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kitcat81

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Everything posted by kitcat81

  1. That is defined by packages. You'd need to edit all the packages that the NPC you want to affect uses and check "weapon drawn" flag.
  2. I have a nif file in my mod that is a movable prop item that you can carry in your inventory. The nif consists of 2 meshes, It works fine for me, did not have any bugs. But a user who installed my mod got a strange looking bug where you try to grab (z-key) the item and it only grabs one of the meshes, while another one stays on the ground. I'm trying to figure out why it happens and if I can somehow prevent this from happening. I had a thought that maybe it's some game setting or mods that change the way meshes work in game. Also I remember some wiki article where it stated that some certain number of BSX flags can result in such glitches...But it does not happen in my game, so not sure in changing the flags can help and how I can even test this without re-creating the glitch in my game. So my first goal is to find a way to get this bug show in my game lol After checking some vanilla nif files I decided to try and set flags to 194...Had it set to 130 before. The vanilla 'blood paint' can and scissors both consist of multiple meshes and have 194 flags. Hopefully it will fix the problem.
  3. Thank you guys for the suggestions. There is no restrictions in suggesting your own way...I can make one object with a button to attach cloth or can mix these 2 ways together in any way. The only main thing I want to have is the frame being placed before the tent..It allows to get a realistic angle and see how it will stay. The frame is a movable prop object so it does not stuck in the air in an unreastic position. I have the same problem with a camp fire..I can make it portable ...just like any item you throw out of your inventory...but it's not very immersive to have a hot camp fire in your pockets...so maybe I can make a button to set on fire any wood scap. Or a craftable object - camp fire wood that can be set on fire with an activation button.
  4. Hello guys. I got a little stuck making a decision about how to go about my mod. I made a small and simple tent mod and now I'm trying to make it portable. https://www.nexusmods.com/fallout4/mods/38582 I need some opinions. I have 2 versions I'm choosing from...One more simple and another maybe a little more immersive. I'm not sure what is better...and how to keep the balance between simplicity and immersion. More simple way: You have a misc tent frame item in your inventory, you drop it wherever you want. If you like how it stays, you hit it ( i.e. with bash attack) and it turns into a tent. Then you can hit it again, it will turn back into the frame and you can take it back to your inventory. More immersive way: You have 2 items in your inventory. Tent frame and tent bag. You drop the frame wherever you want, see if you like how it stays...and you have a button/option to attach cloth to it...Once you use it, the tent bag will be removed from your inventory and placed in the tent ...To disasssemble the tent you activate the bag. What do you like more or think is better to use in game or maybe you have other suggestions.
  5. Hey Chuck , nice to see you, thank you! Things are all right, had a long break in modding and now trying to remember things. Thank you very much for the detailed answer, will try this tonight. Hope you and Yakalard are both doing well too. Edit: everything worked and now I know how to make the .esl version! Thank you again :)
  6. 'The active file currently contains at least 1 ID above the maximum value.Compact ID and try again....' I'm not sure what it wants from me..I got the idea the ID is above some allowed value...But I don;t know how to 'compact' the ID. I did not find any button to manually assign another ID. Can anybody help me please and give some hints?
  7. You can make an ability that is conditioned to be active only in combat mode. Use Event OnKill and script integer to count kills.
  8. If the main purpose is just to hide NPC, you can try move them all to an empty interior cell wiithout disabling.
  9. Hey , thank you Werr92. I created some xml document following the tutorial in the CK , that was supposed to highlight Papyrus in notepad. But as I never managed to make the compiler work , I gave up on the idea with the tutorial. I think I understand now, will try to use the mod the next time I have a long script to compile.
  10. Thank you for the idea Werr. I will try this too, just wonder do I need to edit .xml settings for this mod ? Skyrim and FO4 papyrus functions are not exactly the same. Some are different or use different synthax.
  11. Thank you for the advice. It's not so bad with the CK :) But I will check the Sublime Text.
  12. What is the script that cases the errors? Is it a quest script or something else? Just hard to say based on the info. "No native object bound " usually happens when the script is no longer attached to an object. The script exists but is unbound(unattached), It can happen with magic effect scripts, they become temporary unbound while the actor is unloaded. It can also happen if an object had had a script attached, but then the mod was disabled. So the object have dissapeared , but the script is still there , recieves some events and tries to run functions. You can find more details if you type "Papyrus Runtime Errors" in google.
  13. I was just trying to follow the example in the FO4 CK wiki ("Notepapad ++ setup" article). Copypasted the code and changed paths. And still getting the error even though the path to the flag file is correct. I'm better with Papyrus than batch files. The problem was that the CK compiler did not let me to add any text after 1200+ lines of code. It seems to have some character limit. But I have found another way around: editted the .PSC in Notepad and them compiled in the CK. Stillwould like to know how to set the Notepad for compiling.
  14. Guys, help me please. I can't make it work. Spent 2 hours trying to do this ,no idea what it wants from me. Getting the error : D:\Steam\steamapps\common\Fallout 4\Papyrus Compiler>echo off "====> DEBUG BUILD" Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "-f=Institute_Papyrus_Flags.flg"... <unknown>(0,0): unable to locate script -f=Institute_Papyrus_Flags.flg No output generated for -f=Institute_Papyrus_Flags.flg, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on -f=Institute_Papyrus_Flags.flg This is the .bat file I run : echo off :: --------------------------------------------- :: NotePad++ Run: :: "D:\Steam\steamapps\common\Fallout 4\Papyrus Compiler\NppScriptCompile_debug.bat" "$(FULL_CURRENT_PATH)" :: --------------------------------------------- set "F4HOME=D:\Steam\steamapps\common\Fallout 4" set "F4Compile=%F4HOME%\Papyrus Compiler\PapyrusCompiler.exe" set "F4SRC=%F4HOME%\Data\Scripts\Source" :: --------------------------------------------- :: INCLUDES :: --------------------------------------------- set "F4INCLUDE=%F4SRC%\Base" if exist "%F4SRC%\DLC01" set "F4INCLUDE=%F4SRC%\DLC01;%F4INCLUDE%" if exist "%F4SRC%\DLC02" set "F4INCLUDE=%F4SRC%\DLC02;%F4INCLUDE%" if exist "%F4SRC%\DLC03" set "F4INCLUDE=%F4SRC%\DLC03;%F4INCLUDE%" if exist "%F4SRC%\DLC04" set "F4INCLUDE=%F4SRC%\DLC04;%F4INCLUDE%" if exist "%F4SRC%\DLC05" set "F4INCLUDE=%F4SRC%\DLC05;%F4INCLUDE%" set "F4INCLUDE=%F4SRC%\User;%F4INCLUDE%" if exist "%F4SRC%\User\Fragments" set "F4INCLUDE=%F4SRC%\User\Fragments;%F4INCLUDE%" if exist "%F4SRC%\User\Fragments\Quests" set "F4INCLUDE=%F4SRC%\User\Fragments\Quests;%F4INCLUDE%" if exist "%F4SRC%\User\Fragments\Terminals" set "F4INCLUDE=%F4SRC%\User\Fragments\Terminals;%F4INCLUDE%" :: --------------------------------------------- :: DEBUG :: --------------------------------------------- echo "====> DEBUG BUILD" "%F4Compile%" %1 -f="Institute_Papyrus_Flags.flg" -i="%F4INCLUDE%" -o="%F4HOME%\Data\Scripts\Source\Base" pauseI set it all as it was described in the CK wiki. Just changed paths to real file paths on my PC. The Institute_Papyrus_Flags.flg is located in Base folder, so had to add "\Source\Base" to the path. But it gives me the same error without this addition too.
  15. From my understanding using 'and' would mean that a subject must be 'a and b and c' all at once in order to be excluded. At least, that's how it works with being INcluded (== 1) in an effect. I'll give it a try though. Also, I'll dig through the ActorType Keywords. If they cover everything I want it to that will make both this mod and Electrolasers much more efficient. Yes, it works like this with "==1", but with "!= 1" or " ==0" it 's not the same. Set it to "and", it will actually mean exactly what you need. Akiras404 is right . The Actor is HandyRace and RobobrainRace and EyebotRace - this is impossible and will not work properly. The actor is not HandyRace and not RobobrainRace and not EyebotRace - this is exactly what you want. If you do it with "or" it thinks like this : The actor is not HandyRace or - here it checks and the actor is not HandyRace. So the conditions are met even if the actor is RobobrainRace and the effect is applied.That 's because for a group of "or" conditions it's enough if only one of them matches.
  16. That's very interesting. Well, if you don't hurry, I might try to test it in my game when have some time to tinker with it. I also suggest you trying to use HasKeyword conditions instead of races. The ones you can use are : HasKeyword ActorTypeRobot and ActorTypeTurret . They are used by all DLCs for all mechanical races. And you can further define them by checking the Institute Faction Rank or something else. This allows to reduce the number of conditions and make the gun universal for any DLC. And akiras404 has pointed at an interesting thing. When you set conditions "==1" it strictly checks if the race is the one you used in the condition. With "==0" or "!=1", it checks if the race is just not the same from the condition. So , probably, when you use "or" , it checks the first condition, and if the race is not the same as the race in the condition, it just applies the effect and does not check other conditions at all because they are "or". I'm surprised no one of us including myself ever thought of this :D
  17. I rather meant if the all the DLC race conditions were removed from the effect while testing without Automatron. Because the game would not be able to recognize the races. What is the weapon you use it for? Sorry if Imissed it ,but can't find the info. Because different types of weapons work differently and might require different settings. For some weapons it's better to attach the effect to the ammo explosion. If there is no ammo explosion and no projectile that allows to attach spells/enchatments or magic effects, then you can attach it to the weapon itself. I suspect that it might be that your game save is corrupted and won't update something or the conditions are applied to you instead of affected actors, wich in theory can happen with some certain weapon types. But you can test it by adding != Player ref condition.
  18. Ok, great thanks again RedReocketTV, I will look at Daisy. It's a good idea and I think that experimenting with it can really help.
  19. I just read all it again and got a bit confused. Can you clarify some things please? You mentioned that you have not set all the races yet and trying to run the conditions. And you even tried to uninstall Automatron. But then it's not clear how you were able to run any conditions on non existing races. The races added by DLC don't exist without the DLC so you have to add the DLC as a master file to your mod to run any conditions on DLC races. Or did you mean that you removed all DLC race conditions and it still did not work even with vanilla race conditions?
  20. I find writing here on the forum in such cases as yours more useful as it stays here for other people to read and learn from it. On your place I'd rather use combat and detection dialogue tabs to add some combat related lines. There are no vanilla examples of "observe combat" topics for companions and it's unclear how you can point at actors who's combat you observe. "Combat target" setting is not pointing at observed actors. The "observe combat" topics are not supposed to work in combat, they work if the actor is not in combat, but observes a combat of other actors. But the actor has no combat target in this case so your condition won't work properly.
  21. Yes, unfortunately, RemoveAddedForm does not work or compile with leveled lists. The only thing you can do with them is Revert(). And great thanks for a new suggestion with container. Sounds like it should not affect anything in case of uninstalling. I know that normally unistalling is not supported even by Beth , but still don't want somethinmg to get broken after it. I will try the linked container out.
  22. Year is defined by a global variable. You can find it in the CK if you type "year". But changing the number in the CK won't affect the year in game. The game uses a virtual copy of the variable that is baked into saves. To change it, you would need to write a script to mod this variable. GlobalVariable Property Year Auto Const Event OnQuestInit() Year.Mod(xx.xx) ; the x must be replaced with some numbers. I.e. if you want time to move forward 10 years, you would replace it with 10.00. ;It's better to use mod function than setvalue, so you can always mod it back to the original by running the same function with the negative (-xx.xx) value. ;To go back in time you just use a negative number with the Mod script function. EndEventAlso there is PassTime script function. Not sure if it can work this way ( going back in time) ,but maybe using negative values can work with it too. No guarantee though.
  23. Thanks Joerc. I have scripted my custom menu the same wat. But the function description in the wiki says that it works only with formlists. Not sure that it will work with leveled lists, but probably worth trying.
  24. Yes it's possible, but you need to add the keyword before starting the quest. All "matching reference" and pre-defined reference aliases are filled on quest start. Linked reference is a way to link an actor to some object mostly for further usage with packages. Packages only have a few different options to set package target. Using existing refID option does not allow you to use dinamically created items. The options that allow to set spawned ref as a target are :1) Reference Alias 2) Linked Ref. Reference Alias option is limited, you need to create an alias for each reference and to manage them all. Linked reference is not limited, you can link any number of actors to the same object with the same keyword. Note, the actor that gets a linked ref, can only have one linked reference per keyword. This makes sence, because if you could add 2 linked references to the same actor using the same keyword, the actor would not know which one to use with the package. If you want to add 2 linked references to the same actor, you need to use different keywords for them. Also, setting linked ref makes the object temporary persistent. So it's always better to remove linked references when you don't need them anymore. Linked references have nothing to do with furniture keywords, furniture does not need to have these keywords at all. Imagine that a keyword for linked ref is like a coloured rope. You need this rope to attach the actor to some object. If all ropes were the same, the actor would not know what rope to use because the package tells him to use the rope, but does not tell which one. But when they are all different , you can make the package tell the actor which one to use. So you can attach 30 different actors to a sofa with a red rope and to a bench with a blue rope and tell them to use the blue rope in the morning and red rope in the evening. And all this with just 2 keywords and 2 packages.
  25. I looked at the mods and they both need some other mods to work properly. Loading them in the CK without other required mods can break links and create errors. Also the CK does not allow to use .esp files as masters. If a mod uses another mod as a master , the CK will delete it, which also can lead to broken links and some other problems. The issue you described might be related to some built-in mechanics FO4Edit is missing. The CK generates new FaceGen textures and meshes for all new npc traits in the esp. Unfortunately, these files are heavy so having lots of them can increase your mod size to hundreds of MB. I guess it creates these files for a reason, and with these textures and meshes the game does not need to generate and calculate NPC look each time you load the area. FO4Edit can't generate textures and meshes, but it allows to use other .esp files as master files. This might be the reason these mods were made in FO4Edit.
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