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MoveTo command breaking enemy collision?
Jarkon replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
That did it! Great idea! Thanks so much for the help! -
MoveTo command breaking enemy collision?
Jarkon replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
The resurrect might be the problem. you could try restoreav and health to give back heath. Just gave that a try too. It definitely is resurrect, but trying the restoreav function doesn't make him get up after teleporting. I'm thinking I'll just destroy him then place a new one at the selected marker instead of going through all this -
MoveTo command breaking enemy collision?
Jarkon replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
Good idea, but unfortunately it didn't work. I also tried adding a small wait to the teleport but that didn't really work either. It's very strange. Before teleporting he's fine, but afterwards he simply doesn't collide with the player. Weapons still hit him and he collides with the environment, just not the player. Does anyone have any idea what could get him back on his feet quickly besides the resurrect command? I've noticed that when I use it in other situations it yeilds other weird results. -
MoveTo command breaking enemy collision?
Jarkon replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
Ah sorry that's probably helpful haha. Here's the script attached to the boss himself: Scriptname BossBasicTeleport extends Actor Const ObjectReference[] Property teleportMarkers auto constBossQuestScript Property linkedQuestScript auto constQuest Property linkedQuest auto const Event OnEnterBleedout() linkedQuestScript.Teleport() endEvent That script links to the main quest script, which is pasted below: Scriptname BossQuestScript extends Quest ObjectReference Property Boss Auto Const Int Property TeleportCounter = 0 Auto; Const{How many times has the boss teleported?} ObjectReference[] Property teleportMarkers Auto Const{Markers to teleport the black soul to. In game these are flag markers) Explosion Property teleportExplosion Auto Const int random actor bossActor function Teleport ()TeleportCounter += 1 bossActor = (Boss as Actor) ;Places an explosion where the boss is for a cool effectbossActor.PlaceAtMe(teleportExplosion) ;Picks a random marker to teleport the boss to random = Utility.RandomInt(0, MeleeTeleportMarkers .Length - 1) ;Move the boss to that marker (I've tried using the bossActor variable here, had the same result)Boss.Moveto(teleportMarkers [random]) ;Restore the boss health so when he teleports he's standing upbossActor.Resurrect() endFunction This is pretty much everything that goes into teleporting him. -
Hi all! I'm working on a little quest mod that ends in a boss fight that teleports the actor around the arena, sort of like Oswald from Nuka World (I.E He fights the player normally then teleports somewhere else when he enters bleedout). However, I've begun to notice that whenever he teleports, he stops colliding with me. My character can walk straight through him, and his AI is even causing him to constantly be directly inside the player, which gets very annoying very quickly. I've been teleporting him by using the MoveTo() command to move him to a random marker in the arena. I've tried calling it on the boss as both an actor and an object reference, though both yield the same result. Does anyone have any idea what may cause this? Any ideas would be appreciated. If there are any questions you have about the scripts or the rest of the quest feel free to ask them Thanks again!
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Editing a DLC script and the copyright implications
Jarkon replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
After thinking about it a while I decided to just go for a different idea rather than risk any copyright related incidents -
Editing a DLC script and the copyright implications
Jarkon replied to Jarkon's topic in Fallout 4's Creation Kit and Modders
That's just it I did re-write most of it a lot is just based on the original script. Plus it does have a few changes to it. -
Hi all! I'm working on a mod I'd like to remain standalone (I.E. not require DLC's to download). One script I'm working on started out as basically a copy/ paste of one from the contraptions DLC (namely the script the launches fireworks). However, I have made a few changes to this script, mainly by adding a few new things that happen when a projectile is launched, as well as changed and tweaked a few variables. I feel it would be silly to require people to have the entire DLC just because I have a script loosely related to it, but at the same time I'd absolutely hate to even risk copyright infringement. Does anyone think that this would constitute any kind of infringement? Or am I just being a little paranoid? Any input would be really appreciated. Thanks!
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I'm trying to create an effect script that checks the race of the actor its attached to and gives the player a different item depending on what it is (I.E. a green one when the actor is a member of the human race or a red one when its anything else). However, whenever I test out the script in game on non-human enemies, it still gives me the human item. I've tried adding a debug message to at least understand what race is being scanned, but all it displays is "[Race". I have tried using different base commands (GetLeveledActorBase and GetBaseObject as ActorBase) but they end up doing the same thing. Does anyone have any idea what could be going wrong? Any input would be really appreciated! Here's the script I'm using: actor Victimbool bHasBeenCasted = falseform Property requiredItem autoform Property humanItem autoform Property creatureItem auto Race victimRace ;I manually placed the human race and ghoul race in hereRace [] Property humanRaces auto Event OnInit() victim = GetTargetActor()EndEvent Event OnDeath(Actor akKiller) if(Game.GetPlayer().GetItemCount(requiredItem) > 0) ;At this point the script is supposed to check the race of the actor and see if its a member of the race arrayActorBase VictimBase = Victim.GetActorBase()victimRace = VictimBase.GetRace() if (humanRaces.Find(victimRace));In-game this always prints "[Race" Debug.Notification(victimRace) Game.GetPlayer().addItem(humanItem, 1, false) Game.GetPlayer().removeItem(requiredItem, 1, true) else Game.GetPlayer().addItem(creatureItem, 1, false) Game.GetPlayer().removeItem(requiredItem, 1, true)endIfendEvent
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Ok so it was a slightly tedious process but I went through all the effect nodes and changed any texture with the word "glow" or "flame" in it to a special green version I made and it WORKED! I opened a preview of the model in the CK and it looks AMAZING! I'm so pleased with the results! Thanks everyone for all the help! Now to make about 3 more versions of different colors...
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Thank you SO much for the response, but I'm afraid I'm still a little stuck. I've been following the tutorial and have found no "BSAAddonNodes" attached to the lit lanterns. I've found the model has a "BSOrderedNode" which seems to hold everything related to the flame, which in turn has a "BSEffectShaderProperty" as a child that links to flame textures, though I am totally unsure what any of it does and what I should change to simply change the color of the flame. Do you or anyone else have any ideas?
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I am trying to figure out how to change the color of flames in oil lanterns (the ones in the railroads flag) for a mod I'm working on. So far I've torn apart Fallout 4's BSA files in Bethesda Archive Extractor and have found no material that simply has the name "OilLamp.BGSM" or something of the like. After searching some more I found that no items that naturally have a glow to them in-game have a material I can extract. Finally I've come to the conclusion that the answer may lie somewhere in the objects .nif file. Although I have found a linked greyscale texture that is used in the lanterns flame, I still have no clue what, in the creation kit or otherwise, manages to link this texture to the lantern, or just what it is that makes it glow. Does anybody have any input on what is going on or what I should do? Any help you can give would be immensely appreciated, as I am completely stuck on what I should do to simply find out: What makes glowing lanterns glow?!