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stonefisher

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Everything posted by stonefisher

  1. Yes I do. My own apparently. Weird, both scripts run correctly. Looks like I should be more descriptive in my naming.
  2. I compiled this script a few days ago just fine. Mod was released and all is fine. Until I want to update the script to deal with a bug that was found. Scriptname ATaAH_Quest_Script extends Quest GlobalVariable Property ATaAH_GlobalVariable Auto Perk Property ATaAH_Perk Auto Event OnInit() RegisterForRemoteEvent(Game.getplayer(),"OnGetUp") Game.getplayer().addperk(ATaAH_Perk) endevent Event Actor.OnGetUp(Actor akSender, ObjectReference akFurniture) If (akFurniture.getbaseobject() is Terminal) Game.GetPlayer().SetScale(ATaAH_GlobalVariable.getvalue()) endif endEvent I cant compile it anymore. This is the exact same script from the mod that was released and it works perfectly. But now when I try to compile the script I get this message: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "ATaAH_Quest_Script.psc"...H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\ATaAH_Quest_Script.psc(4,14): cannot name a variable or property the same as a known type or scriptH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\ATaAH_Quest_Script.psc(8,26): ATaAH_Perk is not a variableNo output generated for ATaAH_Quest_Script.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on ATaAH_Quest_Script.psc Any ideas why? I looked up the error message but the explanations did not seem relevant.
  3. Step one should really say load esp/esm if you have one. You should just move onto step 2.
  4. Shame, Its fun running around at 0.3 scale too. Also sucks for my mod.
  5. I Use a mouse click macro program. Just set things out so it cuts and pastes and have everything spaced nicely on your screens and click loop macro.
  6. I dont know anything about doing companions. But I can say thats a pretty vague list of things to go off. Maybe if you post some screenshots of what you have done or upload the file of what you have done so far you will have a better chance of getting help.
  7. Well tried that with console commands ingame, didnt seem to affect NPC collision meshs.
  8. The answer is definately the mesage box text overide function. https://www.creationkit.com/fallout4/index.php?title=Message I have modified the code fragment on the perk to resize the player when button 0 is pressed and it does resize me. I just need to workout the conditions to make the text overide appear. I am at the diamond city mayers office with a novice level lockpick
  9. Are there alternatives to setscale like changing the size of the reference object or something. I have noticed that collision meshes does not scale with model which is annoying. Edit: after testing, I should be asking is there any way to scale the collision mesh with scripts?
  10. Well since both options need you to interact with the terminal and make a popup I will try and go make it so that it does a check and if you have to hack it it gives a popup saying whether you can hack it or not, the lvl and give the option to attempt hack or to leave. Personally I dont see the problem in not knowing the difficulty level. Its like me and this coding. All I know is I get an idea on how to make it or not, not how hard it will be to implement
  11. I wanted to continue working on the script anyway. Even if it changes and adds an animation still needs the triggers to work. I was thinking arnt the draw animations tied to the weapon because they do fancy things when you draw weapons. So shouldnt we be running the event check against the equipped weapon and not the player?
  12. Option 2 looks good though just leaving the original script option showing lockpick level might work if you can make the new script the default button. I toggled the replace default tick box and had a check on a terminal I could not pick. Glad to say the default script dousnt control whether you can hack the terminal or not. Or could we replicate the origenal script and just add the size change line to it and tack it to the perk?
  13. Well, Had a bug reported and been working on it for hours and hours with no success. Seems this mod breaks: Fragments:Quests:QF_PlayerHackSuccess_00211C2C Which seems to be the part responsible for showing hacking difficulty of the terminal. Cant add it to my script which means I have to move the perk script fragment which all it is now is resizing the player to 1 when the terminal is activated. Maybe i can have it show both activation options but you cannot choose the hack button? but I do not know how to do that.
  14. Cant you just copy the prewar tree nifs and replace the nif files for the post war tree nifs as a replacer?
  15. Its easy, 1. load your mod. 2. log into bethesda.net (third button from the bottom under File.) 3. click upload plugin and archive to bethesda.net and then XB1. (button above the login button) 4. A screen will appear allowing you to select which files to add. It does not include nor need the esp/esm to be listed here. It will automatically add everything the esp referances, so if your esp points to vanilla stuff you can remove them from the upload. If you are not using an esp you have to just add everything manually. just click create archive and it will move onto the next step. 5. Next pops up a window listing all your uploaded mods for the xb1. Select create new mod button in bottom left hand corner. 6. In the new page enter the title of your mod as you want it to appear on bethesda.net. Do not make it too long as it does not show many words when browsing mods. Dont bother filling in the rest as it is easier to do that later. 7. click upload/update/create button in bottom right hand corner. 8. A progress bar will appear when it finishes click the proceed to bethesda button with the green arrow. 9. A new webpage appears logged into bethesda.net. If you are not logged in, log in on a separate tab/window and refresh the page. 10. Click the edit button in top left hand corner below the mod title. 11. Add pictures, a description (its fussy about exotic keyboard characters and does not accept any text script) Choose as many relevant categories as you like, add version number and any mod dependencies here. A word of note any mod dependencies list at the bottom will be installed automatically when they install your mod so if there are several version of that mod it works with its best to leave this bit blank. 12. Click save button at the bottom. 13. hopefully it saved fine if not its probably complaining about some keyboard charector in the description or mod notes being too long. 14. pictures you selected do not appear straight away. You can refresh the page to make sure they were added properly. 15. Click publish button next to the edit button. and thats it.
  16. He has put the missing components in this forum thread i believe. https://forums.nexusmods.com/index.php?/topic/5774852-need-help-getting-an-animated-outfit-to-show-in-the-ck/ Yeah I tired with the correct "weaponDraw" and "weaponSheathe" event names as well as the "BeginWeaponDraw" and "BeginWeaponSheathe" event names. I have found an animation logging script on the bethesda forums which I asked about here: https://forums.nexusmods.com/index.php?/topic/5776932-animation-log-script/ but cannot work out how to use. I was hoping to find out what events were happening from it.
  17. I believe they are in the tool folder when you download and install the fallout 4 creation kit.
  18. WOOHOOOO. Thanks alot shavkacagarikia. Works a treat and I learned more about how to use the creation kit. Now I can play as a giant or a midget. Just need to tweak the script so you can still use terminals at normal size and add some size change pills and I can share it with the public too.
  19. Yeah, still learning to read the cryptic error messages. But on the positive side it half works. The quest script adds the perk, I am resized to 1 when I activate the terminal. Unfortunately I am not resized on leaving the terminal. I used console commands to check the global variable and it has not been changed by the perk to my characters new size. Can the const be stopping the variable being updated? I have checked everything is named correctly. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment Scriptname Fragments:Perks:PRKF_ATaAH_Perk_01000F9A Extends Perk Hidden Const ;BEGIN FRAGMENT Fragment_Entry_00 Function Fragment_Entry_00(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE If !(Game.GetPlayer().GetScale() == 1) ATaAH_GlobalVariable.setvalue(Game.GetPlayer().GetScale()) Game.GetPlayer().SetScale(1.0) akTargetRef.Disable() akTargetRef.Enable() akTargetRef.Activate(Game.GetPlayer()) EndIf ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment GlobalVariable Property ATaAH_GlobalVariable Auto Const Mandatory
  20. I found this animation logging script on bethesda forums but I do not know what I am meant to attach the scripts to. Any help would be helpful. :) https://community.bethesda.net/thread/63008?start=0&tstart=0
  21. I can remove the p that it added to the: GlobalVariable Property PATaAH_GlobalVariable Auto Const Mandatory but not the const. Adding: If (akFurniture.getbaseobject() is Terminal)Results in compile error Terminal is a form type. Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "ATaAH_Quest_Script.psc"...H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\ATaAH_Quest_Script.psc(13,7): a property cannot be used directly on a type, it must be used on a variableH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\ATaAH_Quest_Script.psc(13,7): GetPlayer is not a property on script game or one of its parentsH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\ATaAH_Quest_Script.psc(13,17): none is not a known user-defined script typeNo output generated for ATaAH_Quest_Script.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on ATaAH_Quest_Script.psc
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