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vkz89q

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Everything posted by vkz89q

  1. I welcome any feedback I can get. I noticed it packs super fast with .fuz files and doesn't compress them.. so I made new test. 1. Delete ALL lip files. 2. Generate new lip files with ck32.exe and bat file. Correct me if I'm wrong, but ck won't actually generate Lip files unless it needs, like I tested putting random xwm and wav in the folder, and it doesn't touch it because it's not used by the mod. 3. Then, I checked how many lip files did it make. 1993, so there should be 1993 audio files in my mod. 4. I converted them to .fuz and deleted(after backup) the lip, xwm and wav files from the folder. 1993 .fuz files. 5. I open up ck and archive the mod. No errors at all so it's a good sign. 6. Then I unpacked the new generated file and checked how many audio files there are. 1990. So, we are getting close now, but still skipping 3 files and now without any errors or reasons why. Well, I guess it isnt THAT bad, too bad I can't figure which one are missing and why... so it's 3 missed dialogues at max.. not end of the world, lol.
  2. Ah okay, I turned off antivirus and tried packing in fuz and no errors.. Test two with xwm and lip, it seems to compress the xwm to same size as fuz, thats why it makes temp folder, but this generates errors I can't see. Both still miss same amount of files.. it's gonna be a nightmare to track which ones are missing.
  3. Theres actually only 2 textures and rest are dialogue audios(and some scripts), so yes it's audio file... there are couple duplicates(same audio, different file name, used in multiple dialogues) so some of the errors might be from those, but when I pack all, it's missing about 30 files or so when I unpack the ba2. I don't have 30 duplicates, more like 2-5. I could do shared audio for the duplicates and I already done it for some, but I still get errors and the log when packing just cuts and I can't see the errors at all. I guess I need to use archive2.exe to just pack the whole audio folder? Adding "Sound\Voice\testpack.esp\PlayerVoiceFemale01\000A38B3_1.xwm" to archive from "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\PC\Data\Sound\Voice\testpack.esp\PlayerVoiceFemale01\000A38B3_1.xwm"... Adding "Sound\Voice\testpack.esp\PlayerVoiceFemale01\000A38B3_1.lip" to archive from "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Sound\Voice\testpack.esp\PlayerVoiceFemale01\000A38B3_1.lip"... Adding "Sound\Voice\testpack.esp\PlayerVoiceFemale01\000A38B3_1.xwm" to archive from "C:\Program As you can see, the last line just cuts and thats where the log ends. I have tried and will pack those files as .fuz when I'm ready to release but it gives same error. "Archive process succeeded, but had errors - output:". Also I have no idea what that PC folder is, CK seems to make it when I try pack? The amount of skipped files seem to also change.. this time it's 75 files missing from the packed file. So, in short, it's skipping some files but I have no idea why. edit. I just noticed in the log it has same .xwm two times, but I have no idea why since the folder only has 1 of them. Even when I convert to fuz and delete all xwm, wav, lip from the folder, it still errors. edit2. When I pack in ck, it seems to make some folder named data/PC/data/sound/voice and copy all audio files there from my actual folders, but still missing files? I guess it's processing them somehow?
  4. Nexus mod manager? I didn't know it can pack my mod loose files to - Main.ba2 and - Textures.ba2.
  5. When I started my current playthrough I was crashing A LOT. It was totally random. I could play 2 hours, turn 180 degrees and suddenly CTD. After I got bored of that I checked my papyrus log and checked all mods versions. I updated all mods and reinstalled F4se, something had overwritten simply f4se script.. also made new load order and checked everything in fo4edit. So after I did that, last 24 hours or so play time, I have had total of 0 CTD with 140 plugins installed.
  6. Hello. First time I'm trying to pack mod with lot of files(several thousand) and ck skips lot of the files everytime and says it generated errors. Problem is, the error log gets "cut short" and I can't see what files are causing errors. It would be nice to see why and what files are skipped, but I simply can't see them.. I have lot of almost similiar named audio files, so manually checking them is gonna take a week(s) and is going to be painful as hell. When playing my mod with loose files, everything seems to work. Is there any way to actually see the errors or should I just manually pack all files?
  7. Crime faction just means that npc "defends" it. Like, if you go to Diamond city and shoot the place up, Piper will be pissed but Strong doesn't care, because it's not in his crime faction. Same reason why Preston attacks you if you attack your own settlement but Hancock doesn't give a damn unless you attack him too. Also you can just sleep day or two and everyone is friends again. If you want more "realistic" crime factions, you propably want to track those "crimes", like track alias deaths and then use https://www.creationkit.com/fallout4/index.php?title=SetEnemy_-_Faction in a script.
  8. I know this is an old thread, but I got this bug today and tracked down why it's failing. After lot of debugging and opening ck, checking quest stages etc it's because of this: 1. Quest DLC03DialogueV118 has alias named Receptionist. <- This quest is running, missing one alias 2. Quest DLC03_V118_Intro has same alias and that alias is linked alias to Receptionist from quest above. <- This quest fails to even start 3. When you meet Pearl, who is hiring you to investigate murder, after you agree to work with her, quest DLC03_V118_PearlHiring sets stage 6 in quest DLC03_V118_Intro which takes care of opening the door. And now why it all fails: 4. For some reason DLC03DialogueV118 alias named Receptionist fails to fill, that means DLC03_V188_Intro FAILS to start because the alias is not optional, and is also missing in the DialogueV118 quest, so no dialogue from him either. 5. Now we have broken mess that can't be fixed because the Receptionist, who should be actor named DLC03_Vault118_Receptionist, refuses to go to alias in two quests. I checked with tcl, and the actor is there and even has Hello dialogue, but does not fill to aliases when quest starts. 6. I can't find any reason why it doesn't work. It's set up just like every other alias on those quests and those work. 7. The first quest is Start game enabled and fails to fill the alias. That means the moment you start new game, it's already broken if it fails. No idea why it does this. It doesn't help it's linked in several quests either, so it brokes them all. It can be propably fixed manually stopping and then starting DLC03DialogueV118 and checking with console if alias is filled. Then, manually setstages in DLC03_V118_Intro before going to the Vault door. To do that requires editing the quests, because they can't be normally started again because they are "Run once". I tried to find anything in fo4edit that touches those quests, and only Unofficial Fallout 4 patch touches DLC03DialogueV118.. not sure if it's vanilla bug or not. Edit: I fixed my quest by doing mod to fix it. Forceref receptionist ref to the alias in the first quest and then starting the second quest and setting stage to 6.. which it should be before you go to hotel.
  9. Put "PlayerRef" actor property in your fragment and then do this: (AliasNPC1.GetReference() as Actor).StartCombat(PlayerRef) or if you do more stuff to those actors do this as first in the fragment: Actor aAliasNPC1 = AliasNPC1.GetReference() as Actor aAliasNPC1.StartCombat(PlayerRef) also if you don't want to use property for player, do this instead of using Game.GetPlayer() multiple times in a row: Actor aPlayer = Game.GetPlayer() Actor aAliasNPC1 = AliasNPC1.GetReference() as Actor aAliasNPC1.StartCombat(aPlayer) Why your current thing doesn't work is, because you try use Actor function on ReferenceAlias, so you need to cast that RefAlias as Actor first. Same will work for Disable() too, since it's ObjectReference script and Actor is also ObjectReference. If your Radscorpion is attacking at sight, you might need to lower his Aggression. Very aggressive will attack anything that is not Friend or Ally in his faction(s). You can put the scorpion in friendly faction, then use script to RemoveFromAllFactions() and after that AddToFaction(yourFactionProperty), that has player as enemy.
  10. If I remember right, some vanilla dialogue is done like that, ao or something comments. Like when you step in to USS constitution ship, the trigger has function SayCustom(keyword). So yes, it should work fine. Then, when you have made your dialogue for each companion, just remember to put conditions there, like GetIsID == PrestonRef for Prestons lines etc. Check quest AO_Comment_Dialogue and select Player Dialogue and you see how it works. If you don't want to make your own lines, you can also trigger any keywords already in game if they have suitable dialogue for you.
  11. https://www.creationkit.com/fallout4/index.php?title=Say_-_ObjectReference and https://www.creationkit.com/fallout4/index.php?title=SayCustom_-_ObjectReference if the dialogue has keyword, like some comments have if you check companion quests. I'm using both and they work perfectly. Keyword is better since it works for all, with Say() you have to select topic, and each companion has own topics but "shared" keywords if that makes sense. But if you want them to say topic that has no keyword, you have to use conditions, for example GetIsId == CurieRef and then Say(Property) and that property is "CurieIdles" or something. Otherwise you might have Preston trying to say Cait's line(but he can't say it because he isn't Cait, so nothing happens) etc, but with keywords that doesn't happen. So, if using Say(), you want something like this in your script: If(FollowerRef == PrestonRef) Say(PrestonIdles) elseif(FollowerRef == CurieRef) Say(CurieIdles) etc etc... But if using SayCustom(), you can just do this: FollowerRef.SayCustom(CAT_Event_DrinkAlcohol_Topic) ; just example
  12. Hi, I'm too stupid to understand how this works. I have opened Looksmenu json char presets to see how they are made but I still can't figure how to use this. I don't even know if this is how looksmenu works. https://www.creationkit.com/fallout4/index.php?title=GetMorph_-_BodyGen What are string and keyword? String is name of the part? What is this keyword? Anyone ever used this function and can share how it works? Does it work yet? I have tried to google but no luck.
  13. If you still have problems, I can take a look at it tomorrow/later today if you upload it somewhere.
  14. Did you check your esp with Fo4edit? I had strange problem too, somewhere in my new playtrough I noticed I can't start any conversations unless the npc speaks first. I was testing my own custom companion too so I though it must be the problem so I double checked every quest on her to see they have right conditions. Still nothing. Then I opened my mod in fo4edit, found out I had dirty edit in "TraderRylee" or something quest, deleted it and after that everything worked perfectly. I remember checking something from that quest and I'm pretty sure I didn't change anything, I still can't figure how that dirty edit messed whole quest system, lol. Also have you tried disabling your mod and enabling it again? Maybe some scene is "stuck" from before you added all conditions?
  15. If Absorb isn't good enough for you, then you have to make your own scripted magic effect. Unless there is vanilla effect that does what you like. Why not just install ck, its much better than f04edit other than cleaning mods and duplicating a lot of stuff at once? I think I have given enough advice for now, lot of this stuff you can simply test in game by making different test perks and magic effects and looking at vanilla perks and magic effects/spells.
  16. Well, you have to make constant effect ability and attach script to the magic effect. Nerd rage script from previous page shows you what you need. Or, you can duplicate and rename "BloodBugDrainHealthEffect" and give the magic effect condition HasMagicEffect "YourNewMagicEffect" == 0, so it can't stack more than once per second per enemy.
  17. My bad. You can't use Apply Combat Hit Spell + Self. Here is how to do perk that heals you, when you hit enemy with melee weapon or bare fists: Make a spell: Type: Spell, fire and forget, contact. Select effect there "BloodBugDrainHealthEffect", magnitude xx, duration 0-xx (0 will be instant). Make a perk: Apply combat hit spell. Select your new spell. IMPORTANT: you need to run the conditions on weapon tab. Otherwise unarmed will not work. Conditions Weapon: HasKeyword WeaponTypeMelee1h OR WeaponTypeMelee2h OR WeaponTypeUnarmed. Thats it. I just tested it and it works. WornHasKeyword don't seem to work for bare fists for some reason but running the same keyword on weapon works :huh:
  18. Oh, in my current mod I'm working, Ghouls and Yao Guais have no problem doing combat hit spells with their unarmed weapon.. so you might want to check your conditions again. Edit: I have the spells in their race data tab, since they have new races. There it's possible to select different combat hit spells for every attack.
  19. Q: And one noob question, how do I check the detailed preexist scripts only using FO4edit? A: I don't know. I use creation kit. Maybe someone else knows? For unarmed.. hmmh IronFist02 perk adds Disarm combat hit spell for unarmed in vanilla game. I have not tried if it works without weapon(just using bare fists). Bare fists do have WeaponTypeUnarmed keyword, so I'm not sure why it doesn't work for you. You can TRY making new perk just for Unarmed and copy conditions from IronFist02. Conditions, Weapon, HasKeyword WeaponTypeUnarmed == 1.
  20. Okay, I know what you mean. It's called Bloodbugheal. I had a brain error in my combat spell advice. Instead of "Contact", you must make it "Self" so it heals player, not the enemy. Fire and forget spells work fine with apply combat hit spells. If you put duration 1, it will trigger on hit and heal xx amount for 1 seconds. For bloodbugs, it's most likely paired with the animation --> do animation --> cast that spell and heal. You should be able to get similiar effect to player by using Apply Combat Hit Spell and put conditions there. Nerdrage perk 1 adds Ability to player with conditions GetHealthPercent <= 0.20. Nerdrage Slow effect script also has this on it to heal on kill: Event OnKill(Actor akVictim) If game.GetPlayer().HasMagicEffect(SlowTimeEffect) == true && game.GetPlayer().HasPerk(NerdRage03) == true Game.GetPlayer().RestoreValue(Health, HealAmount) Endif EndEvent Q: And how to add some buffs (such as speed and DR buffs) when equipping melee weapons? A: Make a spell ability, make a perk and choose ability and give it conditions(in the spell window) WornHasKeyword WeaponTypeMelee1h OR WeaponTypeMelee2h OR WeaponTypeUnarmed. Then, in the spell ability, choose "fortify damage resistance". or "FortifyXXX", there should be one or two for Speed too. Make sure it's constant effect and magic effect has "recover" flag, most of the vanilla "FortifyXXX" have this flag already. Give all the effects in your spells those same melee conditions.
  21. I just told you how to get it. Make a magic effect cloak or use a quest that starts and fills alieses and runs horrible looping script to get your damage. Also I just tried crRangedDmg on a trapper wielding gun and it gave 0.00 every time with Harpoon gun in his hands, so good luck with that. Even Assaultron with headlaser shows 0.00. So basically you have to make F4SE plugin to get your dmg without looping trough gun mods, but for a pro like you, it should be easy. First you need to learn to get actorvalue from actor, tho. :happy:
  22. I really doubt that the game is storing every npc's ranged damage in actor value. Atleast not if using guns. Maybe for stuff like Bloatflys who have fixed damage. Npc's spawn with random weapons and can pick new weapons in battle etc.. but maybe I'm wrong. I guess first step is to find/spawn some npcs and in console click them and type "getav crrangeddmg" to see if it even works. Or type "help crranged 4" first. Easiest way to give them more dmg is to give them perk that multiplies weapon attack damage. If you want during battle, to see how much damage they do and after that rise the damage.. well, I'm not sure if there is a good way to that. You can scan their weapon and mods with script but, eh, it's kinda messy and lots of scripts running in any bigger battle. To your original answer, how to get actor value of certain npc? Well, you can do it with magic effect with cloak+radius that uses akTarget.GetValue(crRangedDmg) or you can have somekind of "combat quest" that you start when combat starts or player gets hit, and it fills aliases and runs script event OnAliasInit that Gets the value for you. But I don't think any of that is good or necessary, just use perk, you can also give perk to player that scales damage on conditions, depending who hits you, what weapon they use etc etc. Or give the npc's better weapons. Are they your custom npc? Why do you need their exact damage? tldr; Give them perk that scales weapon attack damage by 1.6 and give them conditions, when you want it to happen. For example you can make it happen when they hit 20% life.. etc
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