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Everything posted by 5133p39
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LE Need help writing few dialogues (in english)
5133p39 replied to 5133p39's topic in Skyrim's Mod Ideas
Anybody willing to give it a try: If you don't want to write dialogues for all followers, just pick one you like or are most familiar with. Or even if you come up with just one line, every little bit helps. You can find example spreadsheets at google drive inside folder "Follower Dialogues": https://drive.google.com/drive/folders/145e0Qp__y8SgWCnYtDmOnvc99bzJIm33?usp=sharing ...if your chosen follower isn't there, make copy of any of the existing files and use that. -
I am making a mod that makes player pay their followers. It is a dialogue driven mod, it doesn't just substract N gold from player's inventory in given time interval. When the time comes, followers forcegreet the player, asking for their payment, and player has a choice to pay full sum, half, or nothing, and followers respond depending on player's choice and their mood/personality, accepting player's choice or not, etc. Followers can get annoyed or angry if player isn't paying, in which case they may leave, or even attack. Each follower's wages can be calculated based on skills, using dozens of parameters adjustable in MCM, or manually set to a fixed amount. Dialogue is voiced by xVASynth. I can do everything, but i struggle with writing the dialogues. All dialogues follow simple structure: follower forcegreets -> player chooses how much to pay -> follower accepts and dialogue ends or: follower forcegreets -> player chooses how much to pay -> follower refuses to accept low/no payment -> player can reconsider or confirm their choice -> follower accepts and dialogue ends, or doesn't accept (leaves/attacks depending on settings, mood, personality) The main focus is on vanilla game's followers (but of course it can support custom ones too), so i want each follower-specific dialogue to be slightly different, fitting given follower personality or general tone of the voiceType. To make it less repetitive, i want every follower's line in as many variants as possible. Example dialogue looks like this: EDIT: Excuse the poor quality of the example pic. Limited by 250KB max filesize, i had to use GIF with limited number of colors, but for some insane reason, the forums decided to resample it, resulting in a blury mess that is now even bigger than 250KB, sorry.
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I am using Notepad++. Most important is the syntax highlighting, and build support (hit key to compile), then jump to definition and then the debugger (which may be actually the most important if you mean what i mean - but i dont really think so, so i list it as last), but mind the following remarks: 1.) When i say "build support" i dont actually mean an in-editor build support - if that is what you mean, then it would be a big NO. I think the "build support" in Notepad++ is the ultimate perfection, because it allows me to call external batch file to do the work, so i have absolute control of the process and can use preprocessors and various scripts to parse the source before handing it over to the compiler, and more. So, in NP++ i can define separate shortcuts for preprocess active file, preprocesing all files in project, preprocessing & building active file or building all files in project, all using my batch files and external processes - and that is what I mean by "build support". 2.) I dont understand the "Debugger Support" I mean in direct relation to Papyrus - you are working on a realtime debugger? If so, then yes, that would be amazing feature, but i am having a hard time imagining it being true :) If you mean anything else by it, then i dont think it would be of any importance to me, in which case you can scratch my vote for "Debugger Support".
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I recently "found" something i wouldn't expect. It is about how the game stores values of references that you cast as something else, possibly resulting in creation of unexpected variable references to objects, preventing those objects from being removed from the save after calling Delete(), because something is still referencing those objects. A simplified realworld example of a script i have: (this is attached to my custom MiscItem in CK, which is getting frequently spawned by another script using PlaceAtMe()) Scriptname MorsConjuredItem extends objectReference {attach to a miscItem in CK to make it despawn after some time once it was placed in the world} effectShader property onUnloadShader auto {effectShader to play right before despawning} float property duration = 5.0 auto {how long before the item despawns} potion property foodItem auto {the food item to turn this into when activated} form miscItem = none bool doOnce = true event OnLoad() if doOnce doOnce = false miscItem = self as form ; DO YOU SEE THE PROBLEM? YOU DO? WELL, I DIDNT UNTIL I FOUND THE HARD WAY GotoState("LINGER") RegisterForSingleUpdate(duration) endIf endEvent state LINGER event OnUpdate() GotoState("FADEOUT") if Is3DLoaded() && onUnloadShader onUnloadShader.Play(self) endIf RegisterForSingleUpdate(2.5) endEvent endState state FADEOUT event OnUpdate() Disable() Delete() miscItem = none ; SEE THIS? DID YOU KNOW THAT YOU NEED THIS TO PREVENT SAVE FILE BLOAT? endEvent endState event OnContainerChanged(objectReference _newContainer, objectReference _oldContainer) if _newContainer UnregisterForUpdate() _newContainer.RemoveItem(miscItem, 1, true) _newContainer.AddItem(foodItem, 1, true) miscItem = none ; HERE IT IS AGAIN. DID YOU REALLY KNOW WHAT WOULD HAPPEN IF YOU WOULDNT DO THIS? endIf endEventDo note the lines where i set miscItem to NONE? It turns out, that if you do... miscItem = self as form...the game seem to literally store the value as "reference to the objectReference this script is attached to, but as a form". In other words, doing the above seems to internally create a reference to the objectReference that script is attached to, preventing the objRef from being deleted after calling Delete() on it. I stumbled on this by accident when i checked my save file with Fallrim Tools out of pure curiosity, and saw over 51000 zombie instances of my item script and same number of related refids that never got deleted. So i recommend using Fallrim Tools from time to time to test what kind of leftovers your mod leaves behind - you may be surprised.
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? In the last code above append _summonFx.PlaceAtMe(myExplosion) - assuming _summonFx is just an auxilliary marker (IsMarker), not something visible. Try to specify myExplosion's model as SummonTargetFX's NIF. Don't know, why STAT wouldn't move, sure about it? All markers are Statics and moved all around the game (well, F4 at least...). Sorry, i didn't read it thoroughly. This solution works only partially - yes, the explosion will be placed at the marker, but it wont be attached to it, so moving the marker wont move the Explosion with it. There are no means to move an Explosion (if you try MoveTo() on it, you'll get errors). I dont know where i got the thing about not being able to move STAT, maybe it was the precombines in Fallout 4 and i mixed things up. In any case, STAT is a no go, because i want to attach a script to the object in CK, and you cannot attach scripts to STATs in CK. So, the original question (what would be the best type of object for this purpose?) still stands. Unless i keep forgetting something, from all objects whose references can be moved via Papyrus (once they get placed in the world), you can only attach scripts (in CK) to base objects (eg. not placed references) of type actor, activator, armor, book, container, door, flora, furniture, hazard (maybe via assigned spell?), ingredient, key, light (can it be moved?), miscitem, weapon. So, if i want to spawn ONE movable object, capable of playing visual effect and sound, and which can have a script attached to it. What would be the best type? I am now thinking about Light - you can set its model to the visual effect - you can set a sound that will automatically play on it - you can attach a script - but can it be moved? not sure, needs to be tested Another question is, whether abusing Light for this purpose wouldn't be actually more expensive than using something else (but what, what would you recommend?). I realize it may look like overthinking, or overoptimizing, but that doesn't make the question invalid. If there is some "best way" of doing this, i want to know which one it is.
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Nevermind, problem solved. I was having a long dumb moment, didn't even try to spawn the "art object" form directly - for some reason i convinced myself it wont work, before i even tried. Now it is obvious that this is exactly what both posters above were trying to tell me :-D So, for example, if i'd wanted to place the summoning visual effect 100 units above player's head: form _artObject = Game.GetFormFromFile(0x3f811, "Skyrim.esm") objectReference _summonFx = Game.GetPlayer().PlaceAtMe(_artObject) _summonFx.MoveTo(_summonFx, 0.0, 0.0, 100.0)i am still a bit sad about not being able to use the Explosion, which would be super convenient, because you can assign a sound to it, the object automatically despawns, you can make it apply image modifiers, etc., saddly, adjusting the height where the "explosion" appears is not really working (or at least not when using the SummonTargetFX art object).
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Possibly, like that. A projectile has a fake explosion, which only spawns a marker-type PlacedObject on impact, the Marker has OnLoad event, whose code moves itself to a specific offset point, e.g. Self.MoveTo(Self, offsetX, offsetY, offsetZ), then does PlaceAtMe() actual Explosion (or anything else), and Self.Delete(). PS. Or SetPosition(). Take care though "OnLoad Event Behaviour" https://www.creationkit.com/index.php?title=Talk:SetPosition_-_ObjectReference . Yes, i know all that, what i do not understand is where do you want me to get the "SummonFX" object that i can place using PlaceAtME() - i mean if i had such object already, i wouldn't be here asking my question - which i think you misunderstood. I am not asking what functions can i use to move references - i can read all about that in the Papyrus language reference on CK wiki. I am asking what would be the best way to create a fake summon effect that i can move via Papyrus functions to wherever i please (including height). So, what would be the best way to create it? Should i use activator or furniture (both seems like an overkill), or some static object (nope, 'cause that can't be moved), or maybe movable static (probably not, because i dont think i can make it stay where i place it - because havok), or actor (nope, that is REALLY an overkill, too expensive), or an explosion (nope, can't set it's height above ground), or what?
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[LE] [AS] how is an interface invoked with arguments?
5133p39 replied to Levvine's topic in Skyrim's Creation Kit and Modders
Have a look at SKSE UI script functions, take a look at how Sky UI or UI Extensions work - depending on what exactly you need, you may find an answer there. -
I dont understand. Reference to what? What am i supposed to PlaceAtMe()? By default, there is no reference to the conjuration/summoning visual effect - you cannot cast the spell and then somehow get reference to the visual effect and move it somewhere else. So, how do you propose i implement a "placeable/movable SummonTargetFX visual effect"?
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I have a scripted conjuration spell that spawns things at certain place and certain height above ground. Problem is, the visual effect for conjuration spells (see image below) is typically played at the target location (resp. where the game snaps it to the navmesh), or on an actor. I need to be able to place this effect via papyrus wherever i want, including any height. I tried using Explosion, which i still couldn't move as i wanted, but supposedly i should be alowed to set vertical offset from the ground - that doesn't work though. Maybe the vertical offset is not applied to the "Placed Object" which i had to set to the SummonTargetFX to make it appear (setting "Art file" to the summon effect NIF file results in no effect being shown). What would be the cleanest and still convenient way to do this? I am thinking about using the effect NIF as a model for some static object, but staticts can't be moved unless i am mistaken, so it would have to be a furniture? activator? ...what else? I want to choose something that would be the most efficient, the simplest possible type of object - what should it be?
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A bit too late probably, but maybe have a look at Mrozak's Curie Preset 2 (it is a LooksMenu preset)
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Sexy Assaultrons/Bodyslide Assaultrons
5133p39 replied to DarkestVampire92's topic in Fallout 4's Mod Ideas
or even this: https://www.nexusmods.com/fallout4/mods/32801 -
Emergent behavior without Dangerous Minds
5133p39 replied to ModdedMax's topic in Fallout 4's Mod Ideas
Shortcut to Curie -
Regarding Curie, there is already a mod that allows you to bring her to Amari even without knowing Nick exists. In my opinion, the mere knowledge of Memory Den's existence, should be enough for the player to get the idea to ask them for help, therefore: Shortcut to Curie As for the other things... Making Nick or Skinny Malone to recognize the costume will require changes in their dialogue, which will require these NPCs to have the appropriate voice lines. So, possibly trivial change, but it hangs on the existence of the appropriate voice lines, and judging by the fact its not already working like that in vanilla game, i'd say those voice lines do not exist. The option to transfer Nick into a T3 synth shouldn't be hard from technical side of things, but you will need to add some dialogue (if you want it immersive) and that might be difficult to do (maybe you could reuse some existing voice lines, but i dont know if there are any lines that would fit). Logically, i dont think you should be able to make the parts for Giddyup (B)uttercrap :smile: at any workbench, because you simply do not have the neccessary schematics. In my opinion, you would still have to go to the Atomatoys Factory for the schematics, if not for the parts. But the real problem is - the robot workbench cannot build stuff and put it into your inventory, it can only "spawn" robot (which is an NPC) and remove/add attachments to it - you'd need to somehow change that game mechanic to work the same way as the Chemistry workbench. Maybe you could create a new type of non-moving robot that looks like those GB parts (or as some generic box of scrap, that's not important right now), and after you exit the workbench, a script would remove the robot, and spawn the actual GB parts in its place for you to pick up. Or the robot looking like GB parts could stay, having OnActivation script that would give player the parts and remove the robot after players goes there and activates the robot. Not sure which of these options is more viable or easier. Or you could just make new recipes for the Chemistry workbench, so you could create the parts there (good bye immersion). ...anyway, i'd say any solution will be too complicated to make it worth the effort (in my opinion).
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Seperate BoS fatigues for BodySlider
5133p39 replied to JohnPaulGeorgeRingo's topic in Fallout 4's Mod Ideas
Why wont you use the LooksMenu body morphs? -
You are looking for the script "deathclawRaceScript.psc". If you only want to adjust how big the rumble is, change the first parameter of function mySelf.rampRumble() on line 53. Value must be between 0.001 and 1.0 (the bigger, the more rumble). If you want to get rid of the deathclaw walking rumble completely, remove the lines 14 and 15 where it registers for FootLeft/Right animation event, and lines 51,52,53, and 54, where it would process the event (these lines wont have any effect after removing lines 14 and 15, but if you want to do it proper, remove them too). Or you can just use one of the files i attached: This is with no rumble at all. This is with a way more subtle rumble (power 0.04 instead of original 0.20, and falloff 1024 instead of original 512) Hard to notice, but at twice the distance - something like this:
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Accidentaly, i may have made something that might help when testing the navmeshes, or when actively searching for the problematic areas. Its the Auto Walk mod - just use "tmm 1" in the console, to reveal all map markers, and then you can use this to see which path will the AI take. You can use "modav speedmult 500" to make the char move faster. Sometimes the chosen path is mindboggling and begs the question "WHY?". But keep in mind that sometimes it could be related to how the game is loading the cells (i imagine you can arrive at a point where the game loads a new adjacent cell, the pathfinding gets recalculated and decides on a better/different way, so your char suddenly does 180 and goes the other way - that has probably nothing to do with bad Navmeshes).
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Increase Flare Burn Duration
5133p39 replied to FO4SoundModifications's topic in Fallout 4's Mod Ideas
Good work. I am in the middle of something right now, so i'll get to that script some time later once i am done (worst case tomorrow). -
Increase Flare Burn Duration
5133p39 replied to FO4SoundModifications's topic in Fallout 4's Mod Ideas
For editing the Keys, maybe the Autohotkey would be the easiest to use. Once you edit the "Num Keys" value, click the refresh button, expand the Keys collection, go to the end, expand the last Key and click on the value field of the "Value" parameter to focus it (this is important), after that you can make Autohotkey do all the editing by sending keystrokes: 1.) send F2 to edit the value 2.) send the keystrokes to type in required value (do not send Enter at the end) 3.) send Arrow_Up to move focus to the "Time" parameter 4.) send F2 to edit value of the "Time" parameter 5.) send the keystrokes to type in required value (do not send Enter at the end) 6.) send Arrow_Up twice to move to the previous key 7.) send Arrow_Right to expand the Key parameters 8.) send Arrow_Down twice to set focus on the "Value" param 9.) repeat steps starting from #2 Obviously you would send the keystrokes from a loop counting from 4000 to whatever was the original "Num Keys" value, typing values for Time and Value parameter calculated as needed. In case you don't hve enough skill/experience to write such script, let me know and i'll make it for you. -
Official High-Res DLC Separate Plugins
5133p39 replied to TommyZoma's topic in Fallout 4's Mod Ideas
And recompressing the textures is a modification? -
Official High-Res DLC Separate Plugins
5133p39 replied to TommyZoma's topic in Fallout 4's Mod Ideas
So, if someone takes the texture pack, and modifies that pack by removing some files, only leaving what he considers neccessary minimum to still have some visual improvements while being able to run such pack on weaker computers - is that not a modification? If not, then would it be considered a modification if the modder also runs these textures through some pipeline to recompress them, would it be considered a modification then? Isn't that essentially what the Optimized Vanilla Textures mod did - give or take hand picking some/many textures to undergo some process or not? (i am not trying to belittle what the creator of that mod did, i am sure he spent lot of time and energy on it) How exactly is it different from redistributing the textures without running them through that pipeline? There is no added/changed artistic value, or is there? How is that suddenly a "proper allowed mod" while simply changing what the texture pack consists of, is not? Is it the time the modder spent on it? ...or what is it, that makes one texture repack legal, and another one illegal? -
Increase Flare Burn Duration
5133p39 replied to FO4SoundModifications's topic in Fallout 4's Mod Ideas
I am not sure - cannot open CK right now, but i think the lights are listed in the "Object Window" under "WorldObjects" and then "Lights" or something like that. Or use the main menu -> "Edit" -> "Find Text" to search for the form name FXFlareLightRed - it should display a window with results, and then on it's "objects" tab it should be listed - if you double click that listed item, it should open it for editing. -
Increase Flare Burn Duration
5133p39 replied to FO4SoundModifications's topic in Fallout 4's Mod Ideas
Yeah, you'd have to change all the key values manually one by one. Maybe you could get away with using fewer keys - using longer duration for each of them, so you wouldn't need that many, but maybe "only" half. Still, editing 2000 keys instead of 4000 is still a lot of work. Maybe you could write some Autohotkey script to do the editing, but it might not be simple and possibly unreliable. ...hmmm, it could be easier to just try and make your own nif spell for this - if you are a profficient programmer. Or maybe make a copy of the NIF, delete all nodes except for the one where you need to add the keys, and save it as a new NIF file. Maybe you could then simply decode the file structure, or probably better use the nifSkope project's source files to learn how this kind of node is stored, and write a simple script/program to add the keys into this new NIF file with values as needed. Then you would simply copy&paste this node into the original NIF file, make sure its referenced instead of the original node, and then delete the old node. This could be reasonably easy-ish and the same process (with minor adjustments) could be used for all the nodes where you need to add the keys. -
Official High-Res DLC Separate Plugins
5133p39 replied to TommyZoma's topic in Fallout 4's Mod Ideas
Ok, in that case, can you please point us to where these clear rules are defined? I am looking at the EULA now, and i can't say i see it there (that being said, my understanding of english language is rather limited, so i might be prone to misinterpret things). EDIT: Oh, sorry, i just noticed - you wrote "There's clear rules here against that" - you mean "here" on Nexus? Well, if that is the case, then ok, that i understand. I thought that Bethesda might have some rules against it. Bethesda won't allow that either. It's basically piracy. Source? Thing is, i have many mods where i am using various Bethesda's files unedited - for example, some materials or textures which i had to rename or move in order to make some material swaps work correctly. It is only a coincidence that i am using those mods only for my personal benefit and did not released them, but if i would want to release such mods, are you telling me it would be illegal? it would be piracy? I dont mean to argue about this, i just want to know how it is, because i might want to release these mods in the near future, and with respect i dont feel like i can just take your word for it - i'd like to see where is this forbidden. The way you word it, would make virtually any modding impossible.