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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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Nvidia already showed us that they don't know a thing about modding. I am about 90% sure that the Nvidia support will be the winner teaching THEM what to do...
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Oh man, I just had multiple orgasms just by watching the tutorial series. + Completely customizable UI layout+ Scale objects on all three axis+ Place textures by dragging and dropping a material on to an object+ 3D thumbnails in content browser+ Open object folder in content browser from details tab+ ... I guess now I can't use the CK anymore...
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The Alien Assault rifle would also break the rules, because the mod already won the first price in the Xbox contest. Edit: Link to xbox contest results: https://twitter.com/Xbox/status/736248403647025152
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These rules? https://contests.nvidia.com/en-gb/fallout4modcontest/terms
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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...