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Everything posted by DarthWayne
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We're Hiring: UI Designer/Front End Developer Position
DarthWayne replied to Dark0ne's topic in Site Updates
In response to post #52405048. #52405938 is also a reply to the same post. To bad, but I can totally understand you on this. I hope you find someone suitable for the job! Anyway if you still need a UI guy next summer, maybe I will be available full time and in office then. -
We're Hiring: UI Designer/Front End Developer Position
DarthWayne replied to Dark0ne's topic in Site Updates
This isn't possible as a part time remote job, is it? I am currently making my bachelor in CS in Germany and definitely want to finish it before moving to another country. But I love creating nice looking UIs and would be interested to contribute to this remotely in my freetime. -
Endorsement = Like :P
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"Failed to initialize renderer" after a clean install
DarthWayne replied to stebbinsd's topic in Skyrim's Skyrim LE
I always get that error if I switch from external monitor to my leptop display, which has a smaller resolution. Make sure your monitor supports the solution you selected. -
Hmm ok... So the spikes also move independently from the main block? Like moving in and out of the block while the whole thing is moving, so you have to catch the right moment to jump on them without getting perforated? Guess I would still try to do it in two blueprints. One that only makes the block move and one that makes the spikes move relatively. Then you just attach your spike trap(s) to the moving block blueprint in editor. That way you could also use the spikes as a separate trap that comes out of the (static) ground. Or I am just retarded and don't understand what you want to do (probably this). However looks like an interesting game you are putting together.
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Make it bun 'dem - Flamer sound mod
DarthWayne replied to Lieghtmark's topic in Fallout 4's Mod Ideas
You are not allowed to use copyrighted music in a mod you want to upload. If you want such a mod you will have to do it yourself. -
Might be a better idea to get the workshop refs directly from the WorkshopParentScript. That way you get all workshops, no matter if they are vanilla or added by a DLC or mod. Every workshop that is initialized properly should be added to the Workshops array in WorkshopParentScript. Here is an untested example: WorkshopParentScript property WorkshopParent auto const WorkshopScript[] OwnedWorkshops WorkshopScript[] Function getOwnedWorkshops() if (!OwnedWorkshops) OwnedWorkshops = new WorkshopScript[30] int i = 0 While (i < WorkshopParent.Workshops.length) if (WorkshopParent.Workshops[i].OwnedByPlayer) OwnedWorkshops.add(WorkshopParent.Workshops[i]) endif i += 1 EndWhile return OwnedWorkshops EndFunction
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Adding a custom menu to the construction system.
DarthWayne replied to Rebsy's topic in Fallout 4's Creation Kit and Modders
Yeah, I see where you are coming from. I usually use the new remote events in such cases. Scriptname MyScript Extends Quest Event OnQuestInit() RegisterForRemoteEvent(Game.getPlayer(), "OnPlayerLoadGame") EndEvent Event Actor.OnPlayerLoadGame(Actor trigby) ;do something EndEvent -
Adding a custom menu to the construction system.
DarthWayne replied to Rebsy's topic in Fallout 4's Creation Kit and Modders
@DDP what do you need that alias for? The quest script has a OnQuestInit event ;-) Here is a tutorial how to do it: http://www.nexusmods.com/fallout4/mods/12192/? Note that mods that change the workshop menu like this cause trouble when uninstalling. -
A book needs to extend ObjectReference and use the OnRead event. Check the script OnReadAddToMap. Note: If you want to use an alias your script has to extend ReferenceAlias instead of ObjectReference.
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Well you can use books (books, letters, holotapes) in the misc menu, but that's all I think... If you use a consumable item (don't know the CK name right now) you can attach a magic effect on it. That magic effect can have a script that extends "ActiveMagicEffect" and executes when you use the item. The event you want to use is "OnEffectStart". It would look somehow like this: scriptname ExampleScript extends ActiveMagicEffect Message property WrongCellMessage auto const Cell property TheCell auto const Potion property TheConsumableItem auto const ;The base item that is used, not sure if Potion is the right script Event OnEffectStart(Actor akTarget, Actor akCaster) if (Game.getPlayer().getParentCell() == TheCell) ;do something else ;show the message WrongCellMessage.show() ;give a new item back to the player as the item could not be used Game.getPlayer().addItem(TheConsumableItem) endif EndEvent This is just a quick example. I have not tested it (maybe it won't even compile :D). But this were you could start. Obviously you have to learn a bit scripting for this. For scripting help check the tutorials here: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus
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You can also attach a script to your consumable item that detects if the player is in the correct cell. If not it displays a message box "You can't use this item here" and adds it back to the inventory. If you have to versions of your item (misc and consumable) it might confuse players.
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Whats wrong with that? It's just a tutorial to use assets of other installed mods without adding a static dependency to them. Like for example you make a cheat mod that lets you spawn weapons. Then a script detects that you also have a mod installed that adds a cool new assault rifle. Now you can dynamically spawn this weapon of the other mod without a dependency to that mod and without having to include that mod or its assets into your upload. It is possible to detect if your mod is running on console or on pc. However it requires a bit of thinking as the Debug script is not available on console.
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(CK) How can I teleport via a non-teleport object?
DarthWayne replied to Noorac's topic in Fallout 4's Discussion
Have you tried creating a new door object that points to the mesh of your cart? Then you can use it as real load door without animation. Other possibility would be scripting. That way you could also script a few meters of moving with the player on top of the cart. -
I wonder how fast they would be if someone would upload their own DLCs to Bethesda.aids...
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Should I be using ba2s instead of loose files?
DarthWayne replied to mm137's topic in Fallout 4's Creation Kit and Modders
The only issue I have is that the game uses the script in the archive over the script in the files. Can cause confusion when you edits don't have an effect :D -
Should I be using ba2s instead of loose files?
DarthWayne replied to mm137's topic in Fallout 4's Creation Kit and Modders
I pack all my mods and all mods I download, if they aren't already. Simply because it is easier to manage. -
Make Home Plate Available for Trade and Companions
DarthWayne replied to MasterTouchstone's topic in Fallout 4's Mod Ideas
Ahm nope. You create a new script (.psc) in your Scripts/Source/User folder and compile it in CK. This will create the .pex file. Now you create a quest, set it to start game enabled, which will run it once the first time you load your plugin. Give it a name and save. Then open it again, go to the scripts tab and add the script you just created. Fill the properties and test it. Scripting tutorials: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus- 14 replies
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- player home
- trade
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Make Home Plate Available for Trade and Companions
DarthWayne replied to MasterTouchstone's topic in Fallout 4's Mod Ideas
Simple: 1. Replace the workbench in homeplate with the WorkshopWorkbenchExterior (you could also edit the WorkshopWorkbenchInterior and add the exterior keyword, but I recommend not to edit the base object). This will enable you to build all the objects that are not visible by default. 2. Create a small script that creates a supplyline with Sanctuary or whatever settlement you want. Here is an example for a quest that runs once on startup and would create a supplyline (not tested): scriptname HomePlateConnectorScript extends Quest WorkshopParentScript property WorkshopParent auto const Location property HomePlateLocation auto const Location property ConnectedSettlement auto const Event OnQuestInit() createSupplyLine() EndEvent Function createSupplyLine() if (!HomePlateLocation.isLinkedLocation(ConnectedSettlement, WorkshopParent.WorkshopCaravanKeyword)) HomePlateLocation.addLinkedLocation(ConnectedSettlement, WorkshopParent.WorkshopCaravanKeyword) endif EndFunction Alternatively to 2 you can also change the linked workshop container in the LinkedRef tab to the workbench of your favorite settlement. Then both would share the exact same resources. Happy modding!- 14 replies
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- player home
- trade
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So you got it working now? Anyway a search radius of 100 is already pretty huge. I would start with 4 or 8 and then slowly go bigger if it is to small. Basically the sin and cos calculation works like this: First you calculate the coords in 1 unit distance with the given angle. Then you multiply the result with the distance you want. Usually 256, as this is the size most (if not all) snapping workshop objects have. Now you have the position relative to your base object and have to add the coords, so you get the global position.