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Everything posted by Zorkaz
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Does anyone know what the name of the message is that tells you that you're exiting workshop mode?
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Idk if you have experience with material files. But you could just add a circle that is semitransparent and has a lot of refraction
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Can somebody please explain to me how Power Lifts / Elevators work? I get how the yellow one does but not this version.
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Single-Line Workshop Borders
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I'll just use the one from Vault workshop since it looks like the original -
Single-Line Workshop Borders
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Yeah that looks great. -
Here you go https://www.nexusmods.com/fallout4/mods/70559
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Single-Line Workshop Borders
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
You can have multiple ones. The link goes out from the border to the workshop -
fallout 76 worth to change from fo4 in 2023 ?
Zorkaz replied to xrayy's topic in Fallout 4's Discussion
It's nice to explore FO76. It has very interesting and good looking locations. But you feel only like a guest- 6 replies
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- fallout 76
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Can somebody who knows about .nifs please make a version of the settlement border that is just a straight line? So people could easily make their own custom borders
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Yup. Especially the water puddles and moss
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Modders? You don't need no stinking Modders...
Zorkaz replied to MrJoseCuervo's topic in Fallout 4's Mod Ideas
I messed around with PapyrusGPT, WordpressPhpGPT and UnityMonoGPT whilst doing tasks. Maybe 50% could work as a primer, but it contains A LOT of error, omission and misdirection.Yeah. If you can't write scripts you probably can't read them either so why bother with something faulty like this... I'm not much of a coder. I know enough to make the things I make...but I'm always trying to expand on what I know. I thought it was a decent learning experience. With each chunk of code it spit out, there was a breakdown as to what each part of the code was supposed to accomplish. It's a hell of a lot more useful than searching endlessly online for precisely the thing you're looking for.Okay, if it help you with learning then it makes sense. Just don't take anything for granted. -
Poison Tolerance - Not working, not sure why
Zorkaz replied to spot10's topic in Fallout 4's Creation Kit and Modders
Try Int Property PoisonCount Auto OnEffectStart(Actor akTarget, Actor akCaster) If AkTarget == Game.Getplayer() PoisonCount = PoisonCount +1 If PoisonCount > 19 Game.Getplayer().AddPerk(ImmuneToPoison) SpotsPoisonToleranceMessage.Show() EndIf Endif EndEvent But most likely the count won't ever stack up because the magic effects are seperate from each other. Creating a dummy quest could solve the issue. In this example the quest has 20 quest stages, then the perk gets applied Int Property PoisonCount Auto Quest Property ThePoisonCountQuest Auto OnEffectStart(Actor akTarget, Actor akCaster) If AkTarget == Game.Getplayer() PoisonCount = ThePoisonCountQuest.getstage() +1 ThePoisonCountQuest.setstage(PoisonCount) If ThePoisonCountQuest.getstage() == 20 If Game.Getplayer().hasperk (ImmunetoPoison) == False Game.Getplayer().AddPerk(ImmuneToPoison) SpotsPoisonToleranceMessage.Show() Endif EndIf Endif EndEvent -
Yeah there has to be a secret. Otherwise tarberries wouldn't be placeable on water
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Does anyone know if there's a snap point related to the water surface? I remember some object only being placeable on the surface but I might be wrong
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[Script] Adding AI Packages to the Player
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Should have been more precise. It's added via a dummy potion so it works basically -
[Script] Adding AI Packages to the Player
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
So far no luck. Using Game.ForceThirdPerson() Game.SetPlayerAIDriven(true) utility.wait(0.1) PSPlayerSandboxQ.start() PSPlayerSandboxQScene.start()in a magic effect and having a scene where the player has a sandbox package applied only lets the player stand around immovable -
[Script] Adding AI Packages to the Player
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Thank you -
[Script] Adding AI Packages to the Player
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
@84Cronos How do you do that? -
[Script] Adding AI Packages to the Player
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
SetPlayerAIDriven does work as far as I remember as I've used it to control a cat instead of the player Game.Getplayer().RemoveItem (CFCatFood, 1) Game.ForceThirdPerson() CatMinkaActor.SetPlayerControls(true) CatMinkaActor.EnableAI(True, False) Game.SetPlayerAIDriven(true) Game.SetCameraTarget(CatMinkaActor) KmyQuest.CatControl()The real issue is that I propably can't add and remove a package to the playerref as there is no script for that -
[Condition] Checking if Workshop is owned
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Oh thanks