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Everything posted by Comiconomist
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Why are you running the game in admin mode? Nothing beyond the initial installation should require that. Here's one theory: running the game in admin mode causes the game to look in your admin account's documents folder for your ini files, instead of your default user documents folder, which is probably where you have changed the ini files to set the game up for modding. Try not running in admin mode and see if that fixes it. If not, go back to a clean install and (again, not in admin mode) try using the in game mod browser to download a mod from Bethesda.Net: presumably the game is set up to ensure a user starting from a clean slate can install mods from there. If that works, then start installing other mods as usual.
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I could be wrong but I believe this isn't in the base game - but fallout 4 script extender has a function GetAllMods at the bottom of their version of ObjectReference.psc, so that might do the trick. If you're lucky it will be as simple as putting givenMods = givenWeapon.GetAllMods() just before your loop. I've never actually used the script extender, but that might be a good starting point.
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Any voice artist thats "player" sound alike ?
Comiconomist replied to Sirropoo's topic in Fallout 4's Discussion
Here's a really good tool for navigating the in game dialogue: http://www.nexusmods.com/fallout4/mods/12132/? -
Help with my first mod
Comiconomist replied to VladimirTopolskiIII's topic in Fallout 4's Creation Kit and Modders
I've never seen a script on a projectile, projectiles don't have a script section in the Creation Kit, and nothing on the Creation Kit wiki alludes to scripts on projectiles - so if there is a capability to script projectiles, it is hiding very well. It hadn't occurred to me to put the script on the weapon, which is potentially the obvious solution. The script would have to do the following: - Whenever the player fires the weapon (can be done, e.g. https://community.bethesda.net/thread/9445?start=0&tstart=0) - Start a timer and look for the player to trigger the detonation (papyrus has no concept of "right click" so it will have to be a player action papyrus knows, such as equipping an item) - When the timer runs out or the player triggers the explosion (easy) - Spawn an object with a script that immediately creates the standard MIRV explosion (not that hard) - Place the object where the projectile currently is (???????????????????) I have no idea how to spawn an object where a projectile is, because I don't know of any way to keep track of a projectile in papyrus. If someone can figure that out then the rest is doable, but I suspect that projectiles are handled by a part of the game not exposed to papyrus. -
I've placed an xmarker outside the Nuka Station in Nuka World to use as a marker in a quest. The Creation Kit gives me the following error message when I load my mod: MASTERFILE: File 'myModName.esp' contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warnings. The only <CURRENT> warning in that text file is: FORMS: <CURRENT> WRLD 'NukaWorld' (0200290F) Unable to find master location (01008060) on worldspace 'NukaWorld' (0200290F). Can someone please explain what this means and what I should do about it (if anything)?
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Help with my first mod
Comiconomist replied to VladimirTopolskiIII's topic in Fallout 4's Creation Kit and Modders
I think that as described this would be a very difficult mod to make. The problem is that as far as I can tell there is no way to attach scripts to projectiles and hence no way to get a projectile to explode except for the ones shown in the Creation Kit (i.e. impact, proximity or timing). I suggest taking a look at Sean_s's Grenade Expansion Pack http://www.nexusmods.com/fallout4/mods/16404/? - he adds a grenade launcher that can fire multiple types of grenades by switching weapon mods on the fly. I think you could do something similar: create different MIRV mods that each fire MIRV projectiles with different time delays. It's not exactly what you want (it would require the player to judge distance, flight path and flight speed quite well to be accurate) and it is substantially more work than just clicking a magic "give this projectile remote detonation capability" button, but I think it's the closest we'll be able to get for a while (who knows how much magic we'll get out of the Script Extender one day). -
I'm working on a mod to make Minutemen patrols called by the flare gun follow you around for a while longer, including follow you indoors. I'm looking at the behavior of Travis in "Confidence Man" to try and figure out the AI part, but for now I'm struggling to understand how quest stages work. Here's what I have figured out so far: The quest that handles minutemen called by flares is "MinFlareGun". It is triggered by the flare gun explosion which sends a keyword to the Story Manager. Stage 10 uses MinFlareGunQuestScript to spawn the Minutemen after a brief delay (and also fires another flare if they are coming but aren't right next to you yet, which is cool). The quest has a single scene, MinFlareGunScene. Phase 1 of this scene ends when one of three things happens: the player runs far away, 300 seconds pass, or the minutemen reach the player. Upon the completion of Phase 1 the quest moves to Stage 100 (there is an explicit "Set parent quest stage" to 100 at the end of Phase 1) and the scene moves on to Phase 2. Phase 2 is 60 second timer. The comes Phase 3, where one of the Minutemen says a line like "Stay safe, General." and they move on. In addition to the above there are two other stages for the quest, stages 20 and 50 which are respectively for when the Minutemen have engaged in combat and when one of them have died (these affect dialogue the Minutemen say). These stages appear to be set by scripts attached to the reference aliases to the spawned Minutemen. I am confused by two things: 1) What triggers the quest to proceed from stage 100 to stage 200? As I noted, there is an explicit "Set parent quest stage" to move to 100 at the end of Phase 1, but there does not appear to be a similar statement at the end of Phase 2 or 3, nor can I find a "setstage" command anywhere. Have I missed some code somewhere or is there an implicit rule I do not know? I have verified in game by using "getstage" that the quest does reach stage 200 after the dialogue said in Phase 3. 2) Why doesn't the game move to stage 20 from stage 100? I have verified in game that if the minutemen engage in combat before reaching the player they will go to stage 20 and then reach stage 100 once combat has been resolved and they have reached the player. However, if they reach the player once combat has been resolved and I then spawn some enemies to trigger combat again, the quest stays at stage 100. The scripts triggering stages 20 and 50 do not appear to condition on the current quest stage, though they do use a "TryToSetStage" command I haven't found documentation on. Is there a rule that quest stages can only increase, not decrease? My plan is to introduce a new stage, stage 150, in which the Minutemen follow the player for some time. I need to understand (1) since if I don't know why the game goes to stage 200 after stage 100, I can't make it go to stage 150 instead. And I need to know (2) to understand if a line like "while in stage 150, follow player" will break the minute the Minutemen enter combat.
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I suspect not, but weight can be fractional and you can always change the units of weight. In your case, if you were thinking 1 purified water = 1 pint of water = 1 unit of inventory, why not instead do 1 purified water = 8 ounces of water = 8 units of inventory? Of course, this would be much more natural if you switch to metric measurements.