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Everything posted by ajs52698
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Low and behold http://www.nexusmods.com/fallout4/mods/9089/? Praise Gaben!
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I dunno if any other modders have noticed the potiential of the destruction system for fallout 4, I mean just off the top of my head, buildings could be made to degrade, npc could be made to degrade etc Its insane. Anyway I just felt like posting this.
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Conditioning : Global Variable
ajs52698 replied to ajs52698's topic in Fallout 4's Creation Kit and Modders
I already solved it, im posting the mod on the nexus. -
Conditioning : Global Variable
ajs52698 replied to ajs52698's topic in Fallout 4's Creation Kit and Modders
alright ill try it Update: seemed I was using the wrong ontimer event, but thanks anyway for the info on using debug, I will put it to good use! -
Im having a hard time getting a condition to work correctly, ill try to explain. Basically im setting up a event, when its activated its supposed to change a global variable[im unaware if it actually is doing so] and then a condition checks if its change. The problem is when I try to run a function thats conditioned by the global variable, it will not run. Ive checked by removing the global variable condition whether or not it was the main issue and it is. I have no idea what the problem is but this has happened before with another mod im messing with and I have yet to figure out a solution.
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Would there be way to set a seperate timer for each object? Say I was getting a object from a array and for each one have a timer rather than having 1 timer updated each time a object is spawned. The way I was thinking of doing this is with the random int, so say for each object StartTimer(24,RandomInt(0,25), but im not sure if thats practical
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Im having a hard time finding a way to condition a certain object to be placed only if a certain amount of time has passed since a another action before happened. Im aware of timers and this | but could use some help. V https://forums.nexusmods.com/index.php?/topic/4779470-how-to-get-game-days-passed-with-activator/ Im unable to use isharas suggesting as I need it to be condition for when a object is placed, to start a timer. Really what I need is a condition such as hastimerexpired, that would solve all my problems :(
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Dropping All items from a Actor
ajs52698 replied to ajs52698's topic in Fallout 4's Creation Kit and Modders
alright I guess ill have to result to that, thanks for the help. -
Dropping All items from a Actor
ajs52698 replied to ajs52698's topic in Fallout 4's Creation Kit and Modders
Yea Im not looking to just straight up remove items, i need them to be dropped from the actor -
How to Title ^ Have only found one post on this and its outdated. |
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So Im using FIndallreferencesoftype to find certain npcs and then placing objects at them,but the function places the objects one at a time rather than all at once. How can I get the function Placeatme, to place all the objects or do something all at once? Also another issue Im having is how you would go about getting at a actors inventory and then dropping everything in it,im having a hard time finding any info on doing this.
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the formlist contains all the actors which are human since those are the only ones that need to rot, not all actors. and to answer your question I want to check if all actors in the area are in the formlist and if they are dead, also are they human race? I might be thinking about it wrong and maybe I dont need the formlist \: Im a noob so :P
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ScriptName DeadBodyRot Extends Actor Group PossibleRottingActors Race Property Human auto Race Property SuperMutant auto Race Property DecayMidRace auto Race Property DecayEndRace auto EndGroup Actor Property Player auto Formlist Property PossibleNpcList auto Actor TargetActor Location MyLocation Race TargetActorRace Event OnCellLoad() MyLocation == Game.getplayer().GetCurrentLocation() If Mylocation.HasEverBeenCleared() Debug.notification("LocationClearedTest") Rot() Endif EndEvent Function Rot() Int Size = 1000 Int Index = PossibleNpcList.GetSize() Targetactor == PossibleNpcList.Getat(Index) TargetActorRace == Targetactor.Getrace() While Index < Size Index -= 1 if Player.FindAllReferencesOfType(Targetactor, 2000) && targetactorrace == Human && Targetactor.isDead() Debug.MessageBox("TargetFound") Utility.Wait(0.5) Debug.messagebox("RotOccuring") TargetActor.SetRace(DecayMidRace) Utility.Wait(0.5) TargetActor.SetRace(DecayEndRace) Endif EndWhile EndFunction
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Need help getting started on a papyrus script.
ajs52698 replied to Darg727's topic in Fallout 4's Creation Kit and Modders
I can only recommend what was recommended to me for learning papyrus, check my post on this topic for what Ive used to learn what limited knowledge I know. https://forums.nexusmods.com/index.php?/topic/4806315-mystery-box-style-shop/&do=findComment&comment=42030000 -
Once again ive been messing around with scripting and im again, having a hard time understanding how to do something. In this case its checking whether the current location of the player has been cleared. This is what ive got, dont know if its right or not. Also would be nice if someone could explain things like int and strings and whatever else, its one thing im still confused about. Event OnCellLoad() Strings MyLocation == Game.getplayer().GetcurrentLocation() if MyLocation.iscleared() Endif EndEvent
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Ah thats a better script!
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I just wrote that script for something to go off of,no idea if it works,im also a noob myself :tongue: it also doesn't include and dialog boxes or anything its just simply click box if player has caps roll dice give random item, you probably would want to use http://www.creationkit.com/fallout4/index.php?title=Message_Script to add some message boxes, the first tutorial of the video below goes into messages if you don't know how. Heres some videos and information I used to learn what I know This guy has great videos, watch all of them, I was recommended these myself Heres some sources for events and functions. Functions : http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus Events : http://www.creationkit.com/fallout4/index.php?title=Category:Events
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Scriptname MysteryBoxExample extends ObjectReference MiscObject Property Caps001 auto Weapon Property Gun auto Weapon Property Item2 auto Event Onactivate(objectreference akactionref) Utility.RandomInt(0,100) if (Game.GetPlayer().GetItemCount(Caps001) == 0) RandomLottery() Endif Endevent Function RandomLottery() if Utility.RandomInt(1) Game.Getplayer().additem(gun) Elseif Utility.RandomInt(2) Game.GetPlayer().additem(item2) Endif Endfunction Heres something I just wrote up no idea if its correct or works but maybe somebody else can expand off it to help you, gl.