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Everything posted by Zorkaz
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Four things implemented for now 1. Sit at the end of the dock - Once per day gain XP and heal completely 2. Adopt and feed a mirelurk hatchling - Will grow up and patrol the area 3. Feed a cat - Will leave you treasure 4. Find rare random junk at the beach As a plus: Three wastelanders will sandbox throughout Nahant and the Oceanolog... once Croup Manor gets cleared The random spawns will be moved or disabled not sure
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I want to add emitting light to an actor. Do I have to alter the .nif and add some ninodes to it or can I use CK only functions too?
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Nahant seems like such a dull place. Once you've visited everything there's nothing more to do. So I'm looking for small and realisticly possible ideas so it can be revisited and doesn't cause issues with other mods. Currently I have 1. Feed a cat that might leave treasure and junk once in a while 2. Pick up random things the ocean might bring in Settlements won't be included since this is a whole different thing
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I would guess that since LOD has very primitive landscape and MS-DOS quality models there wouldn't be much impact because there is such a low-poly count already. Even shadow lights might pass through the LOD buildings anyway. I only know LOD lights in the Commonwealth from the Kingsport Lighthouse light, which another mod enables. Personally I used LOD lights in the Marshlands (https://www.nexusmods.com/fallout4/mods/68467) but since it's mostly Wilderness there wasn't much of an FPS drop
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Yeah like a supervising quest that checks if he has been in combat recently. SKK50 should totally make this
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Piper needs some hunter clothes, fitting with her red, green, orange color scheme. For Far Harbor and Point Lookout. I tried to make it but it looks aweful
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Okay good idea I'm on to it. But it won't be nothing too fancy
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I have the Frying Pan script and it can become very confusing using the method used for the toast Scriptname FFMakeSteakScr extends ObjectReference Message Property FFNoMeatMsg Auto Sound Property FFFryingFX Auto Potion Property MeatBloatfly Auto Potion Property MeatBloodbug Auto Potion Property MeatBrahmin Auto Potion Property MeatCat Auto Potion Property MeatDeathclaw Auto Potion Property Meatdog Auto Potion Property MeatGorilla Auto Potion Property MeatMirelurk Auto Potion Property MeatMirelurkQueen Auto Potion Property MeatMirelurkSoftshell Auto Potion Property MeatMolerat Auto Potion Property MeatMutanthound Auto Potion Property MeatRadroach Auto Potion Property MeatRadscorpion Auto Potion Property MeatRadstag Auto Potion Property MeatStingwing Auto Potion Property MeatYaoGuai Auto ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Potion Property SteakBloatfly Auto Potion Property SteakBloodbug Auto Potion Property steakBrahmin Auto Potion Property SteakDeathclaw Auto Potion Property steakDog Auto Potion Property steakMirelurk Auto Potion Property SteakMirelurkQueen Auto Potion Property steakMirelurkSoftshell Auto Potion Property steakMolerat Auto Potion Property steakMutantHound Auto Potion Property SteakRadroach Auto Potion Property SteakRadscorpion Auto Potion Property steakRadStag Auto Potion Property steakStingwing Auto Potion Property steakYaoGuai Auto Event OnActivate (ObjectReference AkActionRef) FFFryingFX.play(Self) If Game.Getplayer().Getitemcount (MeatBloatfly) > 1 Game.Getplayer().removeitem (MeatBloatfly, 2) Game.Getplayer().Additem (SteakBloatfly) Elseif Game.Getplayer().Getitemcount (MeatBloodbug) > 0 Game.Getplayer().removeitem (MeatBloodbug, 1) Game.Getplayer().Additem (SteakBloodbug) Elseif Game.Getplayer().Getitemcount (MeatBrahmin) > 0 Game.Getplayer().removeitem (MeatBrahmin, 1) Game.Getplayer().Additem (SteakBrahmin) Elseif Game.Getplayer().Getitemcount (MeatDeathclaw) > 0 Game.Getplayer().removeitem (MeatDeathclaw, 1) Game.Getplayer().Additem (SteakDeathclaw) Elseif Game.Getplayer().Getitemcount (MeatDog) > 0 Game.Getplayer().removeitem (MeatDog, 1) Game.Getplayer().Additem (SteakDog) Elseif Game.Getplayer().Getitemcount (MeatMirelurk) > 1 Game.Getplayer().removeitem (MeatMirelurk, 2) Game.Getplayer().Additem (SteakMirelurk) Elseif Game.Getplayer().Getitemcount (MeatMirelurkQueen) > 0 Game.Getplayer().removeitem (MeatMirelurkQueen) Game.Getplayer().Additem (SteakMirelurkQueen, 2) Elseif Game.Getplayer().Getitemcount (MeatMirelurkSoftshell) > 1 Game.Getplayer().removeitem (MeatMirelurkSoftshell,2) Game.Getplayer().Additem (SteakMirelurkSoftshell) Elseif Game.Getplayer().Getitemcount (MeatMolerat) > 1 Game.Getplayer().removeitem (MeatMolerat,2) Game.Getplayer().Additem (SteakMolerat) Elseif Game.Getplayer().Getitemcount (MeatMutantHound) > 0 Game.Getplayer().removeitem (MeatMutantHound) Game.Getplayer().Additem (SteakMutantHound) Elseif Game.Getplayer().Getitemcount (MeatRadroach) > 2 Game.Getplayer().removeitem (MeatRadroach, 3) Game.Getplayer().Additem (SteakRadroach) Elseif Game.Getplayer().Getitemcount (MeatRadscorpion) > 0 Game.Getplayer().removeitem (MeatRadscorpion) Game.Getplayer().Additem (SteakRadscorpion) Elseif Game.Getplayer().Getitemcount (MeatRadstag) > 0 Game.Getplayer().removeitem (MeatRadstag) Game.Getplayer().Additem (SteakRadstag) Elseif Game.Getplayer().Getitemcount (MeatStingwing) > 0 Game.Getplayer().removeitem (MeatStingwing) Game.Getplayer().Additem (SteakStingwing) Elseif Game.Getplayer().Getitemcount (MeatYaoguai) > 0 Game.Getplayer().removeitem (MeatYaoguai) Game.Getplayer().Additem (SteakYaoguai) Else FFNoMeatMsg.show() Endif EndEvent That's why I hoped there was a more easy solution
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There is no sandbox area. Normally there must be a triggerzone with set boundaries
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If you take a look at Homeplates workbench there is no link to a buildzone. I thought this was needed in order to work?
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I have activators that make food (A toaster, a coffee pot, etc...) The toaster for instance has a script like this Scriptname FFMakeToastScr extends ObjectReference Message Property FFNoRazorgrainMsg Auto Potion Property Razorgrain Auto Potion Property FFToast Auto Sound Property FFToasterFX Auto Event OnActivate (ObjectReference AkActionRef) If Game.Getplayer().Getitemcount (Razorgrain ) < 2 FFNoRazorgrainMsg.show() Else Game.Getplayer().Removeitem (Razorgrain , 2) Game.Getplayer().Additem (FFToast) FFToasterFX.play(Self) Endif EndEventBut using Game.Getplayer() only accesses the player inventory. Is there a simple way to check both player and workshop inventory at the same time? The reason is that I have more complicated scripts like this one...
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[Workshop] Having Multiple Buildzones
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Yeah lol. It's WorkshopWorkbench ---> Workshoplinksandbox ----> Defaultemptytrigger for the AI sandbox. I've gotten rusty -
To have a buildzone you'd usually have to link a triggerzone from the workbench Workbench --> Workshoplinkedprimitive --> Defaultemptytrigger But how can I have multiple ones? Do I have to chainlink them?
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ChuckYufarley can you please reupload the file again? I lost it in my file jungle
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Easy way to set Vault 81 as trespassing 24/7
Zorkaz replied to Fantafaust's topic in Fallout 4's Creation Kit and Modders
You could try to set the faction to hostile after a given timer or triggerzone gets entered -
Keyword for Containers so NPCs won't take stuff
Zorkaz replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Thanks -
Supply lines for custom settlements?
Zorkaz replied to MrFunreal's topic in Fallout 4's Creation Kit and Modders
At least make sure the navmesh on the outside is updated. Otherwise NPCs can't get in. Also make sure to have a map marker on the outside -
I have a unique big worldspace filled and ran precombines and previs. Turns out that this was crap and stairs and fences lost collision. Is there a way in FO4 Edit to revert these changes. I mean when using TPC the original form does exist after all