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Amarch89

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Everything posted by Amarch89

  1. NEW Update ok so i finally said eff it and got sublime text 3 and the plugin like you suggested and it worked great i even was even able to compile it and find it in the CK. i did the simple Hello world tutorial and for some reason i get no message when i load a game. any ideas where i messesd up this time? lol
  2. UPDATE: Ok so i figured out what the issue was kind of.. the scriptcompile.bat pathways were pointing to folders that dont exist on my computer so i had to re path the script compile but i have a feeling that i did it a bit wrong. i was able to get the compile to run and convert my .psc file to a .pex file, but thats about where my luck ran out. Now i am having an issue with the CK recognizing my script. When i go to load my master filesin CK i get a warning message saying that my script file has no base file, and it doesnt show up in the scripts tab anywhere. does anyone have any idea what that issue would be ?
  3. nifskope? im guessing that is another editing tool that i apparently need and had no idea exists? lol. thank you for trying to explain this to me i think i may need to learn a bit more to even understand this though as i have no idea what you mean by nif, how to mess with collision, and no concept of ninode. if you have any material i could read about this it would be a great help. Or any other suggestions on other editing tools and where to get/how to use them would also be appreciated! Thank you very much for taking some time to educate me!
  4. thank you! still a bit confused on how to do this with non constructible objects? I.E. some of the annoying grasses in sanctuary that stick through your placed floors im not sure if making a recipe for it will do what i want? For example under the flora tab of world objects you can right click those objects and hit create recipe.. then i can go under the Constructible objects and enter the keyword there and it will apply for all objects? or just the new constructible objects that i place? which would mean that i then have to go in and replace all those object types with the new craftable object that i created? and then there are static objects which you cant do "create recipe" and i would like to be able to do those as well? for instance scrapping a crap part of the Sanctuary road and then creating a nice new piece? i would honestly be happy if i could just get rid of all the damn grass and dirt clumps that are not scrappable..i'm not so worried about being able to craft them as much as i am scrap them.. even though down the line it would be pretty cool to be able to craft trees and plants where you want them in workshop mode instead of having to use the CK to do it i think my head is going to explode today
  5. Hey all back again with more nub questions.. Just wondering what exactly it is that makes object be seen by the workshop mode and able to scrap them? trying to add this trait onto other items so that you can clean up settlements better. also was thinking it would be cool to be able to "repair" roads and such ( for example in sanctuary) and wondering what all this would entail. Many Thanks!
  6. Thanks for the info! Very helpful although i doubt i will be able to handle something this serious for a while... still trying to muddle my way through the basiccs
  7. Hello again everyone Killakeebs here with more questions lol. So basically i am trying to make a mod editing all the sanctuary hills houses so they look like they did pre war, however i am running into a couple issues. First i tried just taking the houses from the prewar sanctuary hills and replacing which did work.. however these houses are just big models and you cant use their doors or go inside them at all.. which is not going to work for me. So then i tried to edit the post war house textures and swap them with the pre war ones. This also worked...kind of. It replaced the textures so the buildings look shiny new..but they still all have holes in them lol ... not exactly what i had in mind either. So my question is.. could i edit the prewar houses to make the doors functional and create interiors for them ? Or would i pretty much have to re-build all the houses myself and then drag and drop them into the world? Also looking on any advice anyone has on the best way to go about doing this without my game or my head exploding. Thanks again and have a great day!
  8. Hello all hope your day is going well. Just had a bit of a troubleshooting question.. so i have been trying to do this tutorial on papyrus http://www.cipscis.com/skyrim/tutorials/beginners.aspx but im having a bit of trouble setting up the compile function in the program. i went to the CK wiki http://www.creationkit.com/index.php?title=Notepad%2B%2B_Setup but i am having trouble with the pathway for the scripter i think? Under step 3 where it tells you the line to input into the dialogue window of course my line is different from that one because i am using FO$ not skyrim so what i put in was this... "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Papyrus Compiler\ScriptCompile.bat" for the next part ( the "$(FILE_NAME)" "$(CURRENT_DIRECTORY)") what the hell do i put for the pathway? i am willing to post screenshots and obviously try to explain more if im not coming across clearly.. i tried using this for the full line ... "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Papyrus Compiler\ScriptCompile.bat" "$(C:\Program Files (x86)\Steam\steamapps\common\Fallout 4/Papyrus Compiler)" "(CURRENT DIRECTORY)" Alas, when i executed the run command i get this error C:\Program Files (x86)\Notepad++>"C:\Projects\Fallout4\Build\PC\Papyrus compiler\PapyrusCompiler.exe" "$(C:\Program Files (x86)\Steam\steamapps\common\Fallout 4/Papyrus Compiler)" -f="Institute_Papyrus_Flags.flg" -i="C:\Projects\Fallout4\Build\Source\Scripts" -o="C:\Projects\Fallout4\Build\PC\Data\Scripts" The system cannot find the path specified. C:\Program Files (x86)\Notepad++>pausePress any key to continue . . Any help would be appreciated! im sure it is something i am doing wrong and not an actual issue so feel free to heckle me :smile: edit:Ok so i still havent figured this out and would really like to figure out how to use the script compiler so i can add my script. Would anyone be able to walk me through adding the compile function on notepad++, or how to use the papyrus compiler that bethesda gives you? Any help is much appreciated!!
  9. thank you so much! Its funny i went to Bethesda.net first and waited a week and got nothing but then i come here and get a reply in a few hours and its their damn software.. Thanks again ! :thumbsup: :thumbsup:
  10. Hey all i'm fairly new to the FO4 modding scene and was just wondering if there is any helpful reading material on the different programs the CK uses? Trying to better understand how all the functions and buttons work and how i can put them to use but am pretty lost at this point. For instance the Papyrus, LOD, Havok etc... Trying to first make a mod to be able to better clean up all setlement areas, and also create a few new workshop settlements ***SPOILER*** (like in the town that kellogg and a bunch of gen 1s wiped out). Yes i know these already exist, but i would like to build my own mod to help me better understand how all these things work together. Thank you for your time and input!
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