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MissingMeshTV

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Everything posted by MissingMeshTV

  1. By any chance do you have the N.E.S.T survival bunker mod installed? There is a serious bug with that mod that causes the all embedded wall terminals in the game like you show in the video to not function when you try to activate them. If you DO have that mod installed, go to the comments of the mod page. The issue is identified and a fix posted. In short, the N.E.S.T. mod has the terminal name from the DefaultWallTerminalEmbedded removed. The result is you can't interact with them. It's sort of a game breaker because certain quests use those terminal types. It sounds exactly like the problem I was having with terminals not being usable until I found out about the N.E.S.T bug. If you don't have that mod installed, it's possible you are using a mod with a similar problem and you have to figure out which one it is.
  2. Too many variables, too little information given. Please elaborate on "fast computer." Processor and RAM specs would be helpful. As previously mentioned, an SSD will make a huge difference in load times. But you really need to give us some hardware specs and more info to work with if anyone is going to be able to help. Your graphics card is only a small part of the equation.
  3. Just a thought: did you name your BA2 with the required naming convention? Modname - Main.ba2 For example I ask because I made this mistake once and the results are similar to what you described.
  4. Hey NorthernNick! While poking around the YouTubes for soemthign totally unrelated, I stumbled across this tutorial by Darkfox127 that shows how to do pretty much what you want with no scripting! It's an older tutorial for Skyrim, but I see no reason it won't work for FO4 other than replacing the "dummy" default script he mentions with the DefaultActivateLinkedRefOnActivate script mentioned by LoneRaptor. All else seems the same as in FO4. It's so simple I had to do a facepalm for not thinking of it. No time to try this myself right now, but think it might be of some help to you.
  5. OK, here 'tis! I've left my all my properties as they are, so you'll have to substitute your own. I've only included the sorting fragments for two item categories (ballistic weapons and energy weapons) but you can use them as a template to set up whatever and however many categories you need (ie: food, chems, drink, armor, et al). Those respective form lists will flag what items get sorted into what category since they are properties for the AddInventoryEventFilter events. The SortAccepted form list references all the items I want the script to sort. This might not actually be needed since all of these items are in their respective category form lists but since this is the first time I've done this and it works, I see no harm to leave it in...just might be redundant. SortRejected will kick back any items in that form list back to the player and display a message. This form list has anything not filtered through any of the previous form lists. In the event you leave something out of any form list or don't address it in an AddInventoryEventFilter, it just stays in the sorting container and will need to be sorted manually. In my testing the only thing that happened to are DLC related items that I've forgotten to add to my form lists. In any event, feel free to fold, spindle and mutilate as you see fit. This is my first time attempting this and I was thrilled when it actually worked. Hope it helps! Scriptname ItemSort extends ObjectReference ;PROPERTIES ObjectReference Property BallisticWeapStorage Auto ObjectReference Property EnergyWeapStorage Auto FormList Property EnergySort Auto FormList Property BallisticSort Auto ;EVENTS Event OnActivate(ObjectReference akActionRef) AddInventoryEventFilter(SortAccepted) AddInventoryEventFilter(EnergySort) AddInventoryEventFilter(BallisticSort) AddInventoryEventFilter(SortRejected) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) ;ballistic weapons sort ElseIf BallisticSort.HasForm(akBaseItem) RemoveItem(akBaseItem, aiItemCount, True, BallisticWeapStorage) debug.MessageBox("Item stored in Ballistic Weapons Storage.") ;energy weapons sort ElseIf EnergySort.HasForm(akBaseItem) RemoveItem(akBaseItem, aiItemCount, True, EnergyWeapStorage) debug.MessageBox("Item stored in Energy Weapons Storage.") ;This is the message to show when an item is not recognized by the container ;or if it's an item you don't want the player to place inside. ElseIf SortRejected.HasForm(akBaseItem) RemoveItem(akBaseItem, aiItemCount, True, akSourceContainer) Debug.MessageBox("You can not store that item.") EndIf EndEvent
  6. Hey NorthernNick. Hope I didn't lead you down the garden path...I've only been able to get the "cloud" storage to work linking workbenches. Hadn't tried it with normal containers until just now and nope...can't get it to work with just liked refs and keywords the way the workbenches "just work." So it must be something in the workbench scripting. But I do have a functional sorting script that works just peachy between normal containers...as well as linked activators as LoneRaptor mentioned (just started using that method...opens up lots of options). Anyway, give his script a try and if it doesn't fit your needs I'd be happy to post mine.
  7. No trouble. Glad to be of help. Again to echo what JesterDoobie said, the inventory filters are a good idea, but are also pretty much required if you're using Event OnItemAdded...which you undoubtedly will to pull this off. You need to add an OnActivate event, then define an AddInventoryEventFilter for the items you want to tell the script what items you want it to pay attention to...otherwise it just ignores them. Took me a night of cursing to discover that. I've been able to get a sorting system set up in my "learning testbed" player home using AddInventoryEventFilter referencing Form Lists for each category I want sorted, with the actual items defined in the Form List. Then I have another form list for anything I don't want want the "master sorting" container to accept and it kicks it back to the player. Of course, after sorting components, junk, food and drink, chems, ammo, weapons, armor and clothing there isn't much in the game left to reject. Just wanted to mention that you'll likely need to use the AddInventoryEventFilter to get this working if you're using Event OnItemAdded. Good luck!
  8. I'm not sure I fully understand what it is you're trying to accomplish, so forgive me if this doesn't address your goal. But it sounds as if you want some sort of "cloud based" storage system. I've been able to accomplish something along those lines by linking workbenches in my player homes to a regular, standard container object that acts as a âmasterâ. This is done without doing any scripting, just keywords. And no settlement workshop workbench is involved. The workbenches are linked to the âmasterâ container using WorkshopItemKeywork and WorkshopLinkContainer. Each linked object then has a shared inventory. If you aren't linking workbenches, then WorkshopItemKeyword may not be necessary. I've done this across cells (interior and exterior) and works well. Not sure if it's what youâre after, but maybe it will help. To echo what JesterDoobie said about looking at what others have done to figure this stuff out, there is a mod out there that may do something similar to what it sounds like you want, at least in part. It's called Quantum Box, or something along those lines. You might be able to glean some info from examining how that was put together. I any event, hope some of this helps.
  9. Yeah.. I was just happy it worked and still need to take care of the debug code. Didn't realize you were working with 250 holotapes! Like your idea of the vending machine. Maybe something sililar to the book return machines?
  10. One thing to consider for the 1080 vs. the 1070 is your computer's power supply. The power requirements for the 1080 are higher than the 1070. I went with the 1070 mainly because I didn't want to have to update my power supply as well. It works perfectly with my machine's stock 460w power supply even though the card specs say 500w is the minimum. Just something else to consider.
  11. I would say yes, do it. Itâs well worth it even if FO4 is the only game you play. I recently upgraded from a 970 to an EVGA 1070 SC and donât regret it. Keep in mind that the 970 is really only a 3.5GB card regardless of that it says on the tin. I have an i7-6700 3.4 GHz with 48GB RAM and a Samsung 850 EVO 1TB SSD on as the primary drive in addition to the 1070. That new card made a good system even better. Yes, I was initially underwhelmed by the relatively unchanged crappy frame rates in downtown Boston and in some of my larger settlements, but on the whole it was a worthwhile investment. Iâve been blown away at how much better my game now looks with the 1070. Textures look more vibrant and detailed, gameplay is much smoother albeit there are still places where my frame rates drop to 20-30â¦.my Starlight and Nordhagen Beach settlements in particular because that are huge and detailed. But in reality, the game is just not optimized properly and no matter what card you have youâll still get frame rate drops in certain places. I was able to eek out noticeably better frame rate improvements by setting my shadow distance to medium while keeping everything else at Ultra. Iâve also replaced as many of the game textures as possible using better optimized (and frankly, better looking) ones from various Nexus downloads, namely all of the Vivid Landscape series. Since I started using these textures, my downtown Boston frame rates now consistently hover between 45 and 50. It was rather stunning to see those numbers in the most densely packed parts of the city, where previously I was getting 25-30. So, textures do apparently make a huge difference. I guess what Iâm saying is that yes, upgrade your card but also look into making additional game tweaks to compliment the power of a new card. But also think of other benefits a new card could bring your system beyond gaming. Do you do video or 3D work? If yes, an upgraded card is a no-brainerâ¦.and a good excuse to spend those caps!
  12. Before you give up on the idea totally, I’ve had a breakthrough! I’ve just finished testing a working solution for adding a key to a vendor. Since it’s such a similar case to your holotapes, I thought I’d share it. As I mentioned before, apparently keys are not able to be used as sellable items. One suggestion I found on a Skyrim forum was to create a note or deed and attach a key to it so that when the note was purchased, the key would be added to the players inventory. I tried to reverse engineer the script that gives you the Atom Cats power armor paint job when you buy the note from Rowdy. It’s the closest scenario to what I was trying to achieve: buy a key to unlock a player home from Daisy in Goodneighbor. It took a couple of hours of trying various things and some more poking around the CK wiki, but I now have a working script to do the following: 1. Buy a deed (set up as a Book) from Daisy that when purchased adds a key to my inventory 2. Display a message that the key has been added When setting up the properties for the script, I noticed a “Holotape” property in the Type pull down menu of the Add Item Property window. I used the “Key” entry but I would assume the Holotape entry would be similar but direct you to use a holotape as a item reference rather than a key as I did. If you have multiple holotapes, you probably don't want to do this for each one, so I was thinking maybe you could put them all into a vendor list then point the script to that. No idea if it would work that way, just a though. You might need to actually specify an individual holotape for any of it to work. I’ll post my working script below. Hopefully it will give you something to start with. This is the first and only scripting I have ever tinkered with beyond unlocking a door with a terminal, so for me to get this working and doing what I want is a milestone. I modified the Atom Cats paint job script so some of the code may now be redundant, but all I know is this compiled and does what I want. Hope some of this is at least slightly helpful. Let me know how you make out. Good luck! :smile: Scriptname AA:BuyCondoKey2 extends ObjectReference Const Key Property AA0Homes_GoodneighborHomeKey Auto Const Message Property AA0GoodneighborKeyMessage Auto Const Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() Debug.Trace("Doing frame stuff for Player") Game.GetPlayer().AddItem(AA0Homes_GoodneighborHomeKey, 1, true) AA0GoodneighborKeyMessage.Show() Delete() endIf endEvent
  13. I'd be interested in figuring this out as well, as I've run into a similar problem trying to add a key for a player home to a vendor inventory to purchase. Just like your holotape, the key does not show up in the vendor's items for sale. Looking around the Googles for a solution, I came across some various Skyrim forum postings that seems to indicate that keys are flagged as non-sellable items, presumably to prevent them from being sold if they are part of a quest, which makes perfect sense. It would also make sense the same applies for Fallout 4. One solution suggested was to add a note or deed to the vendor inventory but tie that item to the key (or in your case a holotape) so that when you bought the note/deed the key/holotape would be added to the player’s inventory. A great idea, except right now I have no idea to how to make that work. :huh: I know it’s not the answer you were looking for, but hopefully it will give you some insight as to why your holotape isn’t showing up with your vendor...most likely holograms, like keys, are flagged a non-sellable items. At least that’s my theory… Would be interested if you ever find a solution. One question I just thought to ask: Do your holotapes actually show up in the vendor inventory? Or not?
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