Jump to content

Lollia

Premium Member
  • Posts

    219
  • Joined

  • Days Won

    1

Everything posted by Lollia

  1. A late response on my part, but I wanted to thank you both for replying to this thread. I have been having some health related issues over the past several months, but I had not realized what a toll it has taken on my concentration until now. I forgot that I had even inquired about this... It's a rather scary thought. Enough rambling. I know now that I'll have to approach the problem from another direction. Much thanks to both of you once more.
  2. I am trying to figure out if it's possible for the game to sense where the current home location is for a radiant quest giving NPC, one whose "home" location can change depending on other game-play events. To offer further clarity, I'm experimenting with a concept concerning spouses. I don't specifically need to know which house the player has their spouse stationed in (hopefully this will help it work with custom homes), but rather where exactly that house is located in the Skyrim world-space--like which hold--Eastmarch, Whiterun, Hjaalmarch, etc... Is this possible to do, or am I looking at just limiting the radiant locations via keeping them conditioned solely to the Skyrim-specific world-space? I think that limiting it to the hold the spouse is currently living in would make the most sense given the context of what the quest entails, but if it absolutely has to send the player traveling across Skyrim to fulfill it, then I suppose it's better than nothing. :confused:
  3. I just checked the comment sections of your uploaded works, and it appears that all is well now. Nice hat, by the way. :happy:
  4. You know how when the player reads a letter it sometimes includes the player's chosen name in the text? Is there any instance of that happening with Player dialogue? What I mean is, instead of a dialogue line going like this: Player: "Hello, Benor." It would be: Player: "Hello, [whatever-function-checks-NPC's-name-here]." And then the NPC name in the text would adjust accordingly, depending on who the NPC was that you were speaking to. Does that make sense? :unsure: I am just wondering if the function or something similar to it exists. I know I can just type the NPC's name directly into the text and condition the dialogue to only appear when speaking to that particular NPC, but a function like that would really be a massive time saver. My rambling brain thanks you for reading this. :tongue:
  5. I know this suggestion probably will not be very popular because it would put more work on the Nexus staff, but perhaps a new tab just for mod author-sanctioned ports could be placed on the mod pages? I know we already have the Permissions and Credits section--I have made good use of it on more than one occasion--but that particular area can become very cluttered rather quickly, depending on the inclinations of the mod author. Personally speaking, I like to be very detailed and reiterate the list of creators I owe credit to. If I received permission to use their work, but there were conditions attached, then I am obligated to be very transparent about those conditions. It can get lengthy. I have seen other creators use the Permissions and Credits section to set up a type of contract and advanced instruction list for other potential authors in case they wish to use any of their mod's resources. Trying to wade through all of that would quickly become taxing for someone who simply hoped to find out if the proper permissions had been obtained for a ported mod. If there was a specific tab for this function, then all one would have to do is click on it and see the list. I realize that this would not help out with older mods whose creators are no longer active, but if visual proof (like a screenshot that had been officially validated in times past) were still readily available, perhaps some sort of exception could be made in such cases? Please accept my apologies if any of this has been suggested or debated before. I have not had time to read the whole thread. Edited to include a missing word and to (hopefully) add fuller clarity.
  6. I know this is a really late reply, but I just wanted you to know that I am grateful for the extra suggestions. I actually ended up going in a rather different direction, but the results turned out quite well! :happy: Thank you so much for your patience and feedback. It helped me find clarity and understand what I wanted to achieve.
  7. I'm so glad I saw this before I started importing the audio! :ohdear: The only experience I have with scenes is conversations between NPCs. I have never dealt with anything like that between an NPC and the player before, so something like that is uncharted territory for me. Can you think of an example within the game itself that I could look at? I've use LogicDragon's Enhanced Camera for years, so I honestly cannot think of an example where the player is forced into third person. Also, how would forcing the perspective to change work with a camera mod like that? Would there be compatibility issues I would have to take into account? Ideally, I would still like the scene to lead back into conversation with the child, since each book has follow-up dialogue. :unsure:
  8. Thank you so much for pointing this out! I had no idea there was a section on the pipboy for this sort of thing. Turns out that I have no less than FOUR workshops listed. And at least three of them have angry icons next to their names. Oops! :whistling: Always happy to find more FPS-saving goodness! :D I already have most of what you have listed, but I did spy a couple more to experiment with, so it looks like I'll be doing some downloading! That workshop utilities mod looks excellent, too. There's a lot of information to take in, though, so I will read through it carefully before I give it a whirl. If it can't save me now, it may still be a big help when I start a fresh game, so thank you very much for linking to it. :thumbsup:
  9. I see that a very interesting discussion took place while I was away. :yes: You have both given me a good bit to think about, however, I have opted to play it safe for the time being. I redesigned all of the dialogue (making the trees took forever!), so now the conversation goes like this: Player: How would you like a bedtime story? Child: 4 responses possible. Leads to: Player: Let's read ______ (22 book options are available depending on player inventory) Child: Okay! This is where the time jump was originally going to be, and since that is being skipped, this now leads to: Player: {commence reading ______} Child: *attentive expression* Leads to: Player: --reads quoted ending from selected book-- Child: --reacts to story-- I'm hoping that the "commence reading" part will help facilitate the idea of time passing, even if does not actually do so. Any thoughts? :sweat:
  10. I'm still rather new to Fallout 4. I don't play it very often because my computer is old, so my frame-rate is usually fluctuating between 7 and 12. It's cool, though. I treat it as a zombie apocalypse and just move slowly and stealthily through the many areas. Since my texture settings are set as low as they can go, a lot of places tend to look exactly the same (muddy and grim), so it often happens that I find myself completely lost. I've never been to Concord, never spoken to the great quest-giving beast wearing the cowboy hat, so I felt quite safe from being exposed to the settlement system. After exploring a good bit of the map, however, I'm starting to receive notifications from various places saying they need my help. "Finch Farm" and so forth. What's the deal? I don't have any settlements! I don't WANT any settlements. Yeah, I saved someone's kidnapped wife from raiders once, but that doesn't mean that their whole family pod should suddenly be entrusted to my care! "What? Where? Who? When I did ever...?" :wacko: I am so confused. And slightly irate. Does FO4 just force you to take part in the settlement system no matter what?
  11. My history is gone, too. I went to double-check on a lighting mod for Fallout 4 that I felt sure I had downloaded and even installed previously, but it said I had yet to download any files. Thank goodness my past-self had left a comment extolling the mod's virtues in the comment section. :sweat: I wonder if the wipe-out is part of a stealthy site update?
  12. I'm so glad you came by, maxarturo! :sweat: I was on a few different modding discord servers last night, and it was put to me that the best way to handle this situation was to write a time-altering script myself and add it to a dialogue fragment. Then it was suggested that using the GameHour global variable might also be a good solution. While attempting to research both suggestions, I came across still-more threads from 2012 through 2014, and all of them seem to hint that changing the time can lead to catastrophic results. I'm also coming across warnings about using fade-outs, because of problems with certain ENBs. All things considered, I think it might be best if I just do without any time-changing shenanigans. I wanted the time to push forward in order to account for the length of the book the player was reading with the NPC, but the possible side-effects do not seem worth it. :ohdear: I think the best thing I can do is try to imply through the dialogue that you have been reading the book from the beginning to the conclusion. It may not be as immersive, but it seems far safer.
  13. I have been trying to find a way to push the game time forward while in dialogue with an NPC. The idea is that the player and NPC are reading something together, so after the time is pushed forward by a reasonable amount, the conversation would continue as normal. My search results often seem promising, but keep leading to dead ends. Can anyone please point me in the right direction?
  14. I get transfered to Cloudflare nine times out of ten whenever I write someone back via a PM, and sometimes with forum posts. It also happens every time I try to update my profile page. If I forget to save what I write to an external document (such as WordPad), then I lose absolutely everything and am forced to begin anew. However, even if I do happen to have the good fortune to have everything saved on WordPad or something similar, all of my formatting is completely gone. The formatting process is ridiculously fickle to begin with--if I update any Articles or mod description pages, I end up going back in to re-edit them around five to six times just because the font size magically changed, the colour switched, the italics decided to go missing, or the paragraphs suddenly became nonexistent. Luckily Cloudflare has yet to torment me during any Article or mod description page edits, but if it would ever begin to do so, what is already a trial of supreme patience will become the stuff of nightmares. Edit: If it helps, I use Brave as a browser.
  15. It need not be human. I would prefer that it wasn't on account of the hitbox size. These particular butterflies, if I can get the concept working, are deadly. They're out to kill the player. An overly large/out of proportion hitbox is a disaster for immersion, so I would like the size to match up as much as possible. :yes:
  16. This sounds rather promising, but it also reminds me of something: A few months back, I tried experimenting with a custom NPC who used the Meridia light form. It mostly worked fine, but the unfortunate bit was that there were still human footstep sounds whenever the form moved around. Is there a way to stop that from happening, or at least swap the sound for something more fitting?
  17. Whoa! Blender!? :woot: I have not touched that since 2012! Oh, this takes me back to my terrible attempt at creating drowning poses for The Sims 3! :D Not gonna lie. The very idea is extremely intimidating, but... I'm going to try to do it anyway! :dance: You have given me a good idea of where to start. Thank you, maxarturo!
  18. Let me make sure that I am understanding this correctly. I'm using the mesh from Butterfly Improved by zzjay. I have that in a custom folder, and its file path is linked to the custom race in the CK. But I still need to attach it to a valid actor's skeleton...? How does one do that? The only skeleton I was able to find was located in meshes\uniquebehaviors\moth\characterassets. It is called singleboneskeleton and is an HKX file. Can that be linked to through NifSkope? If so, where? Edit: I just opened the butterfly mesh up, and there a great many entries. o_O
  19. I had a spur of the moment idea that sounded absolutely wonderful, but once I tried to implement it, I realized that I had entered (at least for me) uncharted territory. Would anyone happen to know how I can set up an insect as a regular NPC? I'm talking about the insects that spawn from activators (like the butterflies and such). I have tried attaching the critter mesh to regular NPC actors. Copies of flame atronachs, ice wraiths and wisp actors have been linked to a duplicate of their race with just the body mesh changed, but there is no luck to be had. I then tried linking the custom race to some of the animation files specific to the critter mesh, but all that has led to is the creature being stuck in one place once spawned. (Before the change, they scooted around while clipped halfway into the ground.) Their wings no longer flap in either case. :ermm: Any help or advice would be much appreciated.
  20. I'm rather amazed that I had to download a mod just to be able to dismiss them to their original locations! Why the heck would I want to dismiss them to Sanctuary Hills? Last I checked, Nick had a business to run and Piper had a little sister in her care--and let's not forget the most important point: there's absolutely nothing there! Sanctuary Hills is completely devoid of life. Was I supposed to be instantly entranced by the settlement system or something? That sure didn't happen. :dry: I have not touched the settlement system, let alone visited Concord--I have heard far too many tales of the menace who lurks within it. :ohdear: - - - - - - - Concerning navigation, I've had much better luck with a custom companion I put together. His schedule is set to follow the player once a certain global variable is changed, and he does this very successfully. Although he does seem to be a bit shy about swimming on occasion, I decided to chalk that up to his being very particular about the nice clean suit he wears. :wink:
  21. I should have done that from the beginning, I can see that now. It all seems a bit backwards, considering that FO4's CK just lets you create the script and jump right into setting the Properties without anything extra. Ah, well. Lesson learned! :happy:
  22. We meet again, dylbill! :happy: That's the part where I am caught, though. The global has already been created. And even though the name is typed correctly into the script, it throws those same errors at me. As also mentioned, the Properties tab refuses to open at all. It claims that there's an error with the script and closes out. I am utterly befuddled. - - - - - Edit 1: I just tried this out with another new global variable, and the process is repeating itself. I receive a "Script Reload" error whenever trying to open the script's Properties: "Errors encountered while attempting to reload the script". - - - - - Edit 2: The CK is still very unhappy, but I did manage to get the Add Property to finally work (had to exit and restart). Here are my new errors once the global is added via Add Property: Missing SCRIPTNAME at 'GlobalVariable' require (...) + loop did not match anything at input 'Property' mismatched input '\\r\\n' expecting STATE filename does not match script name: globalvariable I will note this: Upon clicking the OK button of the list of Papyrus Errors, no properties are listed when looking at the actual Properties screen. - - - - - Edit 3: Did everything all over again in a different dialogue box, and it actually TOOK IT. :wallbash: :psyduck: :wallbash: Going to go test in-game real quick. - - - - - Edit 4: It worked. Everything triggered correctly. :mellow: Can you tell that I am currently staring at the Creation Kit with a very stony expression? I'm comparing all the dialogue boxes, scripts and property components--everything is written exactly the same! Yet one works and one does not. Current theory: random script corruption. Seriously. WHAT IS THE DEAL? Fickle, fickle creature! - - - - - *breathes deeply* Thank you for trying to help, dylbill.
  23. I just wanted to let you all know that I actually did see and read all of your responses--and not very long after you wrote them at that. :yes: I copied down the parts that seemed the most familiar to my brain and attempted to use them as starting points. I did have some success (my ghoul--Desmond--can be healed by the player now), but there's still some progress to be made. I'm thinking that the main problem is that he has not been added to the vanilla current companion faction while he is acting as an active companion. I'm sure he could use his response dialogue properly if he was. As it stands, I took a look at a couple of companion-affecting mods just to see how things played out. I became a bit peeved when I ran the Follower Revive System and saw Deacon heal Desmond and visa versa. There must be something sufficiently companion-centric about Desmond that Deacon can recognize when he needs to be--and that he can be--healed. Then I was on some long lost thread that contained a list of console commands. On a whim, I selected Desmond while the console was open and typed "SetPlayerTeammate 1" and it was this that finally allowed me to heal him during bleed-out. :wacko: - - - - - - - Possibly my next step might be downloading a custom companion mod for the sole purpose of dissecting it. Once I understand how this whole thing works, I'll probably remember it for life and also smack myself on the head for missing something that's probably very obvious to more practiced eyes, but for now he CAN be healed, so I have cause to be happy. I wish to thank all three of you for responding back. I'm not giving up on this, so if you happen to think of something else that might help, or want to point a different direction out to my brain, please feel free to do so. Thanks again. :happy:
  24. I am attempting to change the value of a custom global variable within the ending fragment of some dialogue spoken with an NPC, but keep getting met with error calls. The fragment is set like this: MyCustomGlobal.SetValueInt(1) The CK reports that the "vairiable MyCusomGlobal is undefined" and that "none is not a known user-defined type". I cannot edit the properties of the script because a totally different error pops up saying that something is wrong and the operation failed. There must be one heck of a difference between Skyrim's Creation Kit and Fallout 4's, because this exact script wording works fine within the latter's version of the CK. - - - - - If this was Fallout 4's CK, then I would have to do this: 1. Place this within the ending script fragment: MyCustomGlobal.SetValueInt(1) 2. Click Properties. 3. Create Property from form 4.Type Global Variable: MyCustomGlobal 5. Property Name - it will add a P, remove it. 6. Hit Compile - - - - - So what am I missing here? What hoops do I have to jump through in order to achieve the same effect in Skyrim's CK?
  25. I followed a rather nice tutorial about setting up custom companions via global variables. It works great, and you can still travel with one of the vanilla companions because the custom ones don't register with the default system, but one defect to it is that companions created in this way are not able to be healed when they go into bleed-out (no interaction to do so ever appears above the ailing companion). The companion I made also does not utilize his awareness lines (such as when the player is taking on radiation, is in water, has healed Dogmeat, or when the companion himself is in bleed-out and in need of healing and--if I ever get it working--has been successfully healed.) Would I need to create a custom activator of some sort? If I could just get the default healing interaction to pop-up and function with this fellow, then that would be a victory in my book. I love the dialogue I made, but getting him back into the fight is more of a priority right now. Any advice would be much appreciated. :happy:
×
×
  • Create New...