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How do you remove a formlist from a leveled item?
iqoniq replied to iqoniq's topic in Fallout 4's Creation Kit and Modders
"Container_Loot_Cooler" is a leveled item, as is "itn_inthewilds_distribution" (this is the one I mistakenly said was a form list). All the research I've read sine my original post has said there's no way to remove a form list or leveled item from another leveled item. Thanks anyway -
How do you remove a formlist from a leveled item?
iqoniq replied to iqoniq's topic in Fallout 4's Creation Kit and Modders
I made a mistake in my original post, and realised later it was another leveled item I was injecting, and research on that has lead me to the conclusion it's not possible. This is specifically to allow a user to perform an uninstall and attempting to minimise anything getting baked into the save (or more than it needs to). I'd considered the approach you suggested, but do you know how the game would handle it simply disappearing on the mod being removed? If it will just shrug and forget about it, then I may as well leave it (same result either way), but if it does have a consequence (especially the save file) am I right in the assumption an empty formlist would be better than something populated? -
I've got a quest with a script that adds a formlist to a leveled item, and I've verified it's working. The problem is when I come to try to remove the form. I'll do Container_Loot_Cooler.RemoveAddedForm(itn_inthewilds_distribution) Only to be given "RemoveAddedForm is not a function or does not exist" when I compile it. There's a piece of code that does the same thing to remove an injected workshop menu which compiles fine, so I'm guessing there's an issue with it being a leveled item. Could anyone please tell me whether this is or isn't possible with leveled items and if so how I can fix it? Thanks in advance.
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I'm in the process of making something that will be pretty large, and I've heard they can only have a limited amount of edits before it can't be an ESL (4095). I'm guessing any thing I add in terms of items, statics, quests, globals etc will count towards this, but how do cells work? I've got one cell which is pretty large, and I'll need to duplicate it either in whole or parts for various quests and events. Does every item I drop into it count as an edit or is the cell itself the "edit"? Also is there anything else I need to be aware of or stuff that might not be obvious as an edit? Thanks in advance.
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I've got a holotape that needs to display some dynamic variables. I can get this to work on a terminal that has an alias in the quest. What I'm curious about is whether there is a way when the holotape is inserted to grab the reference of the terminal and force it into an alias. I've done this with NPCs and other objects using a quest to move them about and things, but I'm not sure whether it's possible to do with terminals. When I've done it before the quest was explicitly pointing at what/who it needed to fill the alias with, so it already knew what it was working with. I'm not sure how to get the reference of the random terminal if it's possible, and if it is how to go about putting it into the holotape. I know Pipboys are pretty much dead in the water in regards to text replacement due to the Pipboy not having a reference (IIRC), but objects in the wild should have a reference and unless I'm misunderstanding things it should at least theoretically be possible. Would doing a radius check from the player for the closest terminal (I'm guessing that would be the one in use) and filling the alias that way be possible? So is it possible to grab the reference of the terminal at the start of the holotape running?
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Need help setting up random summon
iqoniq replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
Have a look in the templates tab of the NPC, and see if Use Script is checked. If it is that means the NPC is using a template from another NPC and that will cause the script box to be greyed out. Simply uncheck that box and you should be able to add a script. If whatever it's templated from uses a script that you need (settlers have a script that's used for various settlement related things for example), then you'll need to see what it's called and just add it to the script list (I can't remember whether it keeps any templated scripts or removes them). -
Need help setting up random summon
iqoniq replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
I've done Summoning Grenades, and although I haven't done them, a random is easily achievable. You need to make a note of all the NPCs you want to spawn (preferably making a duplicate for your mod), and then add them as properties (actorbase IIRC) in a script. When the grenade explodes get it to spawn a small object that has an OnLoad() event attached to it, and attach the script to it. You could then do a Utility.Random(1, X) replacing X with however many NPCs you have, and then write a script that matches the number to the NPC and summon it. You could just do a load of If/ElseIf statements to do it or work out an array to do it. If you're confident enough to spot mistakes then ChatGPT may be able to tidy up any code (I know it has issues with creating arrays sometimes, although if you cut and paste the compiler error it usually works out it's mistake). There are two things I would heavily suggest. Don't summon named NPCs directly. Named NPCs are generally unique and there's only meant to be one in the world, so if you want them clone them. Remember to remove the unique flag if you do this. Make sure there's a time out or someway to disable and delete the NPC. Some NPCs will wander off, sometimes with weird effects later down the line. If you set a timeout, all you need to do is set a timer for X seconds, and then when that trips just call a disable and delete on it. That will need to be attached to the NPC. -
I'm making a coin pusher, so I've got a lot of miscobjects that are moving one another around, and this number could get quite high (it starts off at 132, and could go as high as around 300-350). There is a sweep through which culls anything in the gutters or win chute, but it's a handful of coins at a time if any, so things can get quite busy. Obviously I'm looking at reducing the load, especially as it uses a lot of Papyrus. If I pop a roombound out of sight (hidden so you don't see the void) connected to nothing would that reduce a load on the engine/PC, or am I going to end with a CTD or anything that would make it worse, or not have any effect at all? All the coins would do is drop into the box, and my understanding of it is that they should at least need to be rendered any more. Thanks in advance.
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Help a new modder?
iqoniq replied to OperatorStripes's topic in Fallout 4's Creation Kit and Modders
Elianora is a goddess for tutorials on stuff like this. She does tutorials for Skyrim as well, but a lot of the stuff for Skyrim can be pretty much the same in FO4 apart from a few things you may or may not encounter. You can find her at https://www.youtube.com/c/elianora Your best bet, as long as you don't want to create/modify a mesh, is just an asset flip. Bear in mind, if you want it to be playable you'll need to do textures for the first person view as well as third person (I think the CK calls the 3rd person models Bipeds). Also, you'll find most of the actual armour in Armor add-ons in the CK, and not Armour which is what add-ons make up a complete set. If you want custom packaging, you will need to alter the NIF in the Armour section. There's also Outfits as well which are several armours put together - confused yet? It's pretty easy once you realise how everything is put together, but at first it can be pretty daunting. -
How to make a resource generator?
iqoniq replied to WolfClaw114's topic in Fallout 4's Creation Kit and Modders
The water purifier uses an actor value so it knows what to produce. Most of the stuff in settlements that produce resources use either keywords or actor values to let it know what to make. If you're looking to make what you want then you're going to need to script it. You could even get away without making any actual machinery and just create a quest that deposits items into the workshop chests, and using a holotape to turn it on or off. The actual object doesn't do anything in itself, and it's all down to scripting or stuff the engine does itself. -
I'm modifying the vault suit textures and I'm having a massive problem. I cloned the relevant ARMA, ARMO and MSWP files x 2 as I need two different types of the vault 111, and while the suits are fine it seems to be the patch that's borking, and using 1 patch (actually the first edit I did) across the board. When I alter the biped model data in the armour addons section, it shows the different patches fine, but then when I put the NPCs in the game they both have the same patches despite using different outfits. I've checked everything making sure everything is pointing where it should be multiple times, and I even went back to scratch with it to make sure I hadn't messed it up somewhere, and still get the same results. The only thing I'm doing that's unusual is giving the NPCs the outfits as needed, and all the other outfits they can wear seem to work fine, although they don't use material swaps. Is there something I'm misunderstanding about material swaps or something I'm doing wrong? Thanks in advance for any help.
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Many, many thanks. It's back up and running
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Is there any way to rollback the CK to the previous version? I need to use F4SE and I don't want to update yet.