-
Posts
18 -
Joined
-
Last visited
Nexus Mods Profile
About H3X1C

Profile Fields
-
Country
United Kingdom
Recent Profile Visitors
8645 profile views
H3X1C's Achievements
Apprentice (3/14)
0
Reputation
-
In response to post #56122091. #56122171, #56122461, #56122981, #56123381, #56123541, #56124741 are all replies on the same post. I think the threat of moderation will keep this at bay to a good enough degree, sure mod authors will be tempted to split a mod that they would have previously released as a single mod into multiple smaller mods but the threat of moderation and the time involved in doing so will help prevent mod authors from doing this and prevent gaming the system sort of speak as mentioned in the post: "We will be enforcing strict rules in this regard and bringing our moderation practices up to speed to combat instances where we think people are deliberately going out of their way to try and game the system at the expense of the site and user experience."
-
In response to post #56136371. Please read the post in it's entirety
-
We have a name! And a Q&A session with Tannin regarding the new mod manager.
H3X1C replied to Dark0ne's topic in Site Updates
In response to post #50135442. #50140607, #50170477, #50170702, #50173447 are all replies on the same post. I would love this, disagree with the two above, pretty sure it will reduce user error tbh with download with manager it gives users a one click solution, maybe require mod authors to pack files in a folder named root or a simpler solution would be to add an option on nexus files page when mod authors upload to choose whenever you want vortex to place files in data (default) or root folder and then just have a different link that vortex recognises, also would prevent other managers wrongly installing root stuff in data directory. -
Trigger generic dialog via script with NPC ref?
H3X1C replied to H3X1C's topic in Fallout 4's Creation Kit and Modders
Thanks for the help, found what you were talking about in AO_Comment_Dialogue -
Trigger generic dialog via script with NPC ref?
H3X1C replied to H3X1C's topic in Fallout 4's Creation Kit and Modders
Thanks will look into this, hopefully can make it dynamic as you mentioned off the shared keywords :) -
*Possible Is it possible to get the ref of an NPC you shoot and hit as I want to make a mod where with a specific weapon so if you shoot someone with it, it will trigger a script and I need the ref of the NPC I have shot to do what I want to do I thought you would be able to attach a script to a weapon but cannot find an event to do so :sad: Any help?
-
Yeah I saw these, unfortunately you can't see the source code for the scripts. I have contacted both of them although one has ignored me :/ Thanks for the suggestion :smile: You can with Champollion . It`s a little bit buggy. I could not run it in a usual way on windows 10, but I set pex files to be associated with it. So now if I click any pex, I get a txt document with the code in the same folder. But note that Champollion can add some weird things sometimes ( it always adds "as objectreference" or as "scriptobject" whiile they not always should be there, possibly some other things, but it`s very useful as it allows to see what functions can be used in some certain cases. I think it would be not nice to copy somebodie`s scripts without asking them, but it`s completelly fine to look at them and use the info to write your own code. Akarnan has not visited the site for a long time so I doubt he will answer. Thanks! just what I needed, this will make learning new things much easier :)
-
Wondering if it's possible to unequip an NPC of all items and then later Re-equip their items they had on. Im struggling to find anything within papyrus that'll even return what they have in their inventory :/ Any help would be greatly appreciated, new to the CK but not to code :smile: Edit: What I currently have my script doing is dynamically choosing a NPC nearby with some other parameters so I have their ref to work with.
-
Ah that makes sense :/ oh well
-
NPC in poses that you can rotate while the game loads like the deathclaw but in various poses similar to the poses in this mod: http://www.nexusmods.com/fallout4/mods/16800 Don't necessarily have to be suggestive ones but I'm very bored of seeing the same old rotatable objects, a new set of NPC in poses would be nice, not sure if this would be hard to implement or not
-
Problem Solved!! - Leaving post here in case others have same issue MyQuest.Start() PlayerNoteAlias.ForceRefTo(Game.GetPlayer().PlaceAtMe(MyQuestPlayerNote)) MyQuest.SetStage(10) Wrong order, silly mistake haha
-
EDIT: Solved issue, see comments I have some questions about Quest Alias What I have done so Far/Want to achieve -I have a quest that currently doesn't run on startup and is started via papyrus .start(). -I want to track on the map a quest item -The item currently is spawned in via papyrus placeatme so I used ForceRefTo to force the alias on my quest -In the script properties my reference to the quest alias is down as a ReferenceAlias Const (Not sure if this is right??) -My quest alias is set to specific reference with nothing selected so Forced: NONE (Not sure this is right??) -My quest objective is set to TargetAlias: PlayerNote , Conditions: GetIsAliasRef and then Alias:PlayerNote == 1 (Not sure this is right??) -I had to set this alias to optional because the quest wouldn't start because the alias wasn't being filled yet I place and set the reference before I call the start quest start?? -My code to spawn the item and start the quest looks like this below, and runs and places the item in game but doesn't track it PlayerNoteAlias.ForceRefTo(Game.GetPlayer().PlaceAtMe(MyQuestPlayerNote)) MyQuest.Start() I can't get it to work? Any ideas/correcting me would be massively appreciated :smile: Sorry for being a total noob this is my first quest mod, I tried the scripting reference and general googling looking at both previous skyrim stuff and fallout 4 and still can't figure it out