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Everything posted by Zorkaz
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mines in cell disappear on load if exploded
Zorkaz replied to dietplums's topic in Fallout 4's Creation Kit and Modders
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... -
mines in cell disappear on load if exploded
Zorkaz replied to dietplums's topic in Fallout 4's Creation Kit and Modders
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. -
[Script] Check if plant is harvestable
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
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. -
[Script] Check if plant is harvestable
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
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. -
[Script] Check if plant is harvestable
Zorkaz posted a topic in Fallout 4's Creation Kit and Modders
Is there a script command to check if a plant can be harvested? Like Event OnActivate.... If Plant.IsHarvestable().... -
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.
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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?
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Is there a mod that doesn't let you leave Far Harbor? Sort of like a challenge.
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Creating a new region - Breaking Precombines?
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Yeah there are tons of sound regions, responsible for ambience. -
Creating a new region - Breaking Precombines?
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
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. -
Creating a new region - Breaking Precombines?
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Okay thanks. -
Rad Doves or Sparrows are kind of missing from the game. Crows and Seagulls are fine but a bit more diversity would be great.
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How does the sea sound (Yes I'm serious)
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
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... -
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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Universal action markers.
Zorkaz replied to South8028's topic in Fallout 4's Creation Kit and Modders
First off: Wow, well done! Just placing the markers will take an eternity. -
[FO4] help making invisible teleports
Zorkaz replied to Jakeins90's topic in Fallout 4's Creation Kit and Modders
I'd make a custom door without scripts to play the sound. In the Door window you can set which sound should be played upon opening and closing The door might be a boat model instead of an invisible activator (The latter requires some extra steps to create) -
Under Activators you can find and place a box called "Defaultemptytrigger", which is an empty triggerzone. You need to place adjust the volume of the box. Then you add a script that's like this Sound Property TheSoundToPlay Auto Event OnTriggerEnter (ObjectReference AkActionRef) If AkActionRef == Game.Getplayer() TheSoundToPlay.play(Self) Self.disable() Endif EndEventAfter that fill the sound property to the sound you want to play
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Community. Help please. I am looking for
Zorkaz replied to jan1977's topic in Fallout 4's Creation Kit and Modders
Deutsch kann ich zwar aber mit Blender kenne ich mich nicht aus