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Deleted32363610User

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Everything posted by Deleted32363610User

  1. *IMPORTANT* How do I add roads and get them correctly alligned in CKit and World Map?
  2. Thank you guys so much! This helped me out a lot. Also, I imported a 1024x1024 heightmap
  3. I successfully created a height map and world space, but the world is HUGE! Probably the same size as the Commonwealth. However, I want my worldspace to be about the same size as Nuka World's worldspace. How do I set the playable area and how do I make my world smaller? And does anyone know approximately the size of Nuka World?
  4. *FIXED* I fixed the problem with "NPCHumanHackingPasswordGood.Play(Game.GetPlayer())" If there is a more efficient or less buggy way, please suggest it. Thanks!
  5. I am trying to turn lights on an off with a terminal. I can successfully turn lights on and with an enable marker and the fragments: "EnableMarker.enable()" and "EnableMarker.disable()". I wanted to add the sound "NPCHumanHackingPasswordGood". This is the sound when the player successfully hacks a terminal, but I thought it sounded nice so I'm using it when the player turns on the lights. I added "NPCHumanHackingPasswordGood" as a 'Sound' property and typed the following fragment: "NPCHumanHackingPasswordGood.play()". This does not work. What should I type instead of ".play()"? I also tried ".play(self)"
  6. Offer description: I am looking for someone to create a heightmap and world map for my new world space. This world will be mostly swamp land, with the landscape in the north being a little higher, but the map will be relatively flat. Map size: The map (and playable area) should be approximately the same as Nuka World's map (and playable area). Trade-off: I'm an experienced level designer, programmer and familiar with level design modding in the creation kit. I can assist in any of your mods. Or perhaps you'd be more interested in me buying or gifting you a game. Or maybe you'd just be happy with a little more money in your PayPal. Or if you're more interested in working together on our mods, like partners, we can do that. Interested in helping? Please reply to this post. Then we can message each other and I can answer any questions you might have.
  7. Offer description: I am looking for someone to create a heightmap and world map for my new world space. This world will be mostly swamp land, with the landscape in the north being a little higher, but the map will be relatively flat. Map size: The map (and playable area) should be approximately the same as Nuka World's map (and playable area). Trade-off: I'm an experienced level designer, programmer and familiar with level design modding in the creation kit. I can assist in any of your mods. Or perhaps you'd be more interested in me buying or gifting you a game. Or maybe you'd just be happy with a little more money in your PayPal.
  8. My mod will take place in and around Philadelphia, PA. I'm looking to create a world space that is approximately twice the size of Nuka World world space. To give you an idea on how big my mod will be. Could someone build this? I have spent one week trying to create a height map and I fail over and over again. I think it's time to ask for assistance from the community (since I'll be giving back to the community with a new world to explore.) DETAILS: The two black boxes represent the playable area. This is an approximate version of the map I need because I need the following to appear in game: 1. NorthEast: Cherry Hill (Major Settlement) 2. NorthWest: Philadelphia City (Ruins to explore + Major Faction) 3. South: Swamplands, very important terrain for this irradiated landscape. Could someone build this for me and show me how to put it into my mod? Kind regards, Anon
  9. I built a cell and I noticed some objects pasted above my interior building that didn't need to be there, so I selected all the un-necessary objects and deleted them. I hit save. I noticed that there was nothing in my cell. I hit Ctrl-Z but I didn't see anything re-appear. For some dumb reason I closed the Creation Kit and checked my Data folder. I right-clicked my mod- > properties -> restore previous version -> [No previous versions]. I spent two days building this cell and now it's gone. There has to be a way to restore this cell? It's custom, not vanilla.
  10. Perhaps you could show me how you would do this? I'm just enabling some lights. I really don't see what I'm doing wrong. I've did this exact process before.
  11. I don't have a 'logs' folder. At least not in the directory. But when I checked the code with the in game compiler I found no errors .
  12. I also found a terminal in the vanilla game that enables stuff, and the way bethesda did it was exactly the same way as me. There must be something I'm missing? When I compile, I get "1 file. 1 successful. 0 failed." So the code should be good. Which is just one line "MyREF.Enable()"
  13. Yes. I used the reference name as the property name and it automatically selects my xmarker (and lights when I tried to enable them one by one.)
  14. Apparently I am doing something wrong. This exact process worked for me months ago. Here is what I am doing. 1. Add custom terminal 2. Add custom xmarker (gave a custom REF name and set to initially disabled) 3. Add lights, select xmarker as the enable parent for each light. 4. In terminal, select Xmarker as an object reference property. 5. Create a menu item with the following payprus fragment: `XMarkerREF.Enable()`. This should have worked. But it did not. So I individually 'initially disabled' all the lights and made them individual properties. Each were object references: `Light01REF.Enable()`, `Light02REF.Enable()` and `Light03REF.Enable()`. This did not work either. I replaced the xmarker with an EnableMarker, and that is not working either. This worked for me before and I've seen others do the same without an issue. What am I doing wrong?!
  15. I've followed the tutorials and I can't seem to figure out how to import my heightmap to the Fallout 4 CKit. I have tried using TESAnnwyn, since every tutorial says use that to import. Can anyone more experienced give me guidance?
  16. My mod is taking the player to a real-life inspired city. The city has been ravaged by time and still heavily irradiated. Because there is so much radiation, certainly mutation has occurred. I want to add more feral creatures to Fallout 4. I am thinking about something like a mix of feral ghouls and The Pitt's Trogs. A human-like creature, looks simular to a feral ghoul but waaaaaay creepier. Anyway, now you know my goal, how do I create new creatures?
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