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Kit314

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  1. I do not have the scripting knowledge for this. I appologize. Scripting is not my strong suit when it comes to modding.
  2. I do not have the scripting knowledge for this. I appologize. Scripting is not my strong suit when it comes to modding.
  3. Maybe..maybe I can do this. I'll have a look and come back and post my findings.
  4. This might have been my problem. I've been testing mods with a save that I have running (I usually don't actually save). The new game thing might be my problem. I'll have to test that out. Thank you.
  5. [sOLVED] Tinuvia has identified the problem I was having. I was not testing the mod on a fresh save. I will leave this up in case anyone else has this issue. I have been working with the Fallout 4 CK for a while and feel pretty comfortable with it. However, despite HOURS of time spent, and MANY videos watched, and general research I have yet to get quest markers working. Can Someone ELI5 what I would do in the following situation: (also, I have some questions bolded that might help too) An activator just set the stage to 50. The activator is in an interior cell (not created by me). I want a quest marker placed on an object. The object is a container, is in a different cell (the object is in an interior cell, that I created), and does not require lock picking to access. The player would have to leave the current cell, travel through the commonwealth, and enter my cell to access the container. My understanding is that I need to: Create an alias for the object I want to point to. specific reference --> target container Do I need to also need to create an alias the location? If so, my cell does not have a location attached to it to make location alias out of. Why, and how can I add one? In quest objectives set the target ref to the alias in question. Do I need a condition here? Is there a way to see if my aliases have been filled? I'm worried that might be my problem.
  6. I fixed it. I will post here for anyone who has the same issue as me. The button appears to have added very bright lights to the cell that are outside of the cell walls. You just have to find and delete these lights and it returns the cell back to regular lighting.
  7. Hello, I was wondering if anyone has ever used the "Set up Default Lighting" button at the top of the CK tool bar. (If you haven't DON'T) I accidentally hit it and it brightened my whole cell up...almost to the level of having the "dev light" (or whatever it's called). There was no "undo" option to reverse it. Luckily I had just saved so I was going to just load the project to go back to before I hit the button...That is when utter stupidity struck. My ingrained save-happy mind, had already forgotten that I was not going to save...So I saved. AFTER I had made the change and now it appears to be permanent. The brightness persists into the game and makes my cell stupid bright, and I mean stupid bright. It takes away the need for ANY light sources what so ever. It looks bad, and I really wish I knew how to get rid of it. Does anyone have any suggestions? or Fixes?
  8. I am assuming you mean "adealmain.setobjectivedisplayed(20)" not "adealmain.setobjectivedisplayer(20)" which I've done, and unfortunately it still doesn't seem to want to work correctly. I really don't know what is going on with it. SOME of my quest markers are working, others are not. I can't seem to find what the difference between the working ones and non-working ones are, other than the only ones working seem to be ones that reference aliases that are unique actors as opposed to items. Edit: I also tried marking the quest marker as optional, and that didn't seem to change anything either. :(
  9. I am working on my first mod. It has definitely been a learning experience. I have worked my way through a lot of issues (like the painful dialogue system). However now I've hit another issue. One that I can't seem to figure a solution out for. I can't seem to get quest markers to show up for my quest. The quest works as intended. I can complete the finished parts of the quest no problems, so that isn't the issue. The issue is that I know where the stuff is, a player wouldn't necessarily know so I want to add quest markers. However I can not, for the life of me, figure out how to get them working. If anyone can offer some guidance that would be great. Below is some more information about my setup: Quest launches from Dialogue in a cell I have created. First part of the quest is a fetch quest where the target (a key) is in the Dugout Inn sitting on the table (not in a container). (I have watched Seddon's Tutorial for unique fetch quests but he puts his item in a container, which I do not want to do so I'm not sure what steps I should or should not be following) I have provided a screenshot of the quest objective, as well as the alias for the key (as I believe that is where my issue is probably from). I wouldn't necessarily be against having the quest point to the Dugout Inn and then NOT point to the key (so the player actually has to search for it), however I still want to know how this to works because eventually I would like to be able to create quest markers that lead directly to a target. Any guidance or suggestions are welcome.
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