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Everything posted by Deleted3507349User
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If you're gonna have Daleks you're gonna need Cybermen as well.
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REQUEST: Radiant Quests
Deleted3507349User replied to sansuni's topic in Fallout 4's Creation Kit and Modders
Food+water=defense is a good starting point. Double defense is better still (although you will still get the occasional settlement attack), to quote Moses Pendergrast "Always some dumb ************ trying to ice-skate uphill." -
REQUEST: Radiant Quests
Deleted3507349User replied to sansuni's topic in Fallout 4's Creation Kit and Modders
Actually, the way the settlement system is now the higher your defenses are the less chance a settlement has of getting attacked (allegedly, anyway). My Configurable Gameplay Overhaul mod has options for changing the maximum quests you can have at any one time and changing the chance that you'll actually get a quest to begin with. Not completely what you're asking for, I know. I am in the process of sorting out ideas for making the quest assignments 'smarter', but it takes a while for me. -
Lessons learned: Aggro NPC behavior
Deleted3507349User replied to seekingthesun's topic in Fallout 4's Discussion
Ah yes, fun with factions... -
Constant Radiant quests in Sanctuary.
Deleted3507349User replied to CaarosKingOfChaos's topic in Fallout 4's Discussion
I just uploaded a completely new mod that includes my Minutemen Quest Relief as an option - plus it's settings (max quests, chance-to-get) are adjustable in-game! -
I still think they should implement into a new game some features that modders put into past games, and toss said modder some money for the privilege. I'm specifically thinking of the script extender team here. It couldn't be that hard to add the papyrus features from SKSE into the papyrus system of FO4....could it?
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I use a Steam Controller - all the benefits of a controller and the precision of a mouse. No need for VATS and if I miss it's because I suck (and I miss a lot because I suck).
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Abernathy Farm... is it just me or?
Deleted3507349User replied to Aterr's topic in Fallout 4's Discussion
I wonder if Abernathy Farm straddles a cell border? -
How to turn off kill cam? Not the VATS version.
Deleted3507349User replied to Vhearhok's topic in Fallout 4's Discussion
I've a feeling that unless Bethesda makes an update to make them optional there's not going to be a way to disable them without disabling VATS as well. In Skyrim the only way (that I know of) to disable the kill-cam was to put a line 'bDisableVATS=1' or some such in one of the ini files. It seems obvious to me that line would completely disable VATS, which isn't really a good solution. Remember, getting killed because the game insists you look at useless effects is FUN. This is the same reason that certain animations have to go to 3rd person view regardless of settings...gotta look at your hawt bawd don't ya know...just don't ask why your legs are invisible, you don't cast a shadow, and you appear to be nothing more than a disembodied pair of arms in 1st person. -
That's what's confusing me also, since it DID work before I started messing with it. I wonder if Caprica is playing silly buggers.... Again, it compiles without any errors and everything works fine except the AddPerk line in Function ChooseWorkshopPerkRequirements() ScriptName ConfigurableGameOverhaulScript extends ObjectReference ;-- Properties -------------------------------------- ActorValue Property Strength Auto ActorValue Property Perception Auto ActorValue Property Endurance Auto ActorValue Property Charisma Auto ActorValue Property Intelligence Auto ActorValue Property Agility Auto ActorValue Property Luck Auto Message Property CGOMainOptionsMenuMessage Auto ;bobblehead options, workshop perk options, Minutemen quest options Message Property CGOSPECIALRandomizerMessage Auto ;use Vanilla, use randomizer Message Property YoureSpecialMessage Auto ;vanilla message Message Property CGOSPECIALsRandomizedMessage Auto ;confirmation message Message Property CGODisableBobbleheadsOptionMessage Auto ;disable all, disable SPECIAL, disable none Message Property CGODisableBobbleheadsAllMessage Auto ;confirmation message Message Property CGODisableBobbleheadsSPECIALMessage Auto ;confirmation message Message Property CGODisableBobbleheadsNoneMessage Auto ;confirmation message Message Property CGOWorkshopPerkRequirementsChoice Auto ;choose yes or no Message Property CGOWorkshopPerkRequirementsDisabled Auto ;confirmation message Message Property CGOWorkshopPerkRequirementsEnabled Auto ;confirmation message Message Property CGOMinutemenQuestOptionsMessage Auto ;max quests, quest chance, exit Message Property CGOMinutemenMaxQuestsMessage Auto ;1, 2, 3 (Default), 4, 5, 10, 15, 20, 30 Message Property CGOMinutemenEventChanceMessage Auto ;5%, 10%, 25% (Default), 50%, 75%, 95% GlobalVariable Property CGODisableBobbleheads Auto GlobalVariable Property MinutemenMaxActiveRecruitmentQuests Auto GlobalVariable Property MinutemenRandomEventChance Auto GlobalVariable Property CGOHasBeenRead Auto GlobalVariable Property CGOWorkshopPerkRequirements Auto ;if true, need perks Perk Property LocalLeader1 Auto ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Function OnActivate(ObjectReference akActionRef) YoureSpecialMessage = Game.GetFormFromFile(0x0015E019, "Fallout4.esm") as Message ;this is necessary to add new properties pre-GECK CGOMainOptionsMenuMessage = Game.GetFormFromFile(0x01000832, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGOSPECIALsRandomizedMessage = Game.GetFormFromFile(0x02000801, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGODisableBobbleheadsOptionMessage = Game.GetFormFromFile(0x01000804, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGODisableBobbleheadsAllMessage = Game.GetFormFromFile(0x01000805, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGODisableBobbleheadsSPECIALMessage = Game.GetFormFromFile(0x01000806, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGODisableBobbleheadsNoneMessage = Game.GetFormFromFile(0x01000807, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGODisableBobbleheads = Game.GetFormFromFile(0x02000803, "ConfigurableGameOverhaul.esp") as GlobalVariable ;this is necessary to add new properties pre-GECK CGOWorkshopPerkRequirements = Game.GetFormFromFile(0x01000837, "ConfigurableGameOverhaul.esp") as GlobalVariable ;this is necessary to add new properties pre-GECK CGOWorkshopPerkRequirementsChoice = Game.GetFormFromFile(0x0100082F, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGOWorkshopPerkRequirementsDisabled = Game.GetFormFromFile(0x01000831, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGOWorkshopPerkRequirementsEnabled = Game.GetFormFromFile(0x01000830, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGOMinutemenQuestOptionsMessage = Game.GetFormFromFile(0x02000833, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGOMinutemenMaxQuestsMessage = Game.GetFormFromFile(0x02000834, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK CGOMinutemenEventChanceMessage = Game.GetFormFromFile(0x02000835, "ConfigurableGameOverhaul.esp") as Message ;this is necessary to add new properties pre-GECK MinutemenMaxActiveRecruitmentQuests = Game.GetFormFromFile(0x0023888E, "Fallout4.esm") as GlobalVariable ;this is necessary to add new properties pre-GECK MinutemenRandomEventChance = Game.GetFormFromFile(0x00238B46, "Fallout4.esm") as GlobalVariable ;this is necessary to add new properties pre-GECK LocalLeader1 = Game.GetFormFromFile(0x0004D88D, "Fallout4.esm") as Perk ;this is necessary to add new properties pre-GECK CGOHasBeenRead = Game.GetFormFromFile(0x01000836, "ConfigurableGameOverhaul.esp") as GlobalVariable ;this is necessary to add new properties pre-GECK If ((CGOHasBeenRead.GetValue() < 1) && (Game.GetPlayer().GetLevel() < 2)) Self.ChooseSPECIALSystem() CGOHasBeenRead.SetValue(1) EndIf Self.MainMenu() EndFunction Function ChooseSPECIALSystem() int SPECIALSystemChoice = CGOSPECIALRandomizerMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) If (SPECIALSystemChoice == 0) ;use vanilla system int VanillaSPECIALSystem = YoureSpecialMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) If (VanillaSPECIALSystem == 0) Game.GetPlayer().SetValue(Strength, Game.GetPlayer().GetBaseValue(Strength) + 1) ElseIf (VanillaSPECIALSystem == 1) Game.GetPlayer().SetValue(Perception, Game.GetPlayer().GetBaseValue(Perception) + 1) ElseIf (VanillaSPECIALSystem == 2) Game.GetPlayer().SetValue(Endurance, Game.GetPlayer().GetBaseValue(Endurance) + 1) ElseIf (VanillaSPECIALSystem == 3) Game.GetPlayer().SetValue(Charisma, Game.GetPlayer().GetBaseValue(Charisma) + 1) ElseIf (VanillaSPECIALSystem == 4) Game.GetPlayer().SetValue(Intelligence, Game.GetPlayer().GetBaseValue(Intelligence) + 1) ElseIf (VanillaSPECIALSystem == 5) Game.GetPlayer().SetValue(Agility, Game.GetPlayer().GetBaseValue(Agility) + 1) ElseIf (VanillaSPECIALSystem == 6) Game.GetPlayer().SetValue(Luck, Game.GetPlayer().GetBaseValue(Luck) + 1) EndIf ElseIf (SPECIALSystemChoice == 1) ;use SPECIAL randomizer Game.GetPlayer().SetValue(Strength, Utility.RandomInt(1, 10) as float) Game.GetPlayer().SetValue(Perception, Utility.RandomInt(1, 10) as float) Game.GetPlayer().SetValue(Endurance, Utility.RandomInt(1, 10) as float) Game.GetPlayer().SetValue(Charisma, Utility.RandomInt(1, 10) as float) Game.GetPlayer().SetValue(Intelligence, Utility.RandomInt(1, 10) as float) Game.GetPlayer().SetValue(Agility, Utility.RandomInt(1, 10) as float) Game.GetPlayer().SetValue(Luck, Utility.RandomInt(1, 10) as float) int ButtonPressed = CGOSPECIALsRandomizedMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) EndIf EndFunction Function ChooseBobbleheadsOption() int BobbleheadsOptionChoice = CGODisableBobbleheadsOptionMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) If (BobbleheadsOptionChoice == 0) ;disable ALL bobbleheads CGODisableBobbleheads.SetValue(2) int ButtonPressed = CGODisableBobbleheadsAllMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) ElseIf (BobbleheadsOptionChoice == 1) ;disable SPECIAL bobbleheads ONLY CGODisableBobbleheads.SetValue(1) int ButtonPressed = CGODisableBobbleheadsSPECIALMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) ElseIf (BobbleheadsOptionChoice == 2) ;disable NO bobbleheads CGODisableBobbleheads.SetValue(0) int ButtonPressed = CGODisableBobbleheadsNoneMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) EndIf Self.MainMenu() EndFunction Function ChooseWorkshopPerkRequirements() int workshopperkrequirementschoice = CGOWorkshopPerkRequirementsChoice.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) If (workshopperkrequirementschoice == 0) ;no workshop perks required If (CGOWorkshopPerkRequirements.GetValue() == True) CGOWorkshopPerkRequirements.SetValue(0) If (Game.GetPlayer().HasPerk(LocalLeader1) == False) Game.GetPlayer().AddPerk(LocalLeader1, 1) EndIf EndIf ElseIf (workshopperkrequirementschoice == 1) ;workshop perks required If (CGOWorkshopPerkRequirements.GetValue() == False) CGOWorkshopPerkRequirements.SetValue(1) EndIf EndIf If (CGOWorkshopPerkRequirements.GetValue() == False) int ButtonPressed = CGOWorkshopPerkRequirementsDisabled.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) ElseIf (CGOWorkshopPerkRequirements.GetValue() == True) int ButtonPressed = CGOWorkshopPerkRequirementsEnabled.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) EndIf Self.MainMenu() EndFunction Function ChooseMinutemenQuestOptions() int ButtonPressed = CGOMinutemenQuestOptionsMessage.Show(MinutemenMaxActiveRecruitmentQuests.GetValue(),MinutemenRandomEventChance.GetValue(), 0, 0, 0, 0, 0, 0, 0) If (ButtonPressed == 0) Self.SetMinutemenMaxQuests() ElseIf (ButtonPressed == 1) Self.SetMinutemenQuestChance() EndIf Self.MainMenu() EndFunction Function SetMinutemenMaxQuests() int ButtonPressed = CGOMinutemenMaxQuestsMessage.Show(MinutemenMaxActiveRecruitmentQuests.GetValue(), 0, 0, 0, 0, 0, 0, 0, 0) If (ButtonPressed == 0) MinutemenMaxActiveRecruitmentQuests.SetValue(1) ElseIf (ButtonPressed == 1) MinutemenMaxActiveRecruitmentQuests.SetValue(2) ElseIf (ButtonPressed == 2) MinutemenMaxActiveRecruitmentQuests.SetValue(3) ElseIf (ButtonPressed == 3) MinutemenMaxActiveRecruitmentQuests.SetValue(4) ElseIf (ButtonPressed == 4) MinutemenMaxActiveRecruitmentQuests.SetValue(5) ElseIf (ButtonPressed == 5) MinutemenMaxActiveRecruitmentQuests.SetValue(10) ElseIf (ButtonPressed == 6) MinutemenMaxActiveRecruitmentQuests.SetValue(15) ElseIf (ButtonPressed == 7) MinutemenMaxActiveRecruitmentQuests.SetValue(20) ElseIf (ButtonPressed == 8) MinutemenMaxActiveRecruitmentQuests.SetValue(30) EndIf ; Self.MainMenu() EndFunction Function SetMinutemenQuestChance() int ButtonPressed = CGOMinutemenEventChanceMessage.Show(MinutemenRandomEventChance.GetValue(), 0, 0, 0, 0, 0, 0, 0, 0) If (ButtonPressed == 0) MinutemenRandomEventChance.SetValue(5) ElseIf (ButtonPressed == 1) MinutemenRandomEventChance.SetValue(10) ElseIf (ButtonPressed == 2) MinutemenRandomEventChance.SetValue(25) ElseIf (ButtonPressed == 3) MinutemenRandomEventChance.SetValue(50) ElseIf (ButtonPressed == 4) MinutemenRandomEventChance.SetValue(75) ElseIf (ButtonPressed == 5) MinutemenRandomEventChance.SetValue(95) EndIf ; Self.MainMenu() EndFunction Function MainMenu() int ButtonPressed = CGOMainOptionsMenuMessage.Show(0, 0, 0, 0, 0, 0, 0, 0, 0) If (ButtonPressed == 0) Self.ChooseBobbleheadsOption() ElseIf (ButtonPressed == 1) Self.ChooseWorkshopPerkRequirements() ElseIf (ButtonPressed == 2) Self.ChooseMinutemenQuestOptions() EndIf EndFunction
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So here's an odd issue, the following code in the If block worked just fine. I tried some new stuff in another part of the script and (accidentally) deleted it. When I put it back the script still compiles fine but now it doesn't work any more. I swear, I'm just gonna give up and wait for Beth to finally crap out the CK whenever they've decided it's strained their gut enough.... Perk Property LocalLeader1 Auto ; ; ; LocalLeader1 = Game.GetFormFromFile(0x0004D88D, "Fallout4.esm") as Perk ; ; ; If (Game.GetPlayer().HasPerk(LocalLeader1) == False) Game.GetPlayer().AddPerk(LocalLeader1, 1) EndIf
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Corvega Plant - Terminator Ref?
Deleted3507349User replied to jts456's topic in Fallout 4's Discussion
That's not uncommon, if a bot's legs get damaged enough they'll do that. I haven't yet seen a entry bot do that but I've seen plenty of protectrons and aussaultrons do it. -
This bothers me more than it should -Squirels!
Deleted3507349User replied to aegean77's topic in Fallout 4's Discussion
They can be recreated, though...just can't use the original assets. -
You might take a look at Binoculars and Portable Scopes for Fallout 3. I would imagine it would work the same way.
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Looks like something may still be broken, look at the stats on Perk-Free Workshop Main file = 475 uniques, Homemaker patch = 125 uniques Total uniques displayed at the top = 287 ???
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GlobalVariable Property MinutemenMaxActiveRecruitmentQuests Auto ; MinutemenMaxActiveRecruitmentQuests = Game.GetFormFromFile(0x0023888E, "Fallout4.esm") as GlobalVariable ;this is necessary to add new properties pre-GECK ; ; int ButtonPressed = CGOMinutemenMaxQuestsMessage.Show(MinutemenMaxActiveRecruitmentQuests.GetValue(), 0, 0, 0, 0, 0, 0, 0, 0) ; ; If (ButtonPressed == 0) MinutemenMaxActiveRecruitmentQuests.SetValue(1) In the above code snippet, GlobalVariable.GetValue() works just fine but GlobalVariable.SetValue() does nothing. I also tried GlobalVariable.SetValueInt() and it didn't work either. Any ideas?