-
Posts
491 -
Joined
-
Days Won
3
Everything posted by Qrsr
-
Feature request: Show modders what Collections are using their mods
Qrsr replied to MichaelPLogue's topic in Site Support
Well 1/3 of those mods are deleted anyway. im pretty sure there is a way to not burst the search engine. It would be very handy to list all interconnections. Maybe a table generatable once per month or something. -
Feature request: Show modders what Collections are using their mods
Qrsr replied to MichaelPLogue's topic in Site Support
I would like to have and see it finally "an aggregate for all mods", like there is an option of showing all my tracked mods, i would like to see an option of all MY mods linked to collections. -
The strange thing is Creation Kit does not let me to refresh the render window???
-
Once im adding coordiantes to Exterior LOD Worldspace nothing will change. The Render Window will not show the new location and ingame there is the default location 0,0,0 also. What am i missing? I want to change the location of some of the current vanilla cells but for some reason it doesnt work... ?
-
Need help setting up random summon
Qrsr replied to Syn3r's topic in Fallout 4's Creation Kit and Modders
You could do this without scripts, use the explosion to spawn an object, like the mirelurk queen eggs ... then use a leveled NPC list to collect all the actors you would like to have as possible spawns. the actor base will use the leveld NPC actor list as template and therefore the spawned NPC will use the appearance of one of the actors in that list as well as any other template you have attached. done. -
[SOLVED] The Castle Activate Steel Door Without Quest
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Alright turns out DefaultUnlockLinkOnActivate is using a Keyword, well i remember using it already with no success. Some more details to what will happen in the Min03 quest: Alright i managed to do it finally using DefaultActivateLinkedRefOnActivate on the button by referencing the door using LinkActivate as keyword and it works like a charm even better using the ToggleButtonScript with LinkCustom1 or else keyword as well ... Thanks SKKmods for stepping in otherwise i wouldnt work on the mod today- 5 replies
-
- Default2StateActivator
- Castle
-
(and 1 more)
Tagged with:
-
[SOLVED] The Castle Activate Steel Door Without Quest
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
I will. Thanks. YOu know what drives me crazy is the fact that forcing the game (without running th Min03 quest) to set the global to 1 will not actually make the Button01 work. I remember in vanilla (i will never do any MM quest again, lol) that once i did the quest with Ronny Shaw she actually openeded the Armory Door and once she did it player char could do it over and over again. I could bet it was and is tied to the Global but in fact it is not i suppose. Im not done with checking the Story Manager Nodes maybe its somewhere there. It was for the Artillery in fact which can be forced to use if the Nodes have been altered.- 5 replies
-
- Default2StateActivator
- Castle
-
(and 1 more)
Tagged with:
-
[SOLVED] The Castle Activate Steel Door Without Quest
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Cool thanks. Any way to do it with vanilla (Default) scripts? or workarounds?- 5 replies
-
- Default2StateActivator
- Castle
-
(and 1 more)
Tagged with:
-
Im having trouble to activate the steel door without using the quest, somehow Quest:Min02 forces Ronnie Shaw to use/activate the ToogleButton which then opens the steel door. Adding an alternative button door setup will not work either. The button is linked via EnableParent to the activator door. Setting the button as "LinkedReference" does not work either.The Castle steel door eventhough is setup as a Default2StateActivator somehow does work differently. It has a Global attached to it and a Collision keyword: TwoStateWithGlobalActivator replacing it with a Default2StateActivator didnt do the trick either. Turns out the ToggleButtonScript did the trick by referecing the Button with the Armory Door. Then add a LinkActivate keyword to both. Done.
- 5 replies
-
- Default2StateActivator
- Castle
-
(and 1 more)
Tagged with:
-
[Solved] Blocking damage from Gamma Guns
Qrsr replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Good find. Sounds like worthy to include to UFO4P. -
Object disappearing in game but not CK
Qrsr replied to Rcmo's topic in Fallout 4's Creation Kit and Modders
These obejcts may reappear because of scripts, or else. Override them with a 0 bound replacer object of the same type. create a static object without any model and replace the object of choice. this will force the game to 95% of the time to not show the old object. if the old object appears still you must track down the calling reference which might be a script. if so, you may want to override the reference in that script. check your changes using FO4Edit and search for [Placed Object] tag, these object overrides must be deleted. since they tend to break the game (PreVis, precombines). -
How do change factions relations to each other?
Qrsr replied to M00NC0BBLER's topic in Fallout 4's Creation Kit and Modders
Faction. Study the base factions, and reverse engineer the entire thing, drag drop the "friendly" faction to the factions of interest. -
Trying to increase the radiation AOE of Barrels
Qrsr replied to M00NC0BBLER's topic in Fallout 4's Creation Kit and Modders
Hey M00NC0BBLER i managed to collect all the rad barrel hazards and merged them into one single rad hazard base reference which one can modify. Vanilla uses all kinds of different radius / units per rad barrel. Example: RadiationHazard0256 - 12.0 RadiationHazard0512 - 24.0 RadiationHazard0768 - 36.0 RadiationHazard1024 - 48.0 RadiationHazard1536 - 72.0 RadiationHazard2048 - 96.0 Most of the time its somewhere between 256 and 768. The mod can be found here: Radioactive Barrel Effect -
From my research you can disable almost all of the default room marker and portals. Especially with current hardware even with an integrated graphics card (iGPU) you wont notice any difference. If BGs would have disabled all their mists (which is almost totally removed in NukaWorld interios btw), interior cells would have been much more stable already. Precombines and PreVis is also most of the time totally useless and interior cells and hinder modders to decorate the cells.
-
Seriously FO4Edit, xEdit is working 99.5 % of the time. And the CK is great as well. I discovered like 2 bugs for Fo4Edit till today in the last 4 years its absolutely brilliant.
- 619 replies
-
- precombines
- occlusion
-
(and 4 more)
Tagged with:
-
It is working as designed but the design does not work all time ...
- 619 replies
-
- 1
-
-
- precombines
- occlusion
-
(and 4 more)
Tagged with:
-
Alright another thing i dont understand. If any object which is a precombined object was refernces and set "Persistent" by the CK that object looses its "[Placed Object]" state in FO4Edit will from now on displayed "Placed Object" instead Any ideas? It might not be crystal clear so some more notes on this: - lets say i would like to have one object linked to a static which is precombined - the CK will flag the object reference "persistent" - by adding the persistent flag the object is no longer marked [Placed Object] and at least in FO4Edit shows "Placed Object" instead. Im pretty sure it will still break the precombine and maybe is a display bug in FO4Edit ?
- 619 replies
-
- precombines
- occlusion
-
(and 4 more)
Tagged with:
-
Hello can someone tell me if moveable statics, in this case an effect, can break the precombine, PreVis cluster aswell? Its about XPRI reference here: GSMist03Dim is part of the PreVis Reference Index for whatever reason ???
- 619 replies
-
- precombines
- occlusion
-
(and 4 more)
Tagged with:
-
Yes thats more of a quest. But will probably result in people crafting smartphones and dance all day long.
-
lets face it, the entire quest(s) in fo4 are garbage anyway.