-
Posts
635 -
Joined
-
Last visited
Everything posted by PJMail
-
How can a Robot tell it is in the Robot Workbench?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
And I know they don't generate 'onsit' as sitstate = 3 when they are on a Vertibird, yet any magiceffect scripts on the Automatron don't receive an 'onsit' event when boarding, but they DO receive an 'onGetup' when they exit. -
How can a Robot tell it is in the Robot Workbench?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Unfortunately they are not 'sitting' when at the Robot workbench (I mentioned that) - which removed all the easy checks. D*mn Bethesda for just hacking it in via base game code rather than nice furniture interactions, keywords, and 'stay still' packages. I didn't try GetFurnitureReference() because I want a fix that doesn't require F4SE, and they are not sitting so I doubt there is an associated furniture. I considered FindClosestReferenceOfTypeFromRef but it would trigger even when they are 'near' the Workbench (no 'onsitting' check remember) - and Automatrons hug you like a lover so they are ALWAYS friggen close when using the workbench! I simply want to put a check in the effects script for robots so annoying effects aren't triggered when you flip through their various Omod parts - so needs to be quick. Oh well, I will just release my 'fix stuck Red head light' mod as a 'problem remover' rather than a total 'problem preventer'. -
I have never been able to get that to work properly either... Are you saying the actor must be 'sitting' in furniture with "animFurnBarberChair" keyword? oh - I can see the subgraph entry - makes sense. What about the 'full' showracemenu (uimode = 1)? - never seems to work properly for NPC's. Do I need them to 'sit' at furniture too?
-
There seems no way I can find to tell a Robot is being worked on in the Robot Workbench (via scripts/effects/conditions on that Robot). They are not unconscious, sitting (maybe because Robots don't generate 'OnSit' events - only 'OnGetUp'), waiting, or have any extra keyword attached that I can find. The Robot Workbench is done entirely in game code (no scripts) so nothing I can look at. I am not even sure the Player can tell, as there is only an 'onrobotmodified' or 'onrobotcreated' event at the end when you exit the bench.. I did see "isInRobotWorkbench" in the console (help workbench 1) but it returns nothing and I can't find it in scripting. Any thoughts?
-
Editing a no longer supported Companion
PJMail replied to GoldenDragyn's topic in Fallout 4's Creation Kit and Modders
Resetting to default outfit is a common problem with all NPC's - long time issue that many things can trigger. Most likely to happen if the Companion gets stuck/left behind somewhere and 3D unloads (when you fast travel away). Are they a special RACE as normally there is a 'default' skin specified (which is just an Armor) in the race record that has everything (including hands). If they are human then thats all covered - but human skin 'armors' have 2 'armor addons' - body and hands - so if that mod has a special 'skin' then check that. Otherwise check the slots covered by the clothes (Armor) you are making them wear. If it covers slot 34 and 35 then it means it is meant to include hands (so if it is normal clothing the hands will be invisible). -
Second installation of Fallout 4?
PJMail replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Couldn't have said it better. -
Second installation of Fallout 4?
PJMail replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I too would like a link to that cleanup script - I am often creating a 'clean' instance for mod testing and am never quite sure what outside of the standard script/meshes/textures/materials/interface directories I can safely delete. -
Wondering if there is a secret ini setting or something to make my PC version think it is an Xbox version (so I can see how my mods 'really' work on Xbox before uploading them to Bethesda.net)? Obviously there is nothing illegal about this as I have a licensed version of FO4 - I just don't have an Xbox for mod testing. Currently I just package the mod via the CK for Xbox then test it by using the esp and the archive under "fallout 4/data/xb1" on a clean instance of my game (and no F4SE). Xbox archives run fine on PC version of FO4 luckely. The 'Xbox' mode would just give me more confidence I was testing it with all the xbox limitations.
-
HasBeenRead is a Condition (it's not listed in the list of Conditions though). Funny - I always check the Skyrim lists as well but this one wasn't there either. Is there a more up-to-date list somewhere? Right click in a Condition area, click New and you'll see the full list of Conditions. :smile: I was thinking of documentation but good point. Thanks.
-
It's true. Sorry I wasn't clear enough. I thought about non-companion NPCs who don't have a p-Attach keyword by default so it needs to be added to them before they can board Vertibirds. Adding the keyword to their Reference Aliases should also work (Alias Data >> Alias Keywords). As for companions, it's best not to change or remove their p-Attach keywords. Non-standard companions have so many other issues (that need to be fixed before they will travel on a Vertibird) that I don't think CorrosiveRadio should begin to worry about them yet. If they can just get their mod to work reliably for the player they will have reached a major milestone I suspect.
-
HasBeenRead is a Condition (it's not listed in the list of Conditions though). Funny - I always check the Skyrim lists as well but this one wasn't there either. Is there a more up-to-date list somewhere? And I wonder why the Workshop system made an exception on this condition too (I can understand hasperk, but this..)?
-
Never remove the p-attach... keywords - it is unnecessary. In fact all normal (active) companions already have all the AI packages they require to travel in a Vertibird. Their actions are controlled by one global "CompanionVertibirdEntryType" 0 = All Exit vertibird, 1 = All Board Vertibird, 2 = All Snap into allocated seat (sit). They at most only need to be 'prodded' when you change this global so they notice (via say ActiveCompanions.EvaluateAll() ). You need to tell us what is actually not working because if you have duplicated the important parts of VFT or BOS201 (Shadow of Steel) quests it should work. Note that both of these quests have issues where vertibirds are 'lost' (mainly because they are destroyed in transit) so require a bit of 'fixing'... Also Vertibirds are unreliable when travelling 'unloaded' (out of sight) so require more 'fixes'... However, you should at least be able to get something that works 'as reliably' (!) as VFT on a first pass.
-
As Larannkiar says, some conditions cause the the object to be visible but greyed out, while other conditions make it not show at all. I have always used global's to block crafting recipes appearing (like most mods do), and they work, as should most condition functions... What is 'hasbeenread' btw? Is it a property of a script? I have never tried script properties in a condition so I can't help you there.
-
Are you using a quest? The simplest is a quest with each stage being your above steps, with completion conditions to move to the next step, and attach the appropriate AI package to the Vertibird NPC at each step (travel packages with appropriate destinations). You could have some activator trigger the quest to move to stage 1 ( a bit like what the signal flare does in the VFT quest). Have a look at the VFT quest for ideas... Or the Cambridge Police Station one which is quite similar to what you want.
-
No responce so I did some tests: As 'Leveled List injection scripts' cannot test if what they are adding has already been done, there is a serious possibility of polluting such lists with duplicate entries - which will then skew the chance of getting the injected item. Each duplicated entry will increase the chance or number of the injected item (such as a weapon if this is a new weapon mod). Could this explain why some 'new weapon' mods seem to end up with every NPC having the weapon? "Run once on install" style solutions are fine as long as you are injecting a Leveled Item that only exists in that mod (as re-installing the mod will clean the List before it re-runs) - but if the leveled item is in the base game, or the player can re-run the injection script - watch out... Wish F4SE had the same extensions as SKSE does (GetNthForm etc).
-
My Nemesis – Precombines
PJMail replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
When you say "not successful" do you mean the CK crashes or see a mess when in-game? If the former are you using the "CK patches" mod (I find this does fix a lot of my crash issues). Lots of saves is also a great suggestion from Markusm1000. - Memory can also be an issue for the CK so make sure you have nothing running in the background (especially browsers). - When generating Precombines (and especially Visibilty) WAIT after it appears the process is completed. When your Render window unlocks is when the process is REALLY finished. If it is just a mess in-game then is it occlusion (things appearing and dissappearing when you move your viewpoint), or precombines (missing meshes - missing floors etc)? If it's occlusion then temporarily turn off preculling with the console command "tpc" and see if your precombines are at least fine. If it is Precomines then - is it missing meshes, or worngly coloured ones? The later is probably due to the way you are specifying material swaps (a know issue with Precombines). If it is the former are you sure your Precombine generation pass completed? Is your Updated esp at the end of your load list (for testing)? Are the Precomine meshes in the ba2 or still loose (test with them loose initially)? Are you generating precomb/Visi with all your mod's meshes in Data/meshes/... (loose files) or in a Ba2? I have found the CK does NOT use the contents of the ba2 file (of the active mod) in certain processes (certainly Visibiity generation, maybe others) if that is an esp. -
My Nemesis – Precombines
PJMail replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
One small comment (experts can shoot me down), but if you are going to each cluster (3x3 Vis) center then why not just generate Visibility "for current loaded cell". I find doing it (for all loaded cells) does it for A LOT of unloaded clusters (as well as the Clusters you then repeat it on later). Your way does a lot of unnecessary clusters, as well as the ones you want multiple time. No harm in this, but more potential mod conflicts if you are replacing more Cell records than necessary. -
As there are no Console/F4SE functions to read a LeveledItem list (unlike SSE) can someone confirm/deny the following please? - The change to a leveledItem List via LeveledItemlist.AddForm(LLform,lvl,cnt) persists through a game restart. - As you cannot set the 'chance' in this function, I assume it is treated as 0. - If that LLform (with the same lvl and cnt) already exists then it is not duplicated in the list. - If the mod (script) that added the LLform is removed then the LeveledItemlist is uneffected (as long as the LLForm is still valid). - If the LLform is removed (it's mod is removed), its entry in the Leveleditemlist is removed by the game (no Null left). - If a new mod redefines the contents of this LeveledItemList record then in-game it becomes that record PLUS all the current script added entries (like what happens with FormLists). - If LeveledItemList.Revert() is called then ALL script added entrys (from all mods) are removed (i.e. reverts to winning mod's definition of that record). Most discussions/info on this I have found refer to Skyrim... Thanks again! PJM
-
Obviously naming your ba2 as the original will replace it - that is not how you do it. You create a new mod (yourmod.esp) (which can even be an empty mod) and then you have the ba2 called "yourmod - Main.ba2" You need the "- Main" part. Ba2 files are never loaded unless there is an associated esp/esl/esm with the same name active in your load list. You can create an empty mod in Xedit (It can't be an empty file). I do this all the time to convert a 'loose files' texture replacement mod into an esp+ba2 pair. Ba2 files load faster in the game than loose files too. And are easier to manage. Note that .dds (texture) files must go into a 'yourmod - Textures.ba2' - everything else goes into the "- main" one.
-
Normally if your mod's ba2 has that file in it (in the same path) and is lower (later) in your load list then it overides the one in their ba2. e.g. you just have your version in your mod's "yourmod - main.ba2" with the same folder path inside it I don't think you need to make your mod 'require' their esp (even though it helps mod managers) in this special case - though I can see why you are concerned. Did you try this already?
-
I have played around with this, and searched all these forums, and this function does not work as documented on NPC's. The console version works fine (slm NPCpid), but scripting the above function just sits there until you press return and confirm to exit. I have tried NPCref.SetHasCharGenSkeleton() before - no difference. Has anyone got looksmenu to work for an NPC via script? Thanks PJM