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Everything posted by LoneRaptor
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Strange for me it did attack on sight. Anyways you can fix this by adding the following for each turret in the fragment below the lines that activate the turrets: Turret1.StartCombat(Game.GetPlayer())
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You can use notepad for this
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It looks like some of the properties got duplicated. To fix this click on the advanced tab of the papyrus fragment and click edit script. Then at the bottom of the script there will be a list of properties delete all the duplicates (in this case probably the objectreference ones for the turrets. then save the script and click ok on the terminal and open it again.
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Yes for the turrets you need them to be Actor properties.
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That error is not because of the type of turret but I would suggest using one of the Lvl ones (for example LvlTurretBubble) This way the turrets will scale with the players level. For the error make sure the turret property is of type Actor.
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Make a new terminal and on the option to disable the turrets you add properties for all the turrets and add the following line for each: Turret1.SetUnconscious(True) For the Klaxons by default the script attached to them stops them again after 10 seconds you can change this by changing the AutoOffTime property on each klaxon. If you want them to not automatically stop you have to edit the AutoOff property and check its box. To then stop the klaxons gets a little more complicated. First on the terminal to stop the sound you need to make 2 properties for type you have to enter "GlowingKlaxonLightScript" without quotes and then for the name KlaxonScript1 and 2 then fill the properties by selecting the corresponding klaxon in the render window. Then in your papyrus fragment add the following: KlaxonScript1.StopLights() KlaxonScript2.StopLights()
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You mean after they have been activated from the first one or before so they don't get activated when you open the door?
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For blocking the activation you can add a default script to the KlaxonLight objects Called "DefaultBlockActivationOnLoad" For the turrets You would have to add a property for each turret (Of type Actor) and Add the following line to the Fragment For each one: Turret1.SetUnconscious(false) To make sure the turret is not active before you activate the door make a simple script and add it to the turrets: Event OnInit() Self.SetUnconscious(True) EndEvent
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It was my mistake These two lines Kaxon1.Activate(Self) Kaxon2.Activate(Self)Need to be changed to: Klaxon1.Activate(Game.GetPlayer()) Kaxon2.Activate(Game.GetPlayer()) I also ran some test myself and it appears you don't even need to Enable the sound markers The script below works for me: YourDoor.Unlock() ; you only need to add this if the door is locked at first this ensures the player can open and close it afterwards YourDoor.SetOpen(true) ;Opens the door, if you want to close it again replace the true with false Klaxon1.Activate(Game.GetPlayer()) Klaxon2.Activate(Game.GetPlayer())
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Shavacagarikia is right you need to make properties. Use the button below the papyrus fragment labelled properties to add them. But because you already have an error you might have to click on the advanced tab and click edit script then remove the properties. They will be below the line ";end fragment code...." then save this and in the CK empty the papyrus field and type a single ";" in it (whitout quotes and click compile. Then Click ok and open the terminal again. This should clean up the errors. Now make the propterties. Click the properties button and click add property a new window will open in there for type select ObjectReference and for the name Type Klaxon1 Then click OK and Edit value. Select the first claxon object in the render window. Repeat this for the other properties. Types are as follows: Klaxon2: ObjectReference KlaxonSound: Sound You only need this if you are using the .play() function (first one) this is filled by selecting AMBIntAlarmGeneric2DLPM in the dropdown list SoundMarker1: ObjectReference SoundMarker2: ObjectReference YourDoor: ObjectReferece After they are all added click ok on the properties window and Ok on the terminal. Then open the terminal again and Add the fragment. YourDoor.Unlock() ; you only need to add this if the door is locked at first this ensures the player can open and close it afterwards YourDoor.SetOpen(true) ;Opens the door, if you want to close it again replace the true with false Klaxon1.Activate(Self) Klaxon2.Activate(Self) SoundMarker1.Enable() SoundMarker2.Enable()
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I had a look at the item you are referring to. And the script you mention is used to animate the lights. If you want that to work You'll probably have to add another line or two if you have 2 like this: Klaxon.Activate(Self) And looking at the pack in it might even be easier then the script above. because there is already a sound marker in the pack in. I haven't used these before but it looks like enabling them might just work. Try the following: Make a property for both GenericKlaxon2DLPMMarkers (I'll use SoundMarker1 and 2 in the script. Make a property for each Klaxon (Klaxon1 and Klaxon2) Klaxon1.Activate(Self) Klaxon2.Activate(Self) SoundMarker1.Enable() SoundMarker2.Enable() You might have to disable them again afterwards or they might keep going. If this doesn't work use the script from before and add the Activate lines and the sound descriptor you are looking for is called AMBIntAlarmGeneric2DLPM.
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I assume you know how to make a terminal and a sound descriptor. The following script should do what you want: First you need to make some properties. These can be named whatever you want but if you change them they also need to change in the script. - YourDoor is an ObjectReference and points to the door you want to open. - KlaxonSound is a sound property and needs to be filled with the sound descriptor you made for the sound effects. - Klaxon is an ObjecReference for the Klaxon objects in the game so the sound originates from them. Paste this in the papyrus fragment field of the option that opens the door: YourDoor.Unlock() ; you only need to add this if the door is locked at first this ensures the player can open and close it afterwards YourDoor.SetOpen(true) ;Opens the door, if you want to close it again replace the true with false KlaxonSound.Play(Klaxon) ;This plays the sound coming from the klaxons
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object activate script
LoneRaptor replied to xBloodTigerx's topic in Fallout 4's Creation Kit and Modders
This depends on what you mean by just once. If you mean once per explosion(obj1) the scipt I posted earlier will only trigger once. If you mean once across multiple separate explosions (multiple different obj1's) then yes it will keep creating Obj2's. Basicaly every time a new obj1 is placed the script will trigger. If you only want it to trigger once no matter how many times an obj1 is created use the following: Scriptname Obj2Once Extends ObjcetReference ;Add a property for Obj2 here GlobalVariable Property Obj2Created Auto ;create a globalvariable in the CK set its value to 0 and name it something unique so there won't be any conflicts with other mods and then make a property for it and replace the Obj2Created with the name of the globalvariable you made in this script. Event OnInit() If(Obj2Created.GetValue() == 0) ;If you want it to trigger multiple times you change this to <= x where x is the amount of times you want it to trigger. Self.PlaceAtMe(Obj2 As Form) ;Change the other parameters as needed. Obj2Created.SetValue(1) ;If you want it to trigger multiple times use the following instead: Obj2Created.GetValue(Obj2Created.GetValue() + 1) EndIf EndEvent -
object activate script
LoneRaptor replied to xBloodTigerx's topic in Fallout 4's Creation Kit and Modders
If you wan to do this with a script attach the following script the object you placed with the script you posted above: Scriptname Obj2 Extends ObjectReference ;Add a property for Obj2 here Event OnInit() Self.PlaceAtMe(Obj2 As Form) ; change the other parameters as needed. EndEvent But as obj1 appears to be an explosion they have the ability to place an item themselves in the creation kit. Open the explosion in the CK and look for where it says Placed object. And select what you want to place at your explosion in the dropdown menu. -
Papyrus Fragment help with Companions
LoneRaptor replied to Visi0n's topic in Fallout 4's Creation Kit and Modders
Yes but for some reason he was defined multiple times. To fix this on the fragment click on advanced and the edit script then remove all duplicate properties. Or alternatively all properties and make them again. -
Papyrus Fragment help with Companions
LoneRaptor replied to Visi0n's topic in Fallout 4's Creation Kit and Modders
No I meant the fragment but I didn't see the Script lines where in between the compiler errors. But try changing the GetActorReference() and see if it compiles then. Otherwise make sure you're quest alias for Asher is named correctly ( the same as the Asher in the script). Edit: You did make a ReferenceAlias Property for Asher Right? If not make it. If you did make sure the name matches what you use in the script. -
Papyrus Fragment help with Companions
LoneRaptor replied to Visi0n's topic in Fallout 4's Creation Kit and Modders
Actually You mistyped GetActorRefrence() It should be GetActorReference(). -
Papyrus Fragment help with Companions
LoneRaptor replied to Visi0n's topic in Fallout 4's Creation Kit and Modders
You forgot to define some properties If you can post the entire script so I can see which ones I might be able to assist. -
I've been trying to make a custom .nif for the APC model (from the APC02.nif specifically). I want to make the tailgate open and close with a simple animation like the ones used for doors. I managed to create the animation in nifskope and it looks like it works fine in there but when I select the mesh in the CK it crashes. I've been at this for 2 days now and I can't find what's causing this. What I did to the file: Exported the original .nif to .obj using nifskope, then I separated the tailgate from the rest in blender and used outfit studio to create a new .nif file( having turned off skinning for each piece). Then I cleaned up the materials and texture paths and tried loading it in the CK which worked fine. I had to move the tailgate piece by the same amount for each vertex so the pivot would be in the correct position for the animation. After doing this I tested again and the .nif still worked. Then I followed a guide ( by Razorwire on YT) and used a door model from the base game as a reference to create the animation. After the animation was complete and working in nifskope I tried to add it in the CK and it crashed. I've tried everything I can think of to fix it but so far no luck. Link to the .nif file. Any help is greatly appreciated.
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CK Cell View Single Cell Only
LoneRaptor replied to ReaperTai's topic in Fallout 4's Creation Kit and Modders
You can highlight the cell borders by pressing b. To only load one cell right click in the render window and set grids to load to 1. -
Textures causing CK to freeze?
LoneRaptor replied to iconoclastts's topic in Fallout 4's Creation Kit and Modders
If you temporarily remove the textures you can make sure it's them that are crashing your ck the model will appear purple but if the issue is the textures it should load. One thing I had crash the ck once was textures that were the incorrect size. (typo when setting the size) -
I can understand the annoyance at DRM but you have to understand where I was coming from. A strange install directory for a steam game and the signs of a cracked game. Both of these could be why your creation kit is not working correctly. If what you are saying is true then I'm sorry I accused you of piracy.
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Looking at your video it appears that you are running a pirated version of the game (install path: Program files/fallout4 as well as an unins000.exe) If this is the case don't expect any assistance here as this is against the nexus terms of service.
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modding with multiple DLC
LoneRaptor replied to Jones813's topic in Fallout 4's Creation Kit and Modders
You need to change your CreationKit.ini located in steam\SteamApps\common\Fallout 4 under general make sure it sais bAllowMultipleMasterLoads=1 if it is not there or =0 add it or change it to =1