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Zorkaz

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Everything posted by Zorkaz

  1. Does anyone know what the name of the message is that tells you that you're exiting workshop mode?
  2. Idk if you have experience with material files. But you could just add a circle that is semitransparent and has a lot of refraction
  3. Can somebody please explain to me how Power Lifts / Elevators work? I get how the yellow one does but not this version.
  4. I'll just use the one from Vault workshop since it looks like the original
  5. Here you go https://www.nexusmods.com/fallout4/mods/70559
  6. You can have multiple ones. The link goes out from the border to the workshop
  7. It's nice to explore FO76. It has very interesting and good looking locations. But you feel only like a guest
  8. 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
  9. 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.
  10. I wrote an extensive tutorial just about this. But yes https://www.nexusmods.com/fallout4/mods/37329
  11. 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
  12. Yeah there has to be a secret. Otherwise tarberries wouldn't be placeable on water
  13. 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
  14. Should have been more precise. It's added via a dummy potion so it works basically
  15. 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
  16. 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
  17. Has anyone experience with adding AI packages to NPCs, in my case the player? Does it work properly? Basically I'd like to add and remove a package using a script without editing the NPC manually
  18. You will have to use an activator with the model of a car. It might work by using a movable static and using a hotkey perk but that might be not for beginners
  19. I want to do something similar to this: When Croup Manor is owned certain NPCs will wander around Nahant... But which condition would apply to this? Because "LocationHasPlayerOwnedWorkshop" only seems to apply to the cell the NPC is currently in
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