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Zorkaz

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Everything posted by Zorkaz

  1. I have invisible NPC. While drinking a potion the NPC gets visible and once the effect wears of the NPC should become invisible again. The NPC is at first invisible and the spell to remove the invisibility works too (I am using an ability with the DogmeatInvisibility Effect). But the NPC won't get invisible again. The magic script is like this: Scriptname FHM2DetectLifePlayerPerkMagEffScr extends activemagiceffect Perk Property FHM2PlayerDetectLifePerk Auto EffectShader Property VisibleShader Auto EffectShader Property StealthBoyInvisibilityEffect Auto Actor Property FHM2ElizaRef Auto Spell Property FHM2Invisibility Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.Getplayer().AddPerk (FHM2PlayerDetectLifePerk) VisibleShader.Play(FHM2ElizaRef ) FHM2ElizaRef.RemoveSpell (FHM2Invisibility) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Game.Getplayer().RemovePerk (FHM2PlayerDetectLifePerk) VisibleShader.Stop(FHM2ElizaRef ) FHM2ElizaRef.AddSpell (FHM2Invisibility) EndEvent Any Ideas?
  2. The precombined meshes have issues with material swap. If you apply an external material swap on an object it might revert to its original color. E.g.: You apply a red color to a prefab house, but it will appear in its default grey color once baked in.
  3. A good way ingame to find out if a static is part of a precombined mesh is to click on it in the console and try to disable it. If it doesn't work, then it's a part of a precombined mesh.
  4. I mean are they the raiders or is the player one? They are just on edge and defending against a crazy intruder.
  5. It would also be possible if you add a node to the sink.nif. Then in the CK you can attach a script to the sink using "Self.PlaceAtNode" and attach the water stream (Which is a movable static) to the sink. You can disable and enable it this way. It has been way too long since I used "Self.PlaceAtNode" but there is a way. https://falloutck.uesp.net/wiki/PlaceAtNode_-_ObjectReference If the water animation is in the .nif you might have to use PlayAnimation or PlayGamebryoAnimation. https://ck.uesp.net/wiki/PlayAnimation_-_ObjectReference https://ck.uesp.net/wiki/PlayGamebryoAnimation_-_ObjectReference
  6. Yesterday I had 11 notifications. Now it's 80! The notification system includes myself (Zorkaz), so whenever I do stuff I get a new notification.
  7. It's the main Fallout 4 folder (Usually the steam folder), not the personal windows folder.
  8. 2. Do all areas within the building perimeter need to be marked as the same location? Yes, at least if you wan't NPCs to sandbox in that area. Otherwise you can overlap the scrapzone with cells that have other locations attached.
  9. I don't know. I mean active mines are projectiles. Maybe Beth didn't include projectiles into the save file the way they would do with other peristent objects. Just a guess...
  10. You mean Mines or their Projectiles? Because mines themselves won't explode anyway. if you trigger them then reload a save, the mine will not be there. That's not only in your cell but is a known bug.
  11. Thanks for all the input. It was intended for the base flora that used a attached script. Basically I wanted to achieve something similar to Starfield and the Botanist perk, where you would get additional different items from flor as you leveled a perk up.
  12. What I meant was checking if the flora has been harvested. Because the activation script still works even if you have harvested it. Somewhere must be a perk associated with this, since the activation button disappears, even though the activation of a flora object is still possible.
  13. Is there a script command to check if a plant can be harvested? Like Event OnActivate.... If Plant.IsHarvestable()....
  14. As base objects I also made https://www.nexusmods.com/fallout4/mods/40821 as part of "Unfinished Projects" Yeah the cats wouldn't use the cat houses.
  15. So I used WWise to convert my audio into .wem, renamed it "456350239.wem" under Data/Sound/Soundbanks, yet it doesn't work. Any suggestions on why it might not work?
  16. Is there a mod that doesn't let you leave Far Harbor? Sort of like a challenge.
  17. Yeah there are tons of sound regions, responsible for ambience.
  18. Honestly this confused me even more :) The issue is that I'm trying to add new sounds to the Far Harbor forest regions but I don't want them to be on the coast. However there is only one big Far Harbor region so I tried creating a custom one which seemed to add new region data to the existing cells. I'll see how and what it does.
  19. I've done that in the past but I am still unsure. If I create a new region in Far Harbor (Or elsewhere) and it overlaps with another region... then suddenly in the CK and FO4Edit all the cells suddenly are marked as "Active / Changed" Does this break precombines or previs?
  20. Rad Doves or Sparrows are kind of missing from the game. Crows and Seagulls are fine but a bit more diversity would be great.
  21. In the cell data window. Where the lighting is. Below you can turn the Sky on and off, also the LOD.
  22. There are so many different layers of noise. Sometimes you can hear the sea from faraway. The wind also does play a big role as it's constantly loud. Not sure if a game like this can replicate it. In game it sounds like a pondwave, not enough bass...
  23. My bad. If it's a Const script it should be Sound Property TheSoundToPlay Auto Const instead of Sound Property TheSoundToPlay Auto
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