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Everything posted by lyosea
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Making NPC'S get hostile when you fire a weapon
lyosea replied to lyosea's topic in Fallout 4's Creation Kit and Modders
Unfortunately it is too complex for me. It's alright, i'll find some way to get through it. But thanks anyway. -
Making NPC'S get hostile when you fire a weapon
lyosea replied to lyosea's topic in Fallout 4's Creation Kit and Modders
And what do I attached this script to? It said compiled failed when I attached it to the npc refs in the cell. -
I was wondering how I would go about making npcs in an interior hostile if I would to fire any weapon. I have about 10 different interiors in which the player can enter with a lot of npcs in it, but I want to make it so firing your weapon results in a penalty of npcs either being hostile or warning the player to stop firing initially before becoming hostile. I found that if you make a wall or object in the interior an activator, you can make a damage system so then when you hit it, it can call to a quest stage that makes all npcs inside hostile. But to do that would be VERY tedious to convert every static model into an activator. Is this my only solution or am I missing something here?
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Creation Kit Dialogue "Hellos" not working
lyosea replied to lyosea's topic in Fallout 4's Creation Kit and Modders
I figured it out. It was the famous bug where quests don't work at all. Unchecking and rechecking mod fixed it. Sorry for wasting your time. :D- 5 replies
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Creation Kit Dialogue "Hellos" not working
lyosea replied to lyosea's topic in Fallout 4's Creation Kit and Modders
No, there's no base game lines. Just generic stuff I wrote up like. "My why don't you look sexy today." And then I recorded dialogue lines in audacity for each line for each default voice type folder. Such as MaleOld FemaleOld etc- 5 replies
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Creation Kit Dialogue "Hellos" not working
lyosea replied to lyosea's topic in Fallout 4's Creation Kit and Modders
No the lines that I made are completely from scratch, they're not reused lines. I put about 20 npcs(also custom made) in a faction and conditioned the hello topic lines to only be said by npcs in the certain faction.- 5 replies
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Quest Objective Display Troubles
lyosea replied to nightofthecow's topic in Fallout 4's Creation Kit and Modders
One way i've gotten this glitch to work is to uncheck your mod in the mod section of the main menu, go back into your game and save a game without the mod. Close your game completely to desktop. Reopen game,recheck the mod. Close your game again, then reenter and save your game with the mod rechecked. This is known as the "marker bug". It's pretty common when making new quests. -
Yeah like DieFeM said it's a bit gamebreaking less than the Hammer Editor and is good for making towns or houses from premade models and is good if you want to make huge amounts of dialogue for your story/game mod. The way the physics work can be wonky but overall it's more about making a story driven mod then a destructible environment like the hammer editor is good at.
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I've been working on dialogue for my fallout 4 mod and have been trying to get the npcs in my game world to say generic lines of dialogue when you talk to them. The ways to do that is the greeting, hello or idle topic text. I made 20 lines of dialogue and set each dialogue with a condition to only be said by npcs in said faction. That didn't seem to work. I then went in the "quest data" section and put the condition there and deleted the original conditions in the dialogues. That didn't work either. I have no idea why it's not working because I set it up very similar to the main bethesda quest generic dialogues. Here's a picture showing my attempts. https://imgur.com/2WwvDEH https://imgur.com/IM2gndy https://imgur.com/VeEOnU5 And here's the faction that I made for the dialogue https://imgur.com/zIwwkyy I'm pretty much almost finished the mod, just this little thing getting in the way. I should also mention I haven't really made a "location zone" for the townsquare where the npcs roam. I don't know if thaat's important.
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Getting Custom TV Animation to Work Properly
lyosea replied to lyosea's topic in Fallout 4's Creation Kit and Modders
When I said main papyrus I just meant the papyrus box on the quest stages tab. But yeah i'll try and link it to a different form.- 3 replies
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So I've always wanted to make my own texture for the television animation that fallout 4 uses and I simply got it to display pretty good in the creation kit model preview. I simply took the existing atom bomb tv commercial from the first quest, re-textured it with my favorite tv show arthur as a kid, made a copy of the regular tv model, opened that in nifskope, change the file path from the original effects folder to the new one, put the new model through elrich to make sure it was all good, then loaded it up in the creation kit. So far so good. All the animations are the same as the original tv model. I figure it's easy road from here. Also quick note, my custom quest is entitled "MovieTheaterScreenBostonSquareQuest01" But apparently NOPE.JPG. things didn't turn out as planned ð Now from what I understand, to get the tv to display just like in the first quest (MQ101TVStation), you have to use a script used in the quest called MQ101TVStationScript. So I figured okay well it simply uses a alias PlayerTV, so i'll make a alias PlayerTV in my new quest. The MQ101TVStationScript being this: Scriptname MQ101TVStationScript extends Quest ReferenceAlias Property PlayerTV Auto Event OnAnimationEvent(ObjectReference akSource, string asEventName)If akSource == PlayerTV.GetRef() && asEventName == "comEnd"SetStage(5)UnregisterForAnimationEvent(akSource, asEventName)EndIfEndEvent Function PlayWeatherLine01()PlayerTV.GetRef().PlayAnimation("LineWeather")EndFunction Function PlayWeatherLine02()PlayerTV.GetRef().PlayAnimation("LineColdFront")EndFunction Function PlayWeatherLine03()PlayerTV.GetRef().PlayAnimation("LineTemp52")EndFunction Function PlayRantLine01()PlayerTV.GetRef().PlayAnimation("LineOverseas")EndFunction Function PlayRantLine02()PlayerTV.GetRef().PlayAnimation("LineJamboree")EndFunction Function PlayRantLine03()PlayerTV.GetRef().PlayAnimation("LineHellcats")EndFunction Function PlaySportsLine01()PlayerTV.GetRef().PlayAnimation("LineSports")EndFunction Function PlaySportsLine02()PlayerTV.GetRef().PlayAnimation("LineBaseball")EndFunction Function PlaySportsLine03()PlayerTV.GetRef().PlayAnimation("LineSultans")EndFunction Function PlaySportsLine04()PlayerTV.GetRef().PlayAnimation("Line1918")EndFunction Function PlayNewsLine01()PlayerTV.GetRef().PlayAnimation("LineChina")EndFunction Function PlayNewsLine02()PlayerTV.GetRef().PlayAnimation("LineStalemate")EndFunction Function PlayNewsLine03()PlayerTV.GetRef().PlayAnimation("LineDiplomacy")EndFunction Function PlayNukeLine01()PlayerTV.GetRef().PlayAnimation("LineLost")EndFunction Function PlayNukeLine02()PlayerTV.GetRef().PlayAnimation("LineConfirmed")EndFunction Function PlayNukeLine03()PlayerTV.GetRef().PlayAnimation("LineOhGod")EndFunctionAnd after you set the script in the scripts tab you then put this in the main papyrus compiler: ;play commcercial at first, then transition to newskmyquest.RegisterForAnimationEvent(Alias_PlayerTV.GetRef(), "comEnd")Alias_PlayerTV.GetRef().playAnimation ("com") ;disable the radio transmitterAlias_TVStation.GetRef().Disable() Now I got rid oof the last two lines for my quest because I don't need those for my quest. But then I get this error in the main quest compiler... Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "Fragments:Quests:QF_MovieTheaterScreenBostonS_01200B3E"...C:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(7,0): variable kmyquest is undefinedC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(7,35): variable Alias_PlayerTV is undefinedC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(7,50): none is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(7,9): none is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(8,0): variable Alias_PlayerTV is undefinedC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(8,15): none is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(8,24): void is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(17,0): variable kmyquest is undefinedC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(17,35): variable Alias_PlayerTV is undefinedC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(17,50): none is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(17,9): none is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(18,0): variable Alias_PlayerTV is undefinedC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(18,15): none is not a known user-defined script typeC:\Users\Lyosea\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MovieTheaterScreenBostonS_01200B3E.psc(18,24): void is not a known user-defined script typeNo output generated for Fragments:Quests:QF_MovieTheaterScreenBostonS_01200B3E, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on Fragments:Quests:QF_MovieTheaterScreenBostonS_01200B3E I am at a total loss on what to do. Are the animations for the model somehow tied too the main quest?
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So I got this to work with making a model in blender, then exporting the model as a fbx, importing the fbx into 3DSMAX 2013 then following this video ---> https://www.youtube.com/watch?v=-SssqMofI_Y&t=254s on how to export the model properly from 3dsmax 2013. Then put the model through the program elrich in the tools folder in the fallout directory, then open the processed file from elrich into nifskope and finally texturing the model.
- 14 replies
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It does not work with 2018 as far as I know. The NIF plugin only works with 2013 (and maybe 2014 ...? Not sure ...). This is the tutorial that I used to get started with custom static stuff: Is there any possible way you could give me a copy of 3dsmax or tell me anyway to get it? I've been looking for hours to find a copy of 2013 or 2014.
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So I just got 3dsmax 2018 and was wondering before I export the file I wanted do I need to use nifskope at all or can I export it right to the fallout 4 folder.
- 14 replies
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I should also say that if I load the mesh at all in creation kit it crashes whether it's a static or not. But I'll try and see about the poly count being changed and all and checking out 3dsmax if I am able to.
- 14 replies
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Hello lyosea, In Outfit Studio, you need to go to property for the each mesh, and in the "Geometry" tab, you need to uncheck "Sub Index" and "Skinned" for static meshes. When exporting .obj from blender, make sure you set the export setting to Y Forward and Z Up. I just saw your table/chair set, and I think you have too many polygons for the legs for table, donut shape under the table, plate, glass, and cookies. Bethesda may use more detailed meshes for weapons, for example, but those objects are meant to be higher in poly count because of how much screen space they occupy in 1st person view. You might want to try test baking normal maps with lower poly count, and see how low you can go. In any case, I think you should have a look at Bethesda's own assets, because that should tell you what sort of assets the game engine is expecting. Your table/chair thingy has too many pieces. Good luck with your project. :smile: Thank you for your response, I'll try that right away!
- 14 replies
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Well the body slide I used actually was the fallout 4 version. Not sure why I put skyrim. But even when I follow the tutorial of the process from this video https://www.youtube.com/watch?v=Si8XOzvr43k&t=825s it still crashes the creation kit
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So I've been delving into blender lately and created this nice little table with a bowl of cookies and a glass and a chair. I exported it to the skyrim Outfit Studio program then exported the nif into nifskope, added the textures to all surfaces and figured I'm all good and done. Only problem is when I go into creation kit and make a new static then put in the file location the whole creation kit crashes. In nifskope it looks fine apart from the plate and cup looking wonky. I've included a link to view the work i've done to try and see if there's anything I have to add or get rid of. I should say I didn't add a collision though. https://www.dropbox....ir nif.rar?dl=0
- 14 replies
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So I've been delving into blender lately and created this nice little table with a bowl of cookies and a glass and a chair. I exported it to the skyrim Outfit Studio program then exported the nif into nifskope, added the textures to all surfaces and figured I'm all good and done. Only problem is when I go into creation kit and make a new static then put in the file location the whole creation kit crashes. In nifskope it looks fine apart from the plate and cup looking wonky. I've included a link to view the work i've done to try and see if there's anything I have to add or get rid of. I should say I didn't add a collision though. https://www.dropbox.com/s/8n1ywy1l39vjolz/custom%20table%20and%20chair%20nif.rar?dl=0
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So I've been trying hard to make a vendor that will sell items to the player from both the chest and the items on the counter in which the npc stands near. In skyrim for example belethor the merchant in whiterun has items available on his counter that if you take them without buying you steal them, and if you buy the item through belethors inventory then the item will disappear and put in the players inventory as if he actually bought it. I figured out if in the fallout 4 creation kit in the vendor tab if you check "Buy and Sell everything not in list" then the player can buy stuff around the vendor. But to do this the vendor has to have the items set to the vendors faction or belong to the cell owners for it to be marked as steal when glancing over it. But my problem is that even when you buy the item through the vendor the game still counts it as stealing and then has the vendor attack the player. Is there something I'm missing or was this only a thing possible in skyrim?
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I've been really getting pissed off with this since there's no videos on how to do this on youtube. I have this npc who you meet in the wilderness and I want him after you say a piece of dialogue for him to start attacking you. A lot of people on different fourms say to make the npc a different faction or to set the npc to attack you but I just don't know the script or where to put the script at? Please help! http://i.imgur.com/v3bvyWa.png So when I put the right code, does it go here http://i.imgur.com/RhurAZm.png OR HERE.....
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