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dietplums

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Posts posted by dietplums

  1. 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. 

     

  2. 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 Const
    ObjectReference Property XMarker Auto Const
    Event OnActivate(ObjectReference akActionRef)
    if akActionRef == Game.GetPlayer()
    Utility.Wait(1) ; Wait for 1 seconds
    Game.GetPlayer().MoveTo(Xmarker)
    endif
    EndEvent
    Event OnCellDetach()
    Self.SetOpen(false)
    endEvent
    another script I tried using but got the same result:
    Scriptname AAAloadDOORtelportXMARKER2 extends ObjectReference Const
    ObjectReference Property XMarker Auto Const
    Event OnActivate(ObjectReference akActionRef)
    if akActionRef == Game.GetPlayer()
    Self.SetOpen(false)
    Utility.Wait(1) ; Wait for 1 seconds
    Game.GetPlayer().MoveTo(Xmarker)
    endif
    EndEvent
    thank you.

     

  3. 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.

  4. 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 Const
    Quest Property boomquest Auto Const
    Explosion Property Nuke Auto Const
    Function ExplodeOnQuestStage()
    if (boomquest.GetStage() == 20)
    Game.GetPlayer().PlaceAtMe(Nuke, 1)
    endif
    EndFunction
    Event OnInit()
    ExplodeOnQuestStage()
    EndEvent
    I have also added the quest and the explosion to the properties
    the script itself complies fine with no errors
    however in game, I set the quest trigger but the explosion does not happen
    thank you
  5. 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

  6. 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

  7. 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

  8. 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.

  9. 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.

  10. 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

     

     

  11. 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 alpha
    2.) BC6Hs HDR RGB 8 bpp | signed no alpha
    3.) ASTC RGBA ~ bpp | varying bit rate
    4.) BC5u RG 8 bpp | normal map
    5.) BC4u R 4 bpp | grayscale
    6.) BC3n Normals 8 bpp | (x,y) -> (1,y,0,x)
    7.) BC3 RGBA 8 bpp | interpolated alpha
    8.) BC2 RGBA 8 bpp | explcit alpha
    9.) BC1a RGBA 4 bpp | 1 bit alpha
    10.) BC1 RGB 4 bpp | no alpha
    11.) 8 A 8 bpp | alpha only
    12.) 8 L 8 bpp | luma only
    13.) 8.8.8 BGR 24 bpp | unsigned
    14.) 8.8.8.8 BGRA | 32 bpp | unsigned
    15.) 8.8.8.X BGRX 32 bpp | no alpha
    16.) 16f R 16 bpp | floating-point
    17.) 16.16f RG 32 bpp | floating-point
    18.) 16x4f RGBA 64 bpp | floating-point
    19.) 32f R 32 bpp | floating-point
    20.) 32.32f RG 64 bpp | floating-point
    21.) 32x4f RGBA 128 bpp | floating-point
    do I need another exporter tool or revert back to an older version of NVidia texture tool exporter?
  12. 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.

  13. 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.

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