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markprice4675

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  1. Easiest way to find a solution would be to load up pre existing settlers In the creation kit and check what packages, keywords and scripts they have and add them one at a time to the robots until you find one (or combination) that works, might be easier to add all of them and take them away one at a time instead lol. Sorry can't help further or if you have already tried this, but hope it helps.
  2. Make sure the area is navmeshed properly, if it isn't the npcs cant navigate to the settlement and will refuse to go even if they 'say' they will lol. Pay perticular attention to the edges of the cell, they must be linked (green bar) to the cell next to it. I had similar problem and this fix it so hopefully will help you.
  3. There is a crashed vertibird north east of sanctuary near the satalite tower Hope this helps.
  4. anyone know if its possible to set a cell to have a certain weather type say fog or mist constantly, so that if the player travels to that cell it will always be that set weather type. thanks in advance
  5. Does anyone know of any tutorials or how to make NPCs use jetpacks, I know you cant just tell them to use them but is it possible to script them to run to a marker, jump from that marker to another marker? Seems like it 'could' be possible. Thanks in advance
  6. never mind I have figured it out, for anyone interested in the same thing; when editing your quest, go to the scripts tab and add: REScript Inside this script you can add your Reference Collection Aliases (NPCs that need to be dead to start next stage) Then under the DeadCountGroup set how many RefColAliases there are and how many of the RefColAlias have to die (i.e. all of them) and specify the stage you want to start once this is complete. Hope this helps anyone else in the same predicament.
  7. Greetings all, I would like to ask if anyone has any experience setting stages in quests, I want a stage to begin once all actors from a Referance collection alias have been killed, The actors will cross over multiple cells. Bascially i think it should look something like this if *RefCollAlias*.AllDead() *Quest*Setstage(50) With the kyquest set to the quest where the alias npcs are. I know its not as simple as that but that's basically what I'm trying to achieve. Any help or information would be greatly appreciated, I have my mod working perfectly apart from this part and it would be the last piece of the puzzle. Faceless Wastelander
  8. never mind zilav pointed me in the right direction! for anyone else interested everything you need to know can be found at : http://www.creationkit.com/Category:Radiant_Story
  9. Is there any documentation on what causes a quest/node to start? doesn't matter which XXX.edit.exe it is as I'm just trying to get a general feel for how to create them. a few things confusing me at the moment with FO4.Edit (I know its pre alpha but cant help playing around with it lol) 1. Story manager quest/branch/event nodes - what activates these? is it their parent or condition or a mixture of the two? 2. The whole PNAM parent / SNAM Child ? what exactly does than mean - what does PNAM parent signify? what does SNAM child signify? - does PNAM mean it requires the parent node to be complete before it will activate this node? Does SNAM Child mean once the current conditions have been met it will activate the SNAM Child? 3. The complete Quest structure - Does it start with Quest node? Branch Node? Event Node? then once the nodes have been activated (Conditions met) do the nodes then activate the actual quest? Sorry if this is all complete nonsense but if you do know how all this works and comes together please let me know, it would be greatly appreciated.​
  10. and we have a winner ;) so you need to give them Preston's combat style CSPreston - 000add7f the NPCs will still pick up random weapons however they will not use them just store in their inventory, win win I think lol I will put down some containers with weapons in next to the mercenaries and spawn some bad guys to see if they are tempted. I will also compare prestons combat style with others to see why he uses the weapon you have gave him. at least now we know :)
  11. yeah ive been doing some comparisons with Preston and NPCs, Preston will not use any guns he picks up from the ground, he still does pick up weapons but he will not use them. so I'm going to test out his combat style and place it on one of my mercenaries to see if it makes a difference.
  12. thats a good point, but thinking about it do any of the companions randomly pick up other weapons? if not that may be the answer, they must have some sort of package or keyword that tells them to use the weapon you have gave them..
  13. does paladin danse at any point randomly pick up weapons?
  14. hmm interesting I am digging into that now, I know mama murphy doesnt pick up weapons but also doesnt fight maybe she can show us showing that we are missing...
  15. Greetings. Does anyone know if there is a keyword or editable line in FO4.Edit to stop settlers picking up random weapons from the ground, I am developing my mercenary plugin for the settlement raiding mod and I want them to use the weapons I have selected, however when they kill an NPC if they think that weapon is better than their own they will just pick it up and use that one instead, which is killing my mercenary classes lol Link to mod: http://www.nexusmods.com/fallout4/mods/2995/? If I figure it out on my own I will report it back here :)​
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