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deadbeeftffn

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Everything posted by deadbeeftffn

  1. 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.
  2. 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.
  3. right click on the keyword and select "use info" from the pop-up menu ;-)
  4. In CK select menu "Gameplay" -> "Papyrus Script Manager"
  5. 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.
  6. 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:
  7. 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.
  8. 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.
  9. Never used it myself, but maybe this is what you need: https://www.creationkit.com/fallout4/index.php?title=RecalculateResources_-_ObjectReference
  10. You may try Event OnInit() Self.BlockActivation(True, True) EndEvent This way the open prompt will not be shown.
  11. 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.
  12. 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....)
  13. You can simply create a container (in CK) without any NIF. Just leave "Model" blank and it will be invisible.
  14. You are referencing two strings which do not exist. Block #7 BSTriShape -> DLC04_FlagPoleNukaCola[5] : Index 5 does not exist Block #8 BSLightingShaderProperty -> DLC04_FlagPoleNukaCola[6] : Index 6 does not exist Should be sufficient to rename this blocks.
  15. 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.
  16. ... and you globalvariable shouldn'd be Const. Otherwise you can't setvalue() it.
  17. 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.
  18. 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
  19. 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 :-)
  20. 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...
  21. Simply move the teleport marker slightly away from the manhole. That should fix it.
  22. 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.
  23. 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)
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