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jrfk2

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Everything posted by jrfk2

  1. The "if Game.IsPlayerListening(nn.n)" works only in the Pipboy .. but that may be a good enough solution for me, unless there is some way to check if a craftable radio for that same station is turned on or off via the RadioReceiver and RadioReceiverOff Activator objects. And again, not sure what would happen if the player turns on a craftable radio and leaves the listening area, but I expect as I mentioned in my original post it would go back to announcing the songs one after the other as the songs wouldn't be playing ...
  2. Sorry I missed your replies folks .. when I looked at my post from the list of posts it still said 0 replies :( SKK50 I will try your snippet as it looks like just what I was looking for, but as Reneer asked, this will play on the pip boy or on a craftable radio … so I wonder what will happen if they have the radio on in the near vicinity .. but walk away to where they can't hear it ..
  3. Hi Folks, I created a radio station following this YT tutorial ( ) and it work great. I then added a craftable radio turned to the same station frequency following the info here (https://www.nexusmods.com/fallout4/mods/12996/) Again, all is good. I thought it might be nice to enhance it by having the names of the songs "announced" as they each play. So in the script associated with the quest, I put in an if-elseif to check the CurrentSong value to use Debug.Notification("Radio playing Song x") to temporarily display the name of the song that is playing. And this seemed to be working ok too. But, when I turn off the radio, all of a sudden it starts repeatedly displaying the names of songs one right after the other .. and my best guess is that the quest is still running and randomly picking songs to play, but since the radio is turned off, the songs don't actually play .. if I turn the radio back on, eventually the notifications stop and it goes back to just displaying the name of a song when that song starts. So I'm trying to figure out if there is a way to know if the pipboy or a crafted radio is turned on/tuned in to my radio's frequency so that I only display the song titles when someone is listening .. or maybe better maybe the quest should only start when you are tuned to that frequency and stop when you are not tuned in. Anyone have any experience with radio stations etc or have an idea where to look? I looked around in the various assets associated with the radio station but nothing obvious jumps out at me .. thanks ... Update: apparently other people have run into this issue with other examples of how to create a radio station … its "quest" runs continuously to play a song, instead of only trying to play songs when the radio is active .. THAT would be the right fix .. Update: I have RadioOff/On Activators ... I was hoping to maybe use a script in them to access a variable in my Quest script to indicate when the radio is on or off .. I tried an OnActivate() event but that doesn;t seem to fire ..? Anyone know what event I can use in a radio activator script so I can toggle the radio on/off ..??
  4. Do you have regular Fallout 4 installed? If so, then there are hoops you have to go through to point NMM to the VR folder and other things to be sure files are in the VR folder and not the vanilla folder. I had regular FO4 installed and followed these instructions and got mods for VR working: https://steamcommunity.com/app/611660/discussions/0/1500126447405399789/ What "tool" did you use to make sure mods are added to plugins.txt? You probably need to give very specific details to get help ...
  5. Sorry if I already posted this but can't seem to find it .. Anyone know how with the Vive when looking at the pip boy map, to zoom out and in ..? Pressing the left trigger will let you switch from local to world map it seems, but I want to zoom out to get a bigger view of the commonwealth map. Update: supposedly holding down or up on the left track pad ...
  6. This just happened to me today .. what I eventually found was there was a wild dog off around by that wooden hut just across the small stream .. technically it was not within the workshop boundary for Sanctuary, but it seemed to be the cause. Once I killed it, I could go into workshop mode. Just in case it helps anyone else ..
  7. thanks for the xtra ideas .. I was also thinking maybe something beside their scale changed .. so yeah maye I have to fix the race as well ...
  8. I created a seperate script file and compiled it and added it as a script to the furnitureobject .. I put in some Debug statements to see if it would run .. didn't see them at all .. did I need to add any properties to the script when I add it to my furn obj? thanks...
  9. Hi Folks, So I have the orphans mod and all was well, then at some point a mod I added caused a number of my orphans to grow to adult size. Kinda creepy. I had done this myself previsouly accidentally using the FurnitureScaleActorToOne keyword which I later removed. To fix this in the game before on PC, I would go into workshop, target the grown orphan, and in the command line issue setscale 1.0 and that would put them back to orphan size .. but that is not working now. So I have a school desk furniture object of my own creation I have the orphans assigned to .. and I was thinking maybe I could have that desk auto-fix them for me, if I could find a way to set their scale either as some property of the furniture object, or as part of the workshopobjectscript for this furniture object .. Any ideas on this ..? thanks ...
  10. copied the custom ini file from my other PC, nexus isn't complaining now, will see if mods seem to act better now ..thanks again
  11. thanks for the reply .. there is no Fallout4Custom.ini .. should I just create it with those 2 lines? thanks ..
  12. well despite the warning NOT to enable the mods, I tried it and the mods show up in the load order in the game and seem to be in effect, tho some things seem a bit off ...
  13. I am family sharing FO4 from my old PC and installed it at D:\SteamLibrary\steamapps\common\Fallout 4 and the game runs fine there and I created a save game and downloaded some mods from Bethesda fine. When I run NMM, it finds it at that location, but when I choose FO4 to manage, it says it can't find the ini file. The ini file apparently lives in C:\Users\myname\Documents\My Games\Fallout4 I tried switching NMM to point to that location, but then it complained it couldn't find the exe. I tried copying the files from the C drive to the D drive and changing the My Games\Fallout4 folder to a shortcut to the D drive, but then FO4 wouldn't launch. Any ideas what I have to tweak where to fix this? I hate it when new PCs come with the 1 drive partitioned.
  14. Hi Folks, Trying to first find out where FO4 is checking the current charisma total that limits which settlements I can move a settler to .. and then how can I override that so I can send whoever where ever I want .. regardless of charisma limit and settlers already at other settlements Yeah, I know there are mods that increase the base charisma limit by as much as you want .. but then I get a huge influx of settlers at all the other locations .. and the "fallout" from that .. So any hints as to where in a workshop mode script its checking charisma to grey out the locations .. so I can then try to override that (and how one would go about overriding a base function like that .. if you can ...)... There is a WorkshopNPCScript which checks some stuff to add or remove the WorkshopAllowMove keyword but I think this is more a whether this NPC can be moved at all .. don't think its specific to the checking the settlements total settlers to the calculated charisma limit .. still digging .. thanks ..
  15. ahh ok, yeah Const seemed to imply it can't change .. that was the last piece of the puzzle .. all working now .. thanks Folks!!
  16. ok, so have Global object ID CafePostersRan Value 0.0000 (Constant not checked). In my script the property is defined as: GlobalVariable Property CafePostersRan Auto {global variable to know if it ran} In the properties for the script, for CafePostersRan its type GlobalVariable and the Value is the CafePostersRan Global Object above. in the script to try to set the value to non- 0 I have: float modRan = CafePostersRan.GetValue() Debug.notification("modRan value is "+modRan) If (modRan == 0.0) Debug.notification("Cafe Posters installed, do NOT disable while game is running!") CafePostersRan.SetValue(1) Endif Debug.notification("CafePostersRan mod value now is "+CafePostersRan.GetValue()) And the value starts as 0.000 , the notification about "CaféPosters installed" is displayed .. but the SetValue(1) does not seem to take because the last debug says the GetValue() is still 0.000 .. I thought I had all the right things finally ! :/
  17. thanks the light just went on!! I needed a GlobalVariable object defined in CK in the mod to associate to the variable defined to the script ..
  18. Yep .. sorry but I am def a noop ... appreciate your patience .. where do I find misc/Global? is that part of the script properties or the quest that runs the script? All I have done so far: I have a Quest that runs when the game loads and basically all it has is a script that it runs. I added a GlobalVariable to the properties for that script, but it has a default value of None as all there is to select for values are objects that are already defined. I have the getvalue() and setvalue() inside the script and that code runs when the game loads .. but the value is not saved when the game is saved.. So yeah, I am missing something someplace .. looked around but have not found a miscellaneous/Global yet .. thanks...
  19. Can GlobalVars only be used to update existing game objects? In CK, in the properties for my script .. my Globalvar is defined there .. but if I want to select a value for it, CK only seems to list like already defined objects in the game to select from .. and I was just looking for a way to save a "flag" in the game that my mod had been run once .. not update any of the games objects .. unless I can store my Globalvar "flag" in one of the game's objects and not cause it harm ...??
  20. Appreciate the help .. I had also tried a GlobalvarName.setValue(1.0), loaded the game / my quest , then saved the game, then loaded the game again, but the getValue() call came back with 0.00 (setting the getValue() to a float variable) .. when I was expecting the setValue() and then game save would have saved a value of 1.0 .. Guess I am still missing something about how my quest script can set a value that will be saved in the next game save so on the next load I will see the saved value. PS, in my property setting for my script this global var has a default value of "None" .. all CK wants to let me set the default value t is one of the objects in the game , which I don't want, I just want my own flag to know whether my mod has run before in the current game being loaded ..
  21. Thanks, i added a GlobalVariable to my script as a property and do a .Mod(1.0) on it in my script when it runs, then do a save game, then load the game but the value is back to 0 .. I can;t seem to save a value that gets saved in the game ...
  22. Hi Folks, using a quest script that runs at game load to add custom workshop categories .. is there a way in the script to set a value that will save in the game, that I can check in my quest script the next time they load that game?
  23. Got it to work .. now to rinse & repeat .. thanks for the help folks ..
  24. thanks folks, I'm slowly noobing my way thru .. So i renamed the scripts to give them names specific to my mod as I need to do this for multiple mods .. found the script compiler in CK ..
  25. Yes, that is the tutorial I saw .. can;t get past first two steps: Open up this file and your workshop mod in xEdit. <-- WTH is xEdit ..googling it gets all kinds of diff s/w, opened in CK instead Copy the quest WorkshopAddCategoriesTemplate to your mod. <-- can't find this quest, only WorkshopCategoriesFixer
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