Jump to content

kalevala17

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by kalevala17

  1. Yes, set these global variables to 1. This is great information to have, but set them where?
  2. Redoing it for a third time has now resulted in a corrupted .esp file and my manager is wonked to hell and back.
  3. For some reason, doing the EXACT SAME THING AGAIN in the hopes that it would go right now causes all in-game enemy automatrons to have no inventory on death NONE! NADA! COMPLETELY EMPTY!
  4. Working on merging several robot mods into a single patch, trying to find out how in the original Automatron DLC they made it so that you couldn't 'find' robot mods until after you've spoken with Ada. Is there some sort of variable or perk that switches this from off to on?
  5. Alright, so here's where we sit: I've managed to create a 100% successful patch to the bot randomizer file that correctly removes all new bot mods and resets all of the Mechanist bots to yellow. That works, and it works well. Bots look great and combat is far more varied than it ever has been. I've looked at the bot loot pools and they're actually stripped down from vanilla loot, making salvaging mods almost impossible - they all have to be crafted! So now, looking at the Salvage Robot Parts mod, a bunch of extra levelled lists have been added, one for each kind of robot. They make every mod available as a drop source with varying chances. Fair enough. I've spent the last two days trying to create a merged patch, using Fo4Edit, Merge Plugins, and even the Creation Kit itself! The CK got me the closest to success, but wouldn't actually load any armor mods into the loot pools, only weapons, despite armor mods being present in the code. When I reopened the .esp in the CK to look at it, it had removed a bunch of the levelled lists so that they weren't even there anymore! If anyone can help me here, I've got the unmerged plugins, along with full documentation on where and what (as far as I know) to change. PLEASE someone help!
  6. Alright, I'm going to attempt to do this in the CK. Tried it in xEdit, F'ed things up. Trying to go in, remove the OMOD files (JUST the OMODs, not the co_ or anything else) and then scour for the .BGSMs. If and only if I can do that, I'll try and update the loot lists so bots can drop their own mods too. I JUST WANT TO PLAY FALLOUT
  7. Do you know anybody I could contact who would be able to help me with this? I've already tried contacting the mod author himself, but he hasn't responded despite being online. I can't find any alternate mods that seem to offer these changes.
  8. I have no idea what that means. I am very new to this and really only learned the basics so that I can change this and a few other mods to better suit my load order. Could you explain it like I'm an idiot?
  9. So update, it turns put that either my alteration or the mod itself causes robots to have basically a 0% dropchance for ANY robot mods. Did almost the entire Automatron main quest and got only two mods. After disabling this mod, robots are much less menacing and far more bland, but at least I can loot them now. Anybody able to help?
  10. Alright, so I managed to actually fix the issue by opening the Overrides file in xEdit and modifying the base .esm underneath it. Don't ask me how, I don't know. But now I'm trying to figure out a way to restore the Mechanist robots to their default yellow color instead of the new gray option the author inserted. And while I'm at it, I'd like to randomize their voices (Handy voice on a Sentry bot, etc.) Anybody know how?
  11. I want to download the amazing Automatron Bot Randomizer mod by rylasasin, but it's got multiple non-canon edits to the game that I don't like. Namely, it adds plasma weapons to all robots and new shoulder launchers to sentry torsos. I'm trying to find a way to remove those specific items from the spawn/crafting lists, but I'm very new to this whole thing and can't figure out how to do it in the CK or Fo4Edit. The mod is also packed as an .esm file, with an overrider that's supposed to actually inject the changes to the game, but I can't figure out how to change that. Can anyone help? I'm guessing that its something really simple, but I just don't know enough to fix it. Any help would be appreciated! https://www.nexusmods.com/fallout4/mods/39552?tab=description
  12. I need help. My name is Wolfgang, and I am the author of You're Not Okay, a mod for Fallout 4 that makes weird and random things happen to the world in a similar manner to the Wild Wasteland perk from New Vegas. What started out as a simple sound replacer for the combat knife has blossomed into what I know believe to be over one hundred changes throughout the game, from new NPCs to new locations and item effects and so much more. Unfortunately, none of this has been planned out, and as I've learned more and more about the CK in the over two years since I've started work on this project, the more I realize how haphazard, jumbled and poorly-implemented it all really is. I wanted to end it all with a bang, a juicy final update that adds several new locations, revamps a few poorly-used interior cells and makes the whole experience just that much more complete, before I finally set it down and never ever touched the darn thing again because I am just so sick of it all. The date I set for myself was to be the 1 year 100,000 download anniversary update. That date came and passed on September 5... 2019. And here we are. I can no longer do this alone. I'm not entirely sure that I ever could. But in order to get this finally completed and properly implemented, it would require me to not only learn a ridiculous amount of scripting and coding, but to also completely rebuild this mod from the ground up, taking everything I've learned and using it to create a better, more cohesive experience. And I just don't have it in me. I'm not the same person that I was two years ago. I've grown, changed and had major life events take place. The motivation, while still there, is more the motivation to finish a long-overdue project rather than the motivation to actually create something for the sheer joy of it. This project is far from done. It is far from over! But I need your help. I cannot pay you (I have no idea if or how mod recruitment calls work) but I can offer your name in the credits, as well as listening to and maybe even implementing your suggestions if you help me. Here's what I need, and if anyone can provide, I will be eternally grateful: quest scripters, people who are familiar with interior worldspaces and lighting, texture artists. I also need voice work, but that is the least of my concerns right now, and will be one of, if not the very last thing implemented. I don't like doing this, but I am begging for your help. Link: https://bethesda.net/en/mods/fallout4/mod-detail/4079151
  13. Hello, all. Trying to make an 'Ultimate' legendary weapon that has all of the applicable legendary effects for that type of weapon on it. Testing the 'The Ultimate' legendary effect on a shotgun, but it only seems to take into account the first effect applied even though they're all lumped together in a single new spell effect that is applied correctly to the weapon. It also refuses to use the proper naming convention of 'The Ultimate' and calls it an Assasin's shotgun. Any idea how to make this work?
  14. Right, so the issue was that I had forgotten to add the SetStage command at the beginning of the CustomItemQuest to actually enable the weapon at game start. Thanks for the mod tho!
  15. Ooh, much appreciated! Okay, so on starting a new game, my custom added .44 now exists where it should, and La Fusil Terribles has been appropriately renamed. However, my new weapon (just a test shotgun to try out a new legendary effect) does not appear in Red Rocket. Any ideas why?
  16. I'm not running any other mods ( I really would like to, but hey loose files don't tend to behave well, now do they?) I'll start a new game to see if the changes take place in that save. I really do hate doing that though, slogging through the opening sequence is a nightmare that takes almost ten minutes of boringness.
  17. As the topic says, I've changed an in-game quest (CustomItemQuest) to add several new weapons to the game, but they don't show up. Moreover, I changed the name of one weapon (La Fusil Terribles) to Donkey Hotay, but even the name change doesn't appear. The changes do occur on console, with both added weapons showing up in my test mod on the Xbox. What gives?
  18. First of all, thank you. This is far better and more streamlined than anything I've ever seen. As practially a beginner when it comes to papyrus scripting, this is a godsend. Second, I don't get it. But let me explain: I can't tell if the quest is running in-game (when I use SetStage 10 in the console, it doesn't return any errors, but the quest isn't visible either) Edit: Okay, after some research it turns out that for a quest to show up you have to have at least one objective set, so I did that and it works and shows up now, but still doesn't show any quest markers on the specific actors. But that shouldn't be an issue since they're all clearly labelled in the CK as need to die. So the way it looks to me, is instead of doing a lot of complex scripting, you set it up to track a global variable of 'number to kill' and 'number killed' that both reference a specific list with the exact actors marked in it. By setting it to mark the specific actors and not the cells, you were able to ensure that this would work even if installed halfway through a save file by checking the specific reference alias to see if it were still active in the game. (Going to check this now, brb) Yep, it works if I kill them all with the mod loaded, and it works if I only kill some and then load the mod to kill the rest. No idea how, but it does so huzzah. I cannot think of any future issues with this part (that I've spent almost a solid month trying to figure out, but hey) and the rest should honestly be cake. So thank you again! With a few modifications to help me guide through it, I should be able to port it into my work with ease and minimal hassle.
  19. That's fair. I need to set up an invisible quest that begins on game start and requires the player to kill these NPCs in no particular order. Ack-Ack - USAF OliviaBosco - D.B. Technical High SchoolChancer - Andrew StationCinder - Revere Beach StationClutch - Back Street ApparelHelter Skelter - Malden CenterJared - Corvega Assembly PlantZeller - East Boston Preperatory School (Deb-Kessler)Red Tourette - Federal Ration StockpileSlab - Pickman GallerySinjin - Milton General Hospital (Silver Shroud)Sully Mathis - Thicket ExcavationsTower Tom - Beantown BreweryWalter - Walden PondWire - Libertalia (Only if Synth Retention not started yet, otherwise count as dead) Once they are all dead the player is approached by an NPC named Rampage who invites them to a duel (different quest) and the invisible quest is marked complete, starting the duel quest.I don't need all of them coded, if you can show me how to do two or three I'm sure I can figure out the rest. Any help would be immensely appreciated.
  20. By persistent named uniques, do you mean actor markers or actual actors placed in the world? Because in the vanilla game, they're markers that spawn actors on loading. They have no other quests that they're involved in whatsoever. Can I send the .esp so you can look it over?
  21. So I'm working on an update for my mod You're Not Okay, and I wanted to add something new. I have very little experience with scripting, and the lack of proper documentation makes this a hair-pulling experience at the best of times. What I'm currently trying to do is make a hidden quest that starts on game start and requires you to kill each of the named raider bosses that you encounter throughout the game. Once that hidden objective is completed, the real quest can begin, where you have to fight a Ebony Warrior-style endboss. For this concept of killing multiple bosses, I needed the player to be able to do so in a random order, since the objectives will be hidden and this is just supposed to be accomplished via normal gameplay instead of something you seek out to complete. I started with Seddon4494's quest tutorials on YouTube, since while not perfect, it's a far sight better than anything I could do myself, and I managed to get a very generic quest called Kill where the PC had to go and murder Ack-Ack. It worked well enough, so I moved on to adding Chancer, and I looked to the Silver Shroud quest to see how Smiling Kate and Noprthy were handled, since you had the optional objective to kill either one first. idid some finagling, and I got it so that you now can kill either one and both objectives show up at once, but now it no longer recognizes when either one is killed (quest doesn't update) and on top of it, now the quest no longer starts on game launch. I've been working on this update for nearly a year at this point. AAnybody able to help? I can provide any documentation needed.
×
×
  • Create New...