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Posts posted by dietplums
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I'm adding traps to my interior cell, all the traps seem to work fine except for mines, if you trigger them then reload a save, the mine will not be there.
I've added a location and encounter zone to the cell. so that is all working properly.
do I need to put a script on the Mines?
thank you.
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I'm trying to make a moveable static lantern
I tried putting the lights attach ref to the movable static object but it didn't work as the light just stayed when I moved the movable static
thank you
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I'm adding songs to my personal radio, wav works however I want to cut down on file size but the sound descriptor only seems to detect wav.
The only way I've gotten a XWM to play through the radio is by making a dummy NPC radio speaker.
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The onopen event worked thanks
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basically I need a load door to close after the player has activated it, at the moment the fake load door teleports the player to an xmarker but does not close itself after being used.
I want to have multiple fake load doors teleport the player to one xmarker heading.
the script I am using on the fake load doors at the moment:
Scriptname AAAloaddoorteleporttoxmarker extends ObjectReference ConstObjectReference Property XMarker Auto ConstEvent OnActivate(ObjectReference akActionRef)if akActionRef == Game.GetPlayer()Utility.Wait(1) ; Wait for 1 secondsGame.GetPlayer().MoveTo(Xmarker)endifEndEventEvent OnCellDetach()Self.SetOpen(false)endEventanother script I tried using but got the same result:Scriptname AAAloadDOORtelportXMARKER2 extends ObjectReference ConstObjectReference Property XMarker Auto ConstEvent OnActivate(ObjectReference akActionRef)if akActionRef == Game.GetPlayer()Self.SetOpen(false)Utility.Wait(1) ; Wait for 1 secondsGame.GetPlayer().MoveTo(Xmarker)endifEndEventthank you. -
What I want to happen is when a quest stage has been set, if the actor is alive it will move them to a location.
the script I am trying to use
Scriptname moveactorifalive extends Quest
Actor Property Mut Auto Const
ObjectReference Property XMarker Auto Const
ActorValue Property Health Auto Const
Event OnQuestStage(int newStage, int oldStage)
if (newStage == 20 && Mut.GetDeadCount() == 0)
Mut.MoveTo(XMarker);
endif
EndEvent
it says that getdeadcount is not a function. and will not compile
i also tried actor value for health but that didn't work either.
thank you, sorry for my bad scripting.
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thank you all, it now works
I'm bad at scripting
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I put the code in the quest fragment 20 but I keep getting "A psc(17,0): mismatched input 'Function' expecting ENDFUNCTION
I also tried the Self.RegisterForRemoteEvent(boomquest, "OnStageSet") and Event Quest.OnStageSet(Quest akSender, int auiStageID, int auiItemID) on the xmarker script and it compiled, but the explosion still did not occur
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I've tried using this script on an xmarker, as that is the specific point I want the explosion to occur
Scriptname ExplodeonQuestStage extends ObjectReference ConstQuest Property boomquest Auto ConstExplosion Property Nuke Auto ConstFunction ExplodeOnQuestStage()if (boomquest.GetStage() == 20)Game.GetPlayer().PlaceAtMe(Nuke, 1)endifEndFunctionEvent OnInit()ExplodeOnQuestStage()EndEventI have also added the quest and the explosion to the propertiesthe script itself complies fine with no errorshowever in game, I set the quest trigger but the explosion does not happenthank you -
I'm adding in industrial themed enemies to my interior cell and I thought that the hostile utility protectrons would be perfect
However during testing they seem to be causing my game to crash if you take too much damage from them.
All the other enemies in the cell work perfectly fine and I tested the utility protectrons on a separate plugin in a really basic cell and had the same issue of crashing to them when taking too much damage from them.
Thank you
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complied and work thank you
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I'm trying to do a script where after activating the activator, the player will be shown a one of two messages based on their intelligence
this is the script I tried using on the activator:
Scriptname AAAooo1messasage1 extends ObjectReference Const
{show message either message 1 or message 2 based on the players intelligence}
Event OnActivate(ObjectReference akActionRef)
If Player(GetBaseValue Actor Value: "Intelligence" < 5)
AAAmessage01.show()
ElseIf Player(GetBasevalue Actor Value: "Intelligence" > 5)
AAAmessage02.show()
EndIf
EndEvent
Message Property AAAmessage01 Auto Const
Message Property AAAmessage02 Auto Const
Actor Property Player Auto Const
thank you
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in the edit npc edit tab, the race of Mr handy is invisible, I can place them in the world, and they can speak but they are invisible.
the majority of the other races like human, super mutant, liberty prime etc.) work fine, but all the other robot races seem to be invisible.
I am using the steam version of the creation kit and I had to download the (F4 creation kit fixes/restore patch (BethNet version)) to get the dialogue to work as I was getting flowchart errors, but the mod above fixed it.
thank you
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my bad, figured it out.
all i had to do was add npc.StartCombat(Game.GetPlayer()) to the quest stage script and add the npc to the properties.
thank you.
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I want to make my npc turn hostile when the player selects an option from the dialogue phase.
i have tried setting it up so that one of the options leads to a quest stage (10), in that stage papyrus i have put npc.AddToFaction(playerenemy),
i have added the properties for the faction and the npc to the stage script fragment.
i copied the playerenemy faction template for my custom faction template which is the same.
This has not worked and i am kind of lost on what to do.
thank you.
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I want to set a quest stage by the player looking directly at the NPC. But I can't figure out how to do it.
Thank you.
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I have followed the king Gath tutorial on YouTube but I am still having issues with my mod when I test it on Xbox
In game, the sound works but the NPCs lips do not move, the quest looks to work but when I enter the new world space the game crashes and I get kicked back to the Xbox dashboard.
the mod works as intended on the nexus and bethesda.net pc
thank you.
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I have created a exterior world space and I have generated the LOD for the world space, but I cannot get my custom map to show in the pip boy.
my world space is called deathclawvalley and I have put the map under:
data / textures / interface / pip boy
the map is converted to DDS and is using the format RGB DXT1 no alpha, the maps dimensions are height 2048 width 2048.
in game it just shows the regular world map when I am in the new exterior world space.
thank you
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Edit: fixed the issue, I redid the generation lod and object lod,
With the Nvidia texture tools:
I put bc1 no alpha on the terrain lod
Then put bc2 explicit alpha on the object lod
Thank you everyone in this thread for helping me.
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thank you for the suggestions but still no luck.
I downloaded the old photoshop cs6 and the legacy nvdia texture tools and was able to find and put DXT3 ARGB 8 bpp | explicit alpha on my 3 object lod files but it did not make a difference.
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sorry I'm kind of lost, my NVidia texture tool exporter does not appear to have dxt1 or dxt3
the only options I have are:
1.) BC7 RGBA 8 bpp | explicit alpha2.) BC6Hs HDR RGB 8 bpp | signed no alpha3.) ASTC RGBA ~ bpp | varying bit rate4.) BC5u RG 8 bpp | normal map5.) BC4u R 4 bpp | grayscale6.) BC3n Normals 8 bpp | (x,y) -> (1,y,0,x)7.) BC3 RGBA 8 bpp | interpolated alpha8.) BC2 RGBA 8 bpp | explcit alpha9.) BC1a RGBA 4 bpp | 1 bit alpha10.) BC1 RGB 4 bpp | no alpha11.) 8 A 8 bpp | alpha only12.) 8 L 8 bpp | luma only13.) 8.8.8 BGR 24 bpp | unsigned14.) 8.8.8.8 BGRA | 32 bpp | unsigned15.) 8.8.8.X BGRX 32 bpp | no alpha16.) 16f R 16 bpp | floating-point17.) 16.16f RG 32 bpp | floating-point18.) 16x4f RGBA 64 bpp | floating-point19.) 32f R 32 bpp | floating-point20.) 32.32f RG 64 bpp | floating-point21.) 32x4f RGBA 128 bpp | floating-pointdo I need another exporter tool or revert back to an older version of NVidia texture tool exporter? -
On photoshop
Which format do I use for my lod object DDS?
I don't know if it's:
BC7 RGBA 8bpp | explicit alpha
Or
BC2 RGBA 8bpp | explicit alpha
My world space lod is fine it's just the objects like cliff01 that keep popping in and out from a distance.
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I have a sandbox package on my NPC but I need my travel package to override the sandbox package when a quest stage has been completed.
at the moment, once the quest stage has been completed, the NPC just sticks with the sandbox package and does not use the travel package, when I remove the sandbox package, the travel package works fine.
I have already put the conditions on the travel package but I don't know what to do with the sandbox package.
Thank you.
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I have been following the Neeher tutorial about creating world space LOD on YouTube but it's has kind of gone wrong.
I'm at the point where I have my TGA files in the terrain source folder, I need to convert these files to DDS and then put them into a folder in the texture folder.
the problem is that the texture folder is not there, the only thing I can find that relates to textures are 9 files that are called Fallout4 - Textures1.Ba2, there are 9 of these and I cannot access them to put the converted files in.
thank you I am so confused.
Can you make an NPC unlock the chains on a barred door?
in Creation Kit and Modders
Posted
In the cell, I have a simple travel package on my NPC, he can unlock locked doors, but he cannot remove the chains on a barred door. He just gets stuck.
If I remove the chains on the barred door, the NPC continues with their normal travel package.
Is it possible to make the NPC remove the chains via the their package or will I have to use a script?
The barred door I'm using is one of the packin ones.
Thank you.