness
Zorkaz replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
I'm not profient with OMODs and weapons. But if you have an explosion (Can be invisible) on the weapon projectile it does seem to have a sound level too. Just something to keep an eye out -
Script help - detect when a player uses a workbench
Zorkaz replied to cenarius451's topic in Fallout 4's Discussion
Lol I meant here, wrong copy and paste https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/ -
Does someone have a toast model (.nif) lying around? I want to try a cool thing
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Script help - detect when a player uses a workbench
Zorkaz replied to cenarius451's topic in Fallout 4's Discussion
Don't wanna be this guy but better repost it here: Man I wish I could script ropes, then this would be possible -
Are there any good scripts or tricks revolving around splines, wires and ropes? For instance is it possible to spawn a rope into the game? With beginning and end spline points?
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Container: Cars and power armor frames (Cell Respawn)
Zorkaz replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
If you replace the static cars yes. If you replace the movable statics no. Also if you're going via script solutions you can't use scripts on statics anyway. At least not properly -
Does anyone know if it's possible to define the size of triggerzones (E.g. DefaultemptyTrigger) via script commands?
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Which Fallout 4 version should be required at least?
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
All right I won't support anyone -
Container: Cars and power armor frames (Cell Respawn)
Zorkaz replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Only if you replace them with lookalike containers, using scripts or the CK-replace function -
Container: Cars and power armor frames (Cell Respawn)
Zorkaz replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Cars are not containers. They are movable statics. And sometimes statics -
Which Fallout 4 version should be required at least?
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Well I think the big leap was the introduction of compacted IDs, .esls... thus the needed update to install a Creation Kit that could do that too. And that's where this divide comes from but I could be wrong -
GetLinkedRef only working in one direction?
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Okay, wow, thanks for the extensive info. Will put it into use -
Yeah i thought so. At least it's not done via perk or spell