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Everything posted by deadbeeftffn
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Anyone know why this happens?
deadbeeftffn replied to theepicgamer500's topic in Fallout 4's Creation Kit and Modders
It's a missing wall and you are looking into the void :-D If there is a wall maybe it's one-sided only and you can try to flip it. Hard to say though. -
You may try AV WorkshopOverrideXYBounds (value = 240.0) in combination with WorkshopIgnoreNonRefOccupiedSnap (value=1.0) for the floor/ceiling parts. For the walls try WorkshopOverrideXBoundMin (-120), WorkshopOverrideXBoundMax (120) and WorkshopOverrideZBoundMax (240.0) plus WorkshopIgnoreNonRefOccupiedSnap This may or may not help; your mileage may vary.
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Finding workshop items in ck
deadbeeftffn replied to simonici's topic in Fallout 4's Creation Kit and Modders
right click on the keyword and select "use info" from the pop-up menu ;-) -
Search for script? (Also other advice)
deadbeeftffn replied to bleese's topic in Fallout 4's Creation Kit and Modders
In CK select menu "Gameplay" -> "Papyrus Script Manager" -
Very simple (?) mesh adjustment or fix
deadbeeftffn replied to Rodolfo165's topic in Fallout 4's Mod Ideas
Unfortunately you can't do this with Blender or NifScope, since the collision object for the fridge door consists of a single block with no hole in it. To "fix" this, you need 3dsMax which seems to be the only tool, which can produce valid collision data. -
Animation Script Help Please
deadbeeftffn replied to fraxan1982's topic in Fallout 4's Creation Kit and Modders
PlayGamebryoAnimation() takes three parameters. Most important is the first parameter 'Name of the animated node'. You may find this name in CK in the preview window in the leftmost box on the bottom. The second parameter is a bool. If it is true, the animation will start over. Ohterwise it will be played only once. (Which is not always true, though....) If the object does not have 'GamebryoAnimations' but 'Havoc Anims', you could use PlayAnimation() to activate the anim. Again, you may find the names in the preview window. Anyway, sometimes it's absolutely enervating to get animations working :sick: -
Animation Script Help Please
deadbeeftffn replied to fraxan1982's topic in Fallout 4's Creation Kit and Modders
Your remembrance is wrong. :wink: If a NIF has a NIControllerManager it can be animated. It doesn't make a difference if it is assigend to a pure static or moveable static object. -
Enum property equivalent
deadbeeftffn replied to cypher2012's topic in Fallout 4's Creation Kit and Modders
Int EEnemyTypeGhoul = 0 Const Int EEnemyTypeRaider = 1 Const Int EEnemyTypeMutant = 2 Const Really dull, though this will avoid persistance, since the variables do not really exists.- 3 replies
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- enum
- programming
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Changing an ObjectReference's PowerRequired
deadbeeftffn replied to pra's topic in Fallout 4's Creation Kit and Modders
Never used it myself, but maybe this is what you need: https://www.creationkit.com/fallout4/index.php?title=RecalculateResources_-_ObjectReference -
Door activation with a key card
deadbeeftffn replied to daisy8's topic in Fallout 4's Creation Kit and Modders
You may try Event OnInit() Self.BlockActivation(True, True) EndEvent This way the open prompt will not be shown. -
Livestock Farmer? (New Modder Here)
deadbeeftffn replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
Well, yes, it is possible though it is not simple - especially not for a beginner.. It's not just joining some things together in the CK. Besides the furniture (let's say brahmin station) which can be done in CK, you need to read and understand some system papyrus scripts. Next step would be to extend this scripts, so that they can handle you brahmin station. This means, that you have to know or learn the papyrus scripting language. If you want to add a customr mesh, this will complicate things even further. All of this is very time consuming - Hence I'm afraid, i can't be very helpful. -
X-01 powerarmor mesh location.
deadbeeftffn replied to MrHazardous's topic in Fallout 4's Creation Kit and Modders
There is no such thing like a complete power armor. The Powerarmor consists of a set of "Addons" which will be assembled on a base frame (Furniture). What you are looking for, are these addon parts. They are located under Actors\PowerArmor\CharacterAssets\Mods\PA_X1_*** (*** = Helmet.nif, LArm.nif, Body.nif, etc....)- 3 replies
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- power armor
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That's not entirely true. You can combine and resize objects with their collision in CK. 1. create a new interior cell 2. move your (static!) objects from an object window into the render window 3. create a static collection 4. use "recreate nif" for the static collection 5. fine tune you nif in Nifscope Well, i'm pretty sure there are youtube videos about SCOLs.
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How to get reference?
deadbeeftffn replied to stonefisher's topic in Fallout 4's Creation Kit and Modders
... and you globalvariable shouldn'd be Const. Otherwise you can't setvalue() it. -
Define perk in script properties?
deadbeeftffn replied to securitywyrm's topic in Fallout 4's Creation Kit and Modders
0004b254 is a hexadecimal number. To make the compiler happy, you have to prefix it with "0x". This marks the number as hexadecimal, however without the prefix the compiler expects to find a decimal number. Actually that's what the error means. So, you may try 0x0004b254 as parameter, however i would reccomend to use a property-array for this purpose. -
Handling temporarily persistent object?
deadbeeftffn replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
Maybe you shoud remove the linkedRef from the actor too: akActor.SetLinkedRef(none, AAAFyTy_FollowerFramework_RelaxMarkerKWRD)AFAIK the object will still persist if it is linked to whatever else -
How exactly do buildable terminals work?
deadbeeftffn replied to pra's topic in Fallout 4's Creation Kit and Modders
Actually most of the terminal code seems to be inside the main program. There is no such thing like a terminal script which controlls all the teminal functions. All items which can be controlled or managed by a terminal have a special keyword. This keyword always start with "LinkTerminal" e.g "LinkTerminalHopperDLC05" or "LinkTerminalDoor". Also, any of these items have a "Native Terminal" assigned. You find this native terminal entries in the CK terminal subcategory. They are holding the menu items and fragments. The fragments are small scripts or snippets. These are often referring other scripts holding the main code. A good example would be "LinkTerminalPowerCounter". It has just two users, an activator and a terminal. Good luck :-) -
Nifscope CPA Animation
deadbeeftffn replied to ajs52698's topic in Fallout 4's Creation Kit and Modders
I guess, a snap point is only active in workshop mode and will become inactive as soon as you leave workshop mode. So even if the snap point will be moved together with the object, it won't snap to anything. Could be totally wrong, though... -
another weird ck bug have occur (doors)
deadbeeftffn replied to taryl80's topic in Fallout 4's Creation Kit and Modders
Simply move the teleport marker slightly away from the manhole. That should fix it. -
Yes, exactly. Every object which may have Actor-Values and scripts should be okay.
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- settlement
- defence
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There is a lot of attack and safety stuff in WorkshopScript and WorkshopParentScript though i think it would be a bad idea to change those scripts. Alternatively you can create an object and assign two ActorValues: Safety = 20 WorkshopResourceObject = 1 This would add 20 Safety-points to your settlement. If you modify the value, this should also modify the amount of safety added to the settlement.
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Terminals and text replacement?
deadbeeftffn replied to caleb68's topic in Fallout 4's Creation Kit and Modders
You do not need a quest to access globals. I did this via AddTextReplacementData() in a fragment some time ago. In the terminal should be an item-text like You currently have <Token.Value=vcTotalItemCount> circuits of <Token.Value=vcNeededItemCount> and a fragment which basically does akTerminalRef.AddTextReplacementData("vcTotalItemCount", vcTotalItemCount) akTerminalRef.AddTextReplacementData("vcNeededItemCount", vcNeededItemCount) -
Normal Papyrus Log
deadbeeftffn replied to erratichippo's topic in Fallout 4's Creation Kit and Modders
Insane but normal, yes. :laugh: