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Thirdstorm

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Everything posted by Thirdstorm

  1. So... Thanks for the tip regarding the Preview. I double checked I had made no edits to the base list for calculations.. Solid, no problems. Made the edits to CK to allow it to open multiple masters, no problems Opened the lvled list merge test file, no problems. Hit "Preview Calculated Results" about 20 times... Normal Outputs of a nice random pool of weapons.. Live... INSANITY! Loaded CK again and took a closer look, FO4Edit shows " "Calculate for all levels <= player level".... CK does not. Tripped the flag in FO4Edit, saved, opened again in FO4Edit, tripped it again, saved. Checked in CK... now showing correctly...
  2. Zilav, Great suggestion, yes, that's checked (or rather left as default for vanilla lists being modified) Also Tried: -Having a level requirement (or none to see if there is a change).. -Cloning Vanilla lists and adding the weapon on that, then adding the cloned list as a feeder into the original vanilla list to add an even larger buffer. Thanks! Didn't know about the Preview button, I'll take a look.
  3. Looking for a little Advanced help.... I've been playing with leveled lists for a while, and a number of my "findings" & work have gotten rolled into RaiderOverhaul recently, however I also thought I introduced a bugged list, but as of today I'm not so sure.. Background: Playing with RaiderOverhaul and creating a "Restored content" set of patches was fun, and while making the tweaked leveled lists for Power Armor and Dreadnaught armor I played with modifying clothing and weapons as well. For the better part of 2 months on my personal set of patches I had added a low chance minigun to the raiders weapon table for more random chaos, and enjoyed the heck out of it, but when I added that change to RO 11.1 things went nutty. 4 out of 5 Raiders spawned with Miniguns.. Now I had not "played" in about 2 weeks, other than working on mods, so I thought it was something I did, I scrubbed the leveled lists I created, removing the entries, but still saw reports of the minigun showing up. Finally after a week of pulling my hair out I got a user of RaiderOverhaul to work with me, checking his version of RO in FO4Edit for any reference of the minigun or list (it wasn't there) but it turned out he used ModernWeapons, which adds a minigun to raiders.. Checking a few other mods comments sections I'm seeing added "heavy" weapons seem to be being "hit" by the table with odd frequency. To test it I finally installed "Modular Simonov PTRS-41 Anti-Tank Rifle by MJP2008" COC'ed to Federal Ration and I found no less then 5 Raiders with PTRS's... So what changed in the last few weeks (or did I just lucky before September) causing FO4 to hit on the "Heavy Weapons" table with insane frequency. If it's not a recent change, how can I included new heavy weapons or changes and not have it come up with insane frequency?
  4. Do you have a bunch of "DR", Titans of damage resist vshumans? that would cause it
  5. So goggle has failed me.. I've created a huge multi-story circular tower and found out the overlapping floortiles, even set at different levels (0.5 to avoid display issues) causes the settlers to completely loose their minds (flickering in circles as they try to navigate the structure). Is there a way to force override Navnmeshing? Is there a way to go into the save and force the Navmeshing?
  6. I really need to read the whole tutorial, but I am a Kinesthetic learner and have trouble digesting info unless I'm doing. Thanks again, I'll link the mod and crediting you for keeping me from loosing it!
  7. Never mind... I think I've got it http://i.imgur.com/oIx3qvC.png
  8. :-( no dice. Please let me know if I'm missing something. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Quests:QF_REScene03_00030BA8"... C:\Users\Khepri\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_REScene03_00030BA8.psc(83,0): variable MyNPC is undefined C:\Users\Khepri\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_REScene03_00030BA8.psc(83,6): none is not a known user-defined script type No output generated for Fragments:Quests:QF_REScene03_00030BA8, compilation failed. Tried Unique actor reference as well...
  9. thanks I'll give it a try! Grateful for the assist, the amount of data to learn regarding Papyrus is intense.
  10. Check the Raider Overhaul page, he said there is a known issue he is working on it, seems to effect some people randomly. Oddly I was running 200+ mods (including all of his and 2k textures) on a potato and never had a problem. I've upgrade my PC due to my love affair w/ FO4 and still don't have the issue, but a number of people report it. Normally super mutant / raider overhaul is in my top 25% and that might make a difference. Also corrected any record conflicts, since he adds a ton of stuff.
  11. Maybe, still very very new to scripting. In the original quest at one of the end phases I added the papyrus line "Alias_DogFollower.GetReference().Enable()" In Quest Alias section I created an Alias, linked it to the NPC, allowed for Disabled and compiled the script. Your suggestingI need to add a line "NPCPropertyname.enable()" in the NPC's script section. And thanks for the time/help
  12. So being an addict (really enjoying making small mods) I am working on making a random encounter into a recruitable follower. The scripting in the random encounter seems to prevent so I followed the Bethesda tutorial for initially disabling a reference placed in the world and having a scripting link to enable it. Example: Alias_NPC.GetReference().Enable() The script compiles after creating a quest alias and pointing to the NPC however when I do the specific quest it's linked to the disabled NPC never seems to enable. Questions: Am I missing a step? Is there a delay with the enabling?
  13. So being an addict (really enjoying making small mods) I am working on making a random encounter into a recruitable follower. The scripting in the random encounter seems to prevent so I followed the Bethesda tutorial for initially disabling a reference placed in the world and having a scripting link to enable it. Example: Alias_NPC.GetReference().Enable() The script compiles after creating a quest alias and pointing to the NPC however when I do the specific quest it's linked to the disabled NPC never seems to enable. Questions: Am I missing a step? Is there a delay with the enabling?
  14. solved, thanks for the unpacking tip. phase 1000 Function Fragment_Stage_1000_Item_00() Quest __temp = Self as Quest rescript kmyQuest = __temp as rescript (Alias_TRIGGER.GetRef() as retriggerscript).ReArmTrigger() Alias_Dog.GetRef().MoveToMyEditorLocation() EndFunction WoundedDogFollow.SetValueInt(0)
  15. Working on a Wounded dog companion mod and It seems like part of my problem is the scripting is broken / failing to load. ";Failed to load code for fragment Fragment_Stage_1000_Item_00" Would someone mind posting the data from that quest stage for me?
  16. All, Trying to write a follower mod based on the "wounded dog" random encounter. I've been using him for a while, but I forced him into Codsworth's Alias and I can't find a save with him as the interaction started. I'm 80% done (he responds to commands, I can dismiss but tweaking rehire) and I want to test on a clean record. I've tried starting it on a new character but it seems the random quests can't be spawned that way. Any game type but need it at the start of the interaction (as you see the dog)
  17. All, Trying to write a follower mod based on the "wounded dog" random encounter. I've been using him for a while, but I forced him into Codsworth's Alias and I can't find a save with him as the interaction started. I'm 80% done (he responds to commands, I can dismiss but tweaking rehire) and I want to test on a clean record. I've tried starting it on a new character but it seems the random quests can't be spawned that way. Any game type but need it at the start of the interaction (as you see the dog)
  18. I have a "fast" (not a potato I promise) PC and CK takes several minutes to open, one of the reasons I ask.
  19. spent the last 3 hours attempting to create a mod only to have CK keep crashing with only the FO4 main file selected. It seems to be using less than 25% available CPU usages, less than 10% of GPU usage and about 15% of available memory.
  20. New to CK (but have a few FO4Edit based mods), and I know it seems to be a frequent complaint, but is there any way to improve CPU / Memory usage? CK seems to take forever to perform tasks, frequently locks and seems to only be using a fraction of the available system resources.
  21. So this is a continuation of another post I made, trying to figure out how to determine if a mod has scripting to avoid corruption. I've tried a couple mods, "Gum to Glue" and "Survival Water Bottles" that won't work for me at all, and a few others with scripts "War of the Commonwealth" that crash me to desktop all the time so I have to believe it's a conflict, sorting or a header issue(watched a Youtube covering scripted mods should have the same header), but how do I figure it out? I am using a good number of mods, but have recently created a few merged patches and corrected records, so I am not completely helpless.. Plugin list
  22. Thank you and bah! Love FO4, addicted to FO4, and enjoying trying to streamline the play considering I am upto 180 active mod mods There seems to be still a great debate over what should go were for clean error free gameplay.
  23. Examples would be "BossLegendaryContainerscript.pex Followerscript OCDispenserScript Outfitconfiguratorscript
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