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LoneRaptor

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Everything posted by LoneRaptor

  1. Write it like this: Event OnActivate(ObjectReference akActionRef) If(ShutterMarker.IsDisabled()) ShutterMarker.Enable() Else ShutterMarker.Disable() EndIf EndEvent
  2. Like Steve40 said you need to put those lines inside and event or if you want to disable the controls at the same time as start your game then you can just place these 2 lines inside the fragment on stage 20 of your quest like you did with the code to start the game.
  3. DisablePlayerControls is a valid function for fallout 4 but you need to call it on an ImputLayer not the player. Have a look at the wiki page for this function. And For future reference the reason the creation kit added the {} I suspect is because you typed the script in the description field when creating it which will not work. You need to create it and then right click edit sourse.
  4. If that doesn't work and the script is attached to the terminal in the render window. It might be because of that. I haven't tried using onActivate on a terminal before and don't have the time now. but if you want to set the stage when the player reads something on the terminal you can do this by adding a script fragment on the option. Start by Creating a property for your quest using the add property button in the properties menu. Then in the fragment you write MyQuest.SetStage(20). Otherwise you could use an activator like a button on the wall. and attach the script you already have to it.
  5. Try removing the "{ "before your quest property and the "}" after your EndEvent and also remove the second Quest property (last line)
  6. The OnActivate needs to be like it is written in my post don't change what's between the ()
  7. For the activator script try this: Quest Property YourQuest Auto Event OnActivate(ObjectReference akActionRef) YourQuest.SetStage(20) EndEvent Add this script to your activator and make sure not to forget to fill the quest property. For storing the players items you can use RemoveAllItems but make sure the container you move to is in the same cell as the player when removing/giving back. (See the notes on the wiki page) Your script for this should be something like this: ObjectReference Property StorageContianer Auto Event OnActivate(ObjectReference akActionRef) ;or use a different event to triggers this Game.GetPlayer().RemoveAllItems(StorageContianer, True) EndEvent To move it back use this: ObjectReference Property StorageContianer Auto Event OnActivate(ObjectReference akActionRef) ;or use a different event to triggers this StorageContianer.RemoveAllItems(Game.GetPlayer(), True) EndEvent
  8. The scripting isen't that hard either once you get used to it. And while there aren't that many tutorials for fallout 4 specificaly there are for skyrim and the scripting is mostly the same only some functions have changed slightly and some have been added. If you want to start scripting the best thing you can do is start by bookmarking the scripting reference page on the CK wiki. You'll use it almost every time you work on your scripts. And for writng the script use something other than the ck editor like notepad++.
  9. 1 to 4 (3 is depth of field) are done using immagespace modifiers these are located in the specialEffect category of the object window. In a script you can activate them by using YourModifier.Apply() more on this function here I used immage space modifiers in my lone wanderer fast travel mod feel free to have a look at the scripts, I added the source scripts in the download. The simplest script I used this in is LR_MotorcycleWorkbenchActivator.psc I would think something similar can be done for the sound as well but I dont know how that would work.
  10. You Create a potion named radio and a magic effect. then you make that potion apply the magic effect. on the magic effect add the following script : Quest Property TheQuestYouWantToStop Auto Event OnEffectStart(Actor akTarget, Actor akCaster) TheQuestYouWantToStop.Stop() endEvent Some more information on the fuctions used: OnEffectStart, Stop
  11. That's probably because the source script needs to be moved to \Fallout4\Data\Scripts\Source\User. and for the fragment: Fallout 4\Data\scripts\Source\User\Fragments\Terminals
  12. No sorry I don't I've also got to go to bed soon (0:30am here) need to be up early tomorrow. Did my test esp work on your end or also not?
  13. It just something I added to make it so you can have the same option to open and close the door. It basically stores the state of the door open(1) or closed(0). The If statement in the fragment then determines based on that value if the door needs to be opened or closed. The global variables are made under Miscellaneous. Edit: If you do use a GlobalVariable make sure to give it a more unique name than the example I made otherwise it could conflict with other mods.
  14. In essense yes The Fragment I used for the terminal is this: If IsOpen.GetValueInt() == 0 DoorToOpen.SetOpen() IsOpen.SetValue(1) ElseIf IsOpen.GetValueInt() == 1 DoorToOpen.SetOpen(False) IsOpen.SetValue(0) EndIfI made a terminal, added a menu item Open/Close, added two properties to the script one for the door (ObjectReference) and one for a global variable that acts as a toggle in a slight variation on the script I posted earlier. Then I made that globalvariable (default 0) and filled the properties for both the door and the globalvariable. Then I made a holotape to use the terminal and tested it in game. Here is the test esp i made and source scripts the doors are in LRTestCell and the holotape is called TestTape.
  15. For me even that door works using the terminal. If you want I can send you my test esp and scripts.
  16. The terminal script should work. What is the editor ID for the door you're trying to use. Edit: I just ran a quick test on a standard wooden door(ID: BldWoodPDoor02) using a terminal(holotape) and it works for me so mybe the door you're using behaves differently.
  17. Is there anything else you need that script on the door itself for, outherwise it might be best to remove it form the door in your cell (not the base object) The only other thing I can think of whitch you probably have already done but just in case, have you setup your ini files for modding specificly the sResourceDataDirsFinal= and bInvalidateOlderFiles=1
  18. Then I don't know what could have gone wrong I just did a quick test using an activator instead and using the SetOpen() function works fine here. Can you post the new script again.
  19. By fill I mean when you click the properties button underneath your fragment then in the list select your door and click edit value then pick reference in render window and double click on your door.
  20. The Stage2 is because of the last property. change it to what I posted earlier or remove that property entirely. Edit: you should be able to delete that by editing the script and deleting it there and saving the script, then hit compile again.
  21. Also the last property should be like this String Property Anim = "Stage2" Auto Const but can probably be deleted now.
  22. This script doesn't actually contain the SetOpen(). It looks like there are some leftovers from testing different ways to open the door. Try deleting ArmoryDoor.IsOpen(true) and ArmoryDoor.PlayAnimation(Anim).Save it and then in the fragment window using the SetOpen() again.
  23. Can you post the complete script. You can open it by going to the advanced tab of your papyrus fragment and clicking on Edit Script.
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