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saintgrimm92

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Everything posted by saintgrimm92

  1. So in the past, I did a quest that had 2 NPCs to be killed in a quest. I setup 2 stages for completion. When one was killed, the script checked ondeath, if the other NPC was dead. If it was, it moved it to the complete stage. If the other NPC was still alive, it moved it to a stage that targeted only that NPC (removing the compass arrows from the dead NPC). Now I'm trying to do this on a much larger scale. I need the player to completely clear out a dungeon, and that's just too many variables. The only way I know how to remove the arrow pointing toward an NPC in a quest to move to another stage, as I explained I did in the past above. So, if I were to do it that way, Every NPC in the dungeon would have their own stage to set, and I'd have to do combos. If this NPC + this NPC is dead, set stage to #, BUT if this NPC and THAT NPC is dead, but THIS NPC is still alive, then set stage to diff#. So instead of doing ALL THAT, I'm wondering if someone could walk me through how numbered NPC's are done in quests? For example, every time one of the NPC's is killed, the objective updates with "1/15 snakes killed", "2/15 snakes killed", "3/15 snakes killed", etc etc. I'm already assuming I'll need this, this is just generic babble so I don't need to actually think right now. Event OnDeath (blah blah blah) if killer = playerref Int +1 EndEvent But I'm not sure how to plug that into the quest.... If int == 1 setstage 20 end if, if int ==2 setstage 30, is that all I really need? How do I remove the compass arrow from pointing at the dead NPC since I have no way of knowing which alias is killed to set the stage up one, since it could be any of them?
  2. I've never really worked with animations so this will be new territory for me. I've got an NPC that I want to use custom attack animations that I've gotten permissions to use. Would someone mind explaining how I can link up only the one NPC to use those animations? I assume it will require a custom race, but beyond that, I'm not even sure where to start. EDIT: If it's something complicated like making a new skeleton and adding anims to it manually, I don't think it's really worth it for one NPC in the mod and probably won't bother. But if it's something simple, where I can just change his animations in the CK, I'm all for it.
  3. Thanks! I'll have a look at the script and see if it's more work than I want to do for 1 mannequin or not lol Never actually looked at the mannequin script before.
  4. I'm working on a mod that adds a new world space and new quests, lots of stuff. A player home is included. I'm currently building the display hall of the player home and had an idea to put a mannequin on a throne. They're just actors so I know I can make the mannequin sit on the throne, but can I keep it's functionality as a mannequin if I do so? Will it remain frozen on the throne, or would it move as an NPC typically moves while sitting? Thought I'd ask before I get to that part so I don't waste a bunch of time if it's not possible.
  5. Sorry to necro a thread, but I thought instead of making a new one, I can build off of this one. Some possible answer's for the last post about the xp13 skeleton: Details on my exact issue: Rambling on about my theory of what's wrong and describing some things I was going to try: THE SOLUTION: EDIT3: I did some more back-tracking through saves and made a discovery. I was WRONG about Esbern being the cause. After leaving the Thalmor Embassy, Serana had already lost the ability to talk to her and I simply hadn't noticed... With more playing, I've discovered the cause of her losing the ability to talk to me was entering the Thalmor Embassy with her as a follower. I've found enough like this to pinpoint a likely cause. My current theory is that having a follower mod, such as UFO, then entering a location where followers cannot go with you (such as 'Diplomatic Immunity' the thalmor embassy quest) bugs out followers and can cause them to no longer have the option to talk to them. I dismissed all followers before entering the embassy and was able to recruit them back afterwards, then I was able to go to esbern with Serana as a follower without the quest bugging out; so in the end, UFO was in fact the cause, but uninstalling it and cleaning the scripts had no effect because the followers and Esbern were already broken in the save I cleaned (seems they were most likely broken from the moment I entered the embassy). To be doubly sure of my theory, I loaded a save right before entering the embassy, kept followers and found Serana was missing the 'E to talk' option the very moment I got out of the embassy. I loaded the exact same save, sent all followers home, then went straight to her after I left the embassy and was able to recruit her and continue the game without issue. I'm blaming UFO here, but as a Playstation user had the same problem with esbern, it could be a possible vanilla bug. To be safe, it might be best to dismiss followers before entering the embassy (or similar no follower locations), regardless of what mods you're using.
  6. Been a few months since anyone replied to this, but I thought I'd add my own experience to possibly help others out a bit. I read further up that ragdoll force can cause this issue. I was going to uninstall it just to get into the game, then thought about all the mods that depend on it, so decided to take a look at my load order before I bothered uninstalling. Somehow, all the ESPs from the ragdoll mod were activated! I just unticked all except "realistic" and it fixed it :) Hope that helps others with the issue.
  7. bump - c'mon... This mod's been out and crashing games for days now! The guide I read was on the nexus wiki.... And with all the armor mods on here, SOMEONE has to know where it gave bad info, or at least what I've done wrong to cause this problem....
  8. bump.... anyone? This mod was published before the problem was found... So people are kinda waiting for a fix.
  9. I happened to think, it might be caused by their masks. When shot in the head and it blows their head off, the mask remains in place with the body. I'll try testing without masks and update this message within the next hour or so. EDIT: some NPC's removing the mask from their outfit fixed the CTD, on some NPC's it did not. If people are for sure this is a segment/partition issue, can anyone link me to a tutorial for creating them? The "Creating an Armor for Fallout 4" guide on the nexus wiki is the guide I used for setting up Fallout 4 Armor.... Said to manually fill out segments with the unknown short and the triangle count and told me what to look at to get the numbers I needed to manually enter in. Obviously that's not correct (if the issue IS segments) so I need a tutorial that does it the right way if anyone has one on hand! This is the armor worn by an NPC whose only crashing when this specific piece of armor is equipped by them. The first 3 segments are all Identical to the top one in this screen, which is the 3rd one down, the last one is the 4th and only one with triangle count
  10. I set them up like every other modded armor I've got downloaded. I used 4 or 5 different ones to make sure everything was right. All of them were set up the same. 4 and 4 for segments, all 4 were 0 (except the unknown short and the final segment's triangle count also has the full piece's triangle #. Is there another way I should do it?
  11. This is only my mod + pipboy flashlight from the start. Pretty sure it's something wrong with the armor I made. But I'm not sure what aspect... something in nifskope, or blender maybe? That's just my assumption though... It only crashes when they're wearing the armor I made. if I switch their outfits there is no crash in VATS. And the ONLY time it crashes is in VATS. no other random crashing (at least not for me, and none reported yet)
  12. Last night I released Huntsville, a Halloween which you can find here: Huntsville I've made a handful of new outfits/clothing for the NPC's to use, and the issue was missed during testing, as I never use VATS when I'm playing and just didn't think to try it out, but when any NPC that's wearing one of my custom outfits is targeted in VATS, it causes an instant CTD. Can anyone tell me what might be causing this so I can try to fix it?
  13. In skyrim it was possible to take over a player by putting something like this in a quest fragment: game.getplayer().disableplayercontrols() scene.start() In the scene, simple AI packages would control the player's movements/actions. In fallout 4 ck, disableplayercontrols is not a function and "setrestrained" has to be used instead. The scene starts, but the player never does the aipackages that are set for them to do, eventually causing the scene to freeze waiting for a package to finish and the quest gets stuck. So, is there a way to do this in fallout 4? If so can someone explain how? Currently the player is supposed to play 3 AI packages - walk over to the npc, aim weapon at npc, and after some dialogue, shoot the npc. However, when it's time for the first ai package to play, the scene just stops and the player is never forced to do anything. The results are the same without restraining the player and letting them move freely.
  14. I've got a horror-rock themed radio for the horror/halloween mod I'm working on. The radio station itself works, the songs work, but the voice does not. They're made the same way as the songs - stereo, 16bit pcm wav files, set as stereo_SOM in the ck. (they're literally set up like 5 - 15 second songs) Opening the sound descriptors in the ck and clicking the play button also plays them fine, but in-game it just skips them and goes to the next song. Any help is appreciated.... But I didn't spend the past 18 hours recording these just to cut them either... So "only use the music" isn't an option. EDIT: So I could test easier after edits, I made a completely new "test" radio station that plays nothing but the voice files. They just play.... The real radio station skips them, but the test radio station which is nothing but them plays them just fine.... Edit 2: Here's some screenshots for comparison. Action 1 is the same in both, it's an audio file of my voice (does not play on first one, does play on second). Action 2 on full radio is the first song, action 2 on the voice only is the same as action 3 on the full. Full Radio Station Quest (skips voice audio files) Voice only radio station (plays voice audio files) Action 1 (both quests use the same sound for action 1)
  15. EDIT: Figured it out... Never would have thought to try it, but just started trying random similar things and, for anyone else looking for the info, Event OnEquipped believe it or not. I've got a misc item that's meant to be a teleporter, when the player uses the item, a menu pops up and allows the player to choose a teleport destination. However, I can't seem to find an event to use. I tried onactivate() and with amateur level scripting knowledge, I couldn't think of anything else. Here's my current script, which never fires. Is there a different Event I can use to detect when the player activates the item from their inventory? Scriptname AATeleporterScript extends ObjectReference Const Message Property OptionMenu Auto Const ObjectReference Property myareaTele Auto Const ObjectReference Property SancTele Auto Const Explosion Property TeleExplosion Auto Const Event OnActivate(ObjectReference akActionRef) if akactionref == game.getplayer() Menu() endif endevent Function Menu(Int aiButton = 0) Int iButton = OptionMenu.Show() If iButton == 0 game.getplayer().placeatme(teleexplosion) game.getplayer().moveto(SancTele) game.getplayer().placeatme(teleexplosion) ElseIf iButton == 1 game.getplayer().placeatme(teleexplosion) game.getplayer().moveto(myareaTele) game.getplayer().placeatme(teleexplosion) ElseIf iButton == 2 Debug.Notification("Teleport Canceled") EndIf Endfunction
  16. Bump.... Still need help... I read up on coplanars, didn't fully understand most of what I read, but found that in 3ds max, to edit something or another to do with coplanar's I should set the planar threshhold to 1. So just to see what might happen, I set it to 0 (it was 45), the jeans no longer flash! However... The belt does still flash and I can't set it to 0... because it was already 0 when I imported it into 3ds. It also makes the model look a little strange in a few spots with it set to 0. It looks fine in-game, but in the ck and nifskope, it has dark spots like normals or faces are facing the wrong direction (but I don't mind as long as it looks fine in-game and works correctly). Something else I tried: - Make a duplicate of the mesh/meshes in 3dsmax, delete the skin modifier and partition equivalent in fo4 if any. - Reset X-form and move the pivot to world center. - Recreate the skin via skinwrap on the old mesh and manual fixes if needed. - Apply partitions if any - Export. But the flashing still continues... EDIT: Nothing I've used to open models from the directory shows txt files so I didn't know there was one... Didn't even know that fallout 4's CK added text files.... but anyway, all of the flashing models have a .txt file in their folder called "EditorWarnings.txt" and the only thing in those txt files are the same line over and over and over, this is the line from the clown mask: Bad model bound from skin instance on 'MaskHair'. So at least now I know its a skin issue... But can anyone give more info? Do I simply need to re-weigh the flashing armors? or is there more to it? I'll continue trying things, but would really appreciate some help, tomorrow's october first.... This is kind of a time sensitive issue so sooner help will be appreciated more than later help!
  17. I'm sorry what? lol. I don't even know how to say that word... Is this something in nifskope or?
  18. I want to avoid sharing pics unless it's required, I'm trying to keep this mod under wraps the best that I can and also trying REALLY hard to get it finished before halloween as it is a horror themed mod. I've got 3 outfits that are all flashing in-game and in the creation kit they disappear depending on the camera zoom. For example, One outfit has jeans, when I zoom in on the armor addon window, the jeans disappear. Another is a mask, the default camera angle doesn't show the hair on the mask, but when i zoom out, the hair appears and zooming back in, ofc makes it disappear. I will show the mask for reference, as it's widely used by low-level NPC's in the mod. zoomed out: default zoom: It is ONLY the parts that disappear in the creation kit that flash in-game. (So only the clown's hair flashes, not the entire mask, same for the before mentioned jeans, rest of the outfit is perfect, but the jeans flash in-game) I'll explain my process for creating the item and getting it into the creation kit in case that could be an issue, though I followed the nexus wiki guide very closely. 1 - Import model into 3ds as fallout 4 2 - export as fallout 3 3 - import into blender, edit, weigh, etc 4 - export as fallout 3 (same settings as skyrim) 5 - import the ORIGINAL fallout 4 model into 3ds, delete the model, keep the skeleton. 6 - import the edited fallout 3 model into 3ds WITHOUT the skeleton. 7 - export as fallout 4. now, in nifskope: 1 - Open the original fallout 4 mesh in 1 window, the new edited fallout 4 mesh in another. 2 - rename the new mesh's NiNode to the same thing as the original, delete the bsshading w/e's. 3 - copy/paste the bssubindextrishape's from the new mesh into the original mesh. 4 - change numbers (vf5, unknown short, etc) 6 - change segments A and B both to 4, first 3 segments all 0 except the unknown short, which is 4294967295. The 4th/final segment has same unknown short, but also triangle count = "Num Triangles2" from right before the segments. I've used the same process on a number of armors, but only 3 of them have this issue. All the armors seem to have the right segments, right numbers for vf5 and all that stuff, the BGSM doesn't make other models invisible/flash so I don't think it's an issue with that... But I can't pinpoint the exact cause of the issue... Halloween is fast approaching and I'm running out of time to get this mod finished, and the 2 outfits flashing (not including the mask) are worn by very important characters in the mod, so it's not something I can just leave out. So please, if anyone can offer advice on what might cause this issue, let me know how to fix it asap! Any help is highly appreciated!!
  19. Last message was getting long, and I know most people only look for answers in the first few lines of a post... So... I fixed it. Instead of using Material Editor I found "Gibbed Tools" here on the nexus and it sounded familiar (like it might be what I used for my institute retex) and it's not nearly "as nice"... it converts bgsm into json, which I edit with notepad and put in the texture paths and change back to bgsm file. While Material Editor seems to simply not work for me, Gibbed Tools does work. Just showing that it works now - Notice diffuse is gone from texture set, but hood is still textured.
  20. the remapping is on because it was just something I tried at once it wasn't working without it. No spaces. Could it be the material editor? I've got the 1.5 version from the github link on the material editor mod page. I tried downloading from the mod's "files", but tried the one from the link when I couldn't get it to work, but both gave the same results... I can't seem to get the material editor that came with creation kit to work, nor find a guide on how to make it work/set it up. Everyone asking how to seems to just be told to use the one from the nexus. Before the CK even came out, I made a retexture of the synth stuff. Wish I could remember how I did that, as far as I know it's still working lol EDIT: I know for sure the problem is the BGSM itself, as everything else works in nifskope, and I've tried just using my BGSM on the vanilla item with the same result. EDIT 2 - pictures: This is the vanilla (or rather dlc) item with my diffuse in the texture set AND my bgsm. And here is the same model, with just my diffuse removed to show that it's the bgsm that's not working: I also considered it could be an issue with my edited mesh (I removed the bandana face mask) but at once it's not working on the original either, it HAS to be the bgsm file.
  21. I've followed guide after guide to the letter, spent hours and hours on 1 single mesh, and I just can't get the texture to work. I thought I'd start out modding FO4 by making some gear out of recycled vanilla and dlc pieces, this is what my BGSM file currently looks like, it's just the trapper hood from far harbor with my retextured diffuse map, everything else is left how it was by default: Here's the NIF file: and the texture property (also unchanged from the original, except for my diffuse) It works here, to test if it was the BGSM or not, I removed the diffuse from the texture set and the nif went white in nifskope: So at once the first obvious question is "is the bgsm in the right spot", here's the file path for that (reaperhood and reaperhood01 are pretty much the same thing, just made a 2nd one in case the CK wasn't updating like the skyrim ck): Anyone able to offer advice? EDIT CK view: And in-game (as you can see, mask.bgsm doesn't work either):
  22. relationship rank similar to affinity? I tried resetting affinity and also setting it to 1000. but at this point I've discovered that there's such a thing as blue print mods now and the save I reverted to has nicer settlements than the ones I didn't want to lose on the original save lol. Also you can do the mainquest without preston. Just go to diamond city as if preston sent you there and you'll still meet piper outside and continue the story from that point. If you remember where you meet Nick, you can actually go there, save him and start the main quest from that point. I imagine you can start it from just about anywhere before things get too questy... I can't say for sure, Nick's the furthest I've ever started, but I'd guess that the latest part you can start at is finding Mercer.
  23. It doesn't effect raider quests. I just wanted sanctuary as a raider outpost. As long as you haven't already claimed a settlement for the raiders in the commonwealth (you can claim all 5 nuka world territories though), it's not too late. The save I reloaded to was on the quest to do so, and I went and did the crap for preston and sent everyone away.
  24. I know double posting is frowned upon, but that last message was getting long. None of that worked. I could be missing one of the quests, even though I just did the quests on an old save, I had to google their names and may of just missed one or something, but I don't think so... Using console to complete, I was unable to move preston out of sanctuary in build mode. And his dialogue was the same ("kill the raiders!"), so I was unable to move him with dialogue as well. I set him and sturges and mama murphy to non-essential, killed all 5 people, moved codsworth to a different settlement and was still unable to raid sanctuary. You would really think they'd give some kind of warning... They do on the other factions don't they? It's been quite awhile, but I think I remember a pop-up telling me if I continued that specific quest for the institute, I would no longer be able to do quests for the brotherhood. A nice little pop up saying "If you continue this quest, not only will you not be able to do quests for the minutemen, but you won't be able to raid them either" would of been exactly what we needed. Wasted more time building settlements for that save than I usually even spend on a game period. Then again, at the time I was led to believe if I just left him in concord, it wouldn't stop me from raiding sanc, so I probably would of ignored the pop-up anyway. >.>
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