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Everything posted by kflip101
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Getting Creation Club content to work in VR
kflip101 replied to kflip101's topic in Fallout 4's Creation Kit and Modders
Currently trying to get the quest for TransDOGrifier to work without manually editing the globals. The script only has 3 properties, 2 for the different TransDOGrifier items, and 1 as an array for the dog breed .esl files. Changing the array to use .esm instead of .esl does not seem to work. Hoping someone understands why its not working or has any ideas. p.s. My scripting knowledge is fairly limited :/ -
So I am trying to port over CC content to Fallout 4 VR. Some people have already gotten armor and weapon skins working, but nothing else as far as I know. I have seen alot of comments saying that CC content may not work as Fallout4.exe has been updated and there's no way to transfer those changes to Fallout4VR.exe I have no reason so far to believe this to be true. I have been digging and comparing both versions to see whats different and I believe its all there. Although my main focus is to port CC content over to VR version, this information should be useful to help modders understand how CC content works and make patches/fixes/etc. Here's my findings so far: General: All *.esl files need to be renamed to *.esm (naming to *.esp unconfirmed)Skins: Armor/weapon skins will work if the necessary keywords are added to the VR versionTransDOGrifier: TransDOGrifier mk1 worksTransDOGrifier mk2 requires certain global variables to be set to 1 in order to craft the mods for the TransDOGrifier for different breeds, there is 1 global for each dog creation "ccBGSFO4036_HasCC050" - "ccBGSFO4036_HasCC061"The last 3 numbers of the globals correspond to the 4### number in the dog creations *.esl nameTransDOGrifier has a quest "ccBGSFO4036_InstalledCreationTracker" that changes these globals based on the CC you have installed, it is configured to look for the *.esl I have changed it to look for *.esm instead but no luck, may be due to lack of scripting knowledge XD Ill update this list as I continue, but I hope people will help out with this testing.
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Adding perk point with script
kflip101 replied to kflip101's topic in Fallout 4's Creation Kit and Modders
Thanks buddy! :thumbsup: -
Anyone knows if its possible to add perk point through a terminal fragment? I know you can with F4SE function but is it possible without F4SE? Goal is to have a terminal grant perk points and adding each perk point manually would be tedious and painful (over 200 perks :ohdear:) Need to do it without F4SE too.
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Terminal fragment to change global variable
kflip101 replied to kflip101's topic in Fallout 4's Creation Kit and Modders
Thanks everyone for your help! Found the problem, Fallout4.ini file did not have bInvalidateOlderFiles = 1. I now remember having to reset all my inis due to another issue and forgot to re-add that entry :sweat: Lesson learned to always check the basics. Everything's working perfect now, thanks guys! :laugh: -
Terminal fragment to change global variable
kflip101 replied to kflip101's topic in Fallout 4's Creation Kit and Modders
Thanks! Checked the properties, all are linking to the correct global variables. Ran the debug, only showed one occurrence regarding my mod: Cannot open store for class "Fragments:Terminals:TERM_SPECIALsUpgraded_Termin_04004C50", missing file? This just made me even more clueless than before....again new to papyrus scripting XD Checked the folders where my script is : M:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Fragments\Terminals\TERM_SPECIALsUpgraded_Termin_04004C50.pex -
Hi everyone, First off, im new to papyrus scripting, so there's a good chance im doing obviously wrong and am completely blind to it. My goal is to create a terminal that when pressing a menu item, changes a global variable based on a formula. So I create a papyrus fragment for that menu item. After some fiddling around and learning papyrus syntax and functions, I got it to compile without errors. Here's the script: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment Scriptname Fragments:Terminals:TERM_SPECIALsUpgraded_Termin_04004C50 Extends Terminal Hidden Const ;BEGIN FRAGMENT Fragment_Terminal_01 Function Fragment_Terminal_01(ObjectReference akTerminalRef) ;BEGIN CODE If (Game.GetPlayer().GetLevel() <= ((SPECIALsUpgraded_MaxUpgrades.GetValueInt() * 2) + 1 )) SPECIALsUpgraded_UpgradesAvailable.SetValue(SPECIALsUpgraded_UpgradesUsed.GetValueInt() - Math.Floor((Game.GetPlayer().GetLevel() - 1) / SPECIALsUpgraded_LevelsPerUpgrades.GetValueInt()) as float) EndIf ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment GlobalVariable Property SPECIALsUpgraded_UpgradesAvailable Auto Const Mandatory GlobalVariable Property SPECIALsUpgraded_UpgradesUsed Auto Const Mandatory GlobalVariable Property SPECIALsUpgraded_MaxUpgrades Auto Const Mandatory GlobalVariable Property SPECIALsUpgraded_LevelsPerUpgrades Auto Const Mandatory Now I had to go in game and test to see if it worked. The terminal loads, menu item appears, response text appears when clicking the menu item, global variable does not change......... :dry: I wasn't sure if my logic was correct or not so I changed the fragment to be this instead: SPECIALsUpgraded_UpgradesAvailable.SetValue(2) Exact same thing happens, global does not change....... :wallbash: (<----sums up my current emotions) So I have no idea why this is not working. I hoping someone will know and help me out :ohdear:
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Silly question. Vortex not auto updating for me, how do I manually update myself? Im currently on version 0.13.1 Do I just download newest version and install it normally and will that remove my profiles/mod lists/etc.?
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SSE Creation kit skill trees not appearing
kflip101 posted a topic in Skyrim's Creation Kit and Modders
Been trying to view the perk tree from a mod and it's blank. Went to character -> Actor Values -> selected skill -> Perk Tree, dialog box pops open but its completely greyed out. Have tried running as administrator and loading just skyrim.esm with no luck. Tried using the 2011 version of creation kit with vanilla skyrim and it shows up as normal; no idea why the special edition won't. -
Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
kflip101 replied to Dark0ne's topic in Site Updates
Wow! I just realized how much of a pain I have been to the nexus. I really like the Nexus. Whenever I go online to surf the web the Nexus is one of the first sites I check and usually it's "the" first. I'm sorry that I somehow hindered the Nexus and I'm sure everyone else who likes the nexus and uses ad blockers is sorry in some degree. I'll have u know Dark0ne that I turned off my ad blocker for the Nexus and other of my favorite sites. The Nexus is an AWSOME site and community and one of my favorites!! You guys deserve at least this much from me. -
Sweet good luck with that troy :thumbsup: I think its a great idea; it be very boring if the only way u can meet vampires or fight them is to go to their lairs or havens and not in the wild or anywhere else...even at night -.-
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Nirnian Vampires aren't that special ;D Terran vampires have domination of shadow, the minds of beasts and men, even the weather. Their power accumulates over a very large period of time, moving from weakling to immortal. Nirnian vampires have +20 to a few attributes after 3 days :down: I don't know about how the strength of Nirnian Vampires are perceived in The Elder Scrolls lore but as far as in the Oblivion game most people are upset by how they turned out. Plus if Terran Vampires weren't stronger than their counterparts, the vampire experience wouldn't be very enjoyable as if they were stronger. They do have weaknesses and disadvantages to balance out their strengths so they're not too strong. By design Terran Vampires may be stronger than Nirnian Vampires but they also have disadvantages that Nirnian Vampires don't have. Again it's mostly about a better vampire experience. But all this is from what I understand from this mod so if I get something wrong sorry lol. Btw I love the photo of Haematikon, it looks great!! :thumbsup:
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Haematikon or Castle Dracul
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I've never found an answer for this question so I hope someone can help me here. I know when using a constant spell like flames or wards and attacking with a one-handed weapon in my other hand the one-handed attack is slower than usual. Does the dual flurry perk increase that attack speed or does it have nothing to do with magic and one-handed combo style?
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How bout a greater power that greatly increases magicka regeneration?
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Well since the next TES probly wont come out in a few years u have any plans on making terran vampires for Skyrim?
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hey srry i havent been on lately a lot been goin on :confused: srry to hear bout ur brother hope he gets better. With the working only an hour a day, what matters is that it gets finish eventually, I can wait for this great mod :thumbsup:
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That obviously says something about this mod, it's gona be big!! :thumbsup:
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same here lol but id probly go with either protiva or wraith
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new powers, "plus tons more" i cant wait!!!!!! :dance:
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hope u had a good break n im sure ull fix that bug real soon :thumbsup: cant wait till its all finished!!!
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im not sure if this question been asked so ill just throw it up. Terran vampires should be compatible with Obcuro's Oblivion overhaul right?
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im not sure if this question been asked so ill just throw it up. Terran vampires should be compatible with Obcuro's Oblivion overhaul right?
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im not sure if this question been asked so ill just throw it up. Terran vampires should be compatible with Obcuro's Oblivion overhaul right?