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About AlxRam

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Anyone understand Trap Guns?
AlxRam replied to AlxRam's topic in Fallout 4's Creation Kit and Modders
Aha that makes sense, just like the bird markers. I had wanted to place birds amongst the rigging but I got stumped trying to understand their pack-ins. So I need to learn how pack-ins function. Thanks for the head start! PS: Thanks again for your help with the teleport doors. I decided to take your advice and go with a clean navmesh edit instead :) -
Anyone understand Trap Guns?
AlxRam replied to AlxRam's topic in Fallout 4's Creation Kit and Modders
Thank you kind sir... Much appreciated, it's quite the little puzzle! -
I just released this mod the other day and I'm working on the first update. I'd really like to make the Cannons above deck fire actual Cannonballs. I don't even care if they hit anything, just firing in a straight line would be cool. Maybe I'll add a puff of smoke and a spark FX. I already made them into activators that play the artillery sound. I've tried many times to reverse-engineer the traps in the CK cells called WarehouseTraps and WarehouseGunTraps. I've also studied the vanilla USS Constitution. I can't make any sense of how they work together. Looks like there's a button, an activator, a dummy weapon and a projectile. If I select one of them they are all selected, so I guess they're grouped together somehow. If I can just get my head around how it works I can take it from there... Kudos and mod page credits for anyone who can help me figure this out. Thank you :smile:
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What does "Randomly Teleport" do?
AlxRam replied to AlxRam's topic in Fallout 4's Creation Kit and Modders
Ah that makes sense. Too bad. I may learn to do the script option, gives me some cool ideas. -
What does this do? (see image). Can I actually make a door that teleports to random locations that I specify? The only option is to right click and delete, and I can't drag anything in there. http://alexramon.com/RandomTeleport.jpg
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Alternative to Finalizing Exterior Navmeshes
AlxRam replied to AlxRam's topic in Fallout 4's Creation Kit and Modders
Thanks, I'd rather not touch them at all but I'll have to play with that. -
I made a guide for others who want to do the same thing... https://forums.nexusmods.com/index.php?/topic/4862395-alternative-to-finalizing-exterior-navmeshes/
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The problem: When creating a new interior cell and linking it to the Commonwealth via teleport door, you have to finalize the navmeshes on both ends to allow followers through. For me this caused issues... Finalizing exterior navmesh not only edits the navmesh in that cell, but also any neighboring cell's navmeshes. I discovered this during cleaning in FO4Edit. After finalizing navmesh in one cell, away from any cell borders, there were numerous navmesh edits throughout the commonwealth. My mod is a worldspace with multiple doors, so after I had done all 30 of my doors I had pretty much changed the navmeshes in every cell across the commonwealth. Those vanilla navmesh edits bloated the size of my mod from 1MB to over 10MB. As all my doors are near settlements, I am sure this will conflict with other mods. The solution: With the help of others (credited below) I created a load door that when activated, makes you fast travel from your custom interior to a XMarkerHeading right outside your door in the Commonwealth. This way companions will come with you. It also works in Survival mode. How to: Create both load doors and place them as you usually would. Make sure the interior door (that takes you outside) is a duplicate of the base object, so you can edit it. Use the teleport tab to link the doors as usual. Position the interior teleport marker and finalize the interior navmesh. DO NOT FINALIZE or edit the exterior navmesh at all. You should now be able to travel into your interior with a companion. Test to make sure. Move the exterior marker out of the way a little and place an XMarkerHeading there instead. Name the reference ID of your XMarkerHeading. For this we'll call it "MyXMarkerHeading" Duplicate the interior door (CTRL+D). Select the original teleporting door (not the duplicate) and push it out of view into the void somewhere. Do not delete, and leave it's interior teleport marker in position. Edit the duplicate's reference and add a new script from the script tab. Name: MyTeleportScript (or anything) Extends: ObjectReference Click ok and in the next window click Add Property Type: ObjectReference Name: TeleportLocation (or anything) Click ok and then edit the value for TeleportLocation. Find or select the MyXMarkerHeading you created outside the door. Now edit the script source. Your final code should look something like this: Scriptname MyTeleportScript extends ObjectReference Const ObjectReference Property TeleportLocation Auto Const Event OnActivate(ObjectReference akActionref) Game.FastTravel(TeleportLocation) EndEvent That's it! You should now be able to load into the cell with a companion, and back out again, with zero changes to the vanilla navmesh. You can also use the same script on others doors. Notes: If you travel back into the interior cell you'll notice the door is slightly ajar and says "Close". That's why we created a duplicate of the base door, so we can edit the alternate close text to say "Open". Load doors never say close anyways. As for the door being open a tiny bit, I haven't found a fix yet. No light shines through so it's a minor thing for me for now. If you need to remove exterior navmesh, instead of deleting exterior navmesh cells you can create a collision box and change the primitive tab in it's ref to L_NAVCUT. This tells npcs not to go there. If your script isn't working you may have to add the following to your Fallout4Custom.ini [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= I hope that helps someone. I'm fairly new to modding, so if anyone has any suggestions or corrections please let me know. Thanks to EveningTide, LoneRaptor, pingblaha and Swenson for all your help figuring this out :smile:
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Phew, I finally got the scripting figured out but it wouldn't fire in game. Turns out I had to add the following to my Fallout4Custom.ini [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= Sometimes the simplest things take the longest to diagnose! I'll put together a guide for the next person and post back here. Thanks for all your help!
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Awesome This is awesome thanks, I've followed the workflow you've suggested so far. Now I'm stuck on the script itself. I'll keep playing with until it works. Any script examples are greatly appreciated :)
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Ok I placed an XMarkerHeading and edited the reference ID to "MyXMarkerREFName" I've opened the door's reference and added a script that extends the ObjectReference. In the Documentation String I've added the following: ObjectReference property kMarker auto ; Xmarker, etc Function myFunctionName() Game.GetPlayer().MoveTo(kMarker) EndFunction In the next screen I added an ObjectReference property and named it kMarker Then I edited the value and selected my XMarker in the Render window. Nothing happens when I activate the door. Can you see anything in this process I'm messing up?
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Very much appreciated, thank you. I will start tinkering with this. Much to learn!
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Thank you that gives me a start. Sorry I'm such a noob at scripting. I understand the XmarkerHeading but I don't actually understand what MoveTo is or how/where to place it. I'm guessing it has to be a part of a script that I attached to a door's reference? Can you provide a quick example script that I can diagnose?
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I've created an interior cell that I would like to have companions follow me back out into the Commonwealth. I've finalized the external vanilla navmesh to allow companions to exit with me through a door, but this has caused many other adjacent cell navmeshes to change as well. It works and makes sense, but I don't want to do this. My door is close to a settlement and the affected cells are likely to be edited by other modders, creating conflicts. So for now I can get them to follow me into the cell, just not back out. My idea for a solution is this... 1. Create an interior door that activates like normal (says open) 2. Make a script so when the door is activated it fast travels you to the outside of the door, instead of teleporting (must also work in survival mode). Is this even possible? My scripting knowledge is limited, but I'm always willing to try. Or any other ideas that might work. Thanks in advance!
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