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Everything posted by ouibonjour
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EDITED AGAIN : Please jump to next comment. Again. Now my mod is 90% working. Update : I was able to compile the entire script without any error message. I also linked all properties to their respective items (so Armor_BOS_Knight_Underarmor value was edited to the scrolldown menu where I selected Armor_BOS_Knight_Underarmor, and I did so for all properties). As for Piper, when I tried to edit her property, for some reason the dropdown menu was looking for her in Sanct. Ext. and was not finding her. Changed Sanctuary to (Any) and found refPiper in Diamond City. Linked it to her property as well. Reloaded the script again, saved it, compiled it. Saved ESP. Exported Archives (Main.ba2 and Textures.ba2), extracted both b2a's in a folder and move the ESP in the same folder, added to RAR and dragged into Vortex. For some reason, there were some conflicts with brown eyes and hazel eyes from Beautiful Eyes, and Cube something from Enhanced Blood (that was weird, as I only played with messages, outfits, piper, Sanctuary Ext (where I put a milk bottle). Anyway, I gave priority to Beautiful Eyes and Enhanced Bloods for those 3 files and ran the game. I'm in Sanctuary, just besides my milk bottle. I activate it, I see my menu with all the buttons. But none of them do anything. I tried to "prid piper + moveto player" to make sure that Piper was the real one : it was. Same RefID as usual 2f1f. Tried recycling her. She disappeared (probably to DC). Prid + moveto player = She was back but naked, without all of the oufits that were previously in her inventory, except one leather armor or something. Anyways, here's my script. Any idea what could be the issue ? Some of the items are from other mods, but they were loaded in Creation Kit, and are still loaded in my load order. First Button = 0 = Naked = Give her a ring that unequips everything. Button 1 to 5 = Different outfits. For each, I added the ring to unequip previous outfit, then wait(menu) 0.5 seconds, then equip the outfit. But none of these do anything. Also, I have a mod that is "more detailed console" or something, that lets me see which mod last modified the PRID item/actor, and when I click on Piper, it shows her RefID, says she's from Fallout4.esm, and last modification was from Loving_Piper.esp Anything I do with my menu and my milk bottle does nothing and does not even put my mods name in the last modifying mod. So it seems like my script is not even reaching her at all. I'll try to remove the mod Loving Piper and maybe put my mod Last in Vortex order or something. Otherwise, I don't know what I'm missing.
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I already use Outfit Switcher, and I loved it. Decompiled it, but it was way too complicated for me to even know where to start. For some reason, I ended up uninstalling AFT because there was something I didn't like. I would still like to be able to do it in a MessageMenu with buttons, and activate it with a key while aiming at Piper. I already found the right syntax to get her to equipitems, but now I'm getting a different error message while I save my script : (Edit : please see next comment : No more Error Message while saving the script, menu appears, but does not affect Piper at all)
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I tried different things, but I can't get it to work . For the Holotape, I was able to create the holotape, the terminal menu and its submenu with 8 different entries for 8 different outfits, I was able to make a recipe, to go in game and craft the holotape and open it and browse into it, but that's all. I don't know what to put in the papyrus script to get my companion (piper fin this ex) to equip specific outfits or pieces of clothes already in her inventory. I tried putting console commands there, like 2f1f.equipitem 000DEDEB 1 and things like that and it does not work. (even if I get it to work via the console in game) I understand I need a different coding that the one of the console, but can't seem to find the information for it. On the other hand, I created a MessageMenu with different menu buttons that I linked to a bottle of milk activator (didn't know how to activate it by pressing a key while aiming at Piper), and I'm able to get the menu to appear. However, I don't know what to include in the If iButton == 0 , ElseIf iButton == 1 , etc , to get her to equip specific outfits. Tried to put console commands there too, still does not work. How should I do ? I'm very new at this. If possible, I'd prefer the MessageMenu option. I'd like that when I aim at Piper, I would see X)TALK B)OUTFIT (then B opens MessageMenu, and menu buttons change her outfit). So far I linked my menu to an activable milk bottle and the script I've put in it is : Scriptname Jessy_PO_Script1 extends ObjectReference Const message property messagebox_999_PO auto Event OnActivate(ObjectReference akActionRef) Int iButton = messagebox_999_PO.Show() ; Shows the menu. If iButton == 0 2f1f.additem bf000d8d 1 2f1f.equipitem bf000d8d 1 ElseIf iButton == 1 2f1f.unequipall 2f1f.equipitem fe012841 1 2f1f.equipitem fe012840 1 elseif button ==2 2f1f.unequipall 2f1f.equipitem 65000f41 1 2f1f.equipitem 65000fa3 1 elseif button ==3 2f1f.unequipall 2f1f.equipitem 6c000800 1 2f1f.equipitem 6c000803 1 elseif button ==4 2f1f.unequipall 2f1f.equipitem 0303a556 1 elseif button ==5 2f1f.unequipall 2f1f.equipitem 39a66 1 2f1f.equipitem a81b0 1 elseif button ==6 2f1f.unequipall 2f1f.equipitem fe012841 1 2f1f.equipitem fe012840 1 elseif button ==7 2f1f.unequipall 2f1f.equipitem a81b0 1 2f1f.equipitem 66001071 1 elseif button ==8 endif endEvent Message Property MessageBox_999_PO Auto Const {Message that will appear} (and I get the menu to show but I know I should change the console commands for something else) Please help!
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Yeah, I'm using it, but since I'm playing with a Gamepad I'm limited here. I would have loved to be able to press right 4 or 5 times, and same with up, left and down hehe BTW, I just saw the pinned message on top of the forum, about bumping threads. I understand your previous comment better now. Won't happen again.
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Hey, I like this mods for the grenades : https://www.nexusmods.com/fallout4/mods/28777 And I could very use something similar with the melee/unarmed weapons. My favorites are already all used up with guns as I usually go like : Left for Automatic Weapons, Right for Pistols, Up for Sniper/Heavy weapons and Down for Shotguns. I'd like to be able to cycle my melee the same way we can now cycle the grenades. Any idea ?
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I know, I'm sorry if it's bad etiquette. I didn't want to offend anyone. But even if the thread is old, I think the mod idea is interesting (as I'm looking for exactly that myself) and seeing that nobody answered it then, maybe someone would see that thread pop and have an answer. Sorry if I illbehaved, I'll do better next time.
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So yeah, I think the title says it all ! More than 3+3+3+3 Favorites slots (maybe 5 each) would it be doable ? I know there's the wheel menu, but I did not dare start configuring it yet :( And for the second one : Maybe I'm the only one, but I like the vibe when it's dark and all the lights looks yellowish (like lantern for example). I guess it would be possible to change the color of most lights to a yellow tint without using an ENB that would affect everything else ? Let me know!
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Thank, I will try it. As long as my entries made in game are accessible once out of the game, that'll do. Maybe in a ini or something. I'll see! In the meantime, I made a little AHK script that allow me to write things to a note pad while "in game" (there's a very quick auto double ALT-TAB involved, so not 100% "in game") but hey!
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Hey guys, that's my first post here. I'm crazy for Fallout 4 mods, I currently have 360+ mods and I usually spend more time on the nexus looking for new mods (and on MxR's Youtube Channel) than I actually spend playing it. However, while I'm downloading, say, a bunch of unique armors, a lot are not craftable but have to be found at a certain location. So I always end up scribbling a bunch of info on a piece of paper on my left like "CMD Holotape > Vault 111 .... Player Home #21312 > East of Diamond City, south of Combat Zone .... go to neighbour hood to check upgraded third rail .... Go buy Wasteland Survival Guide Crafting from Tinker @ Railroad HQ before crafting this and this ... etc .... " Most of the time, I end up with a bunch of sheets of papers full of gibberish, and once I close my lights to play, I forget most of the things I have to check, or even the mods I added since my last playthrough. Would be nice to have a holotape called TO-DO list where you could have 4 options : Show List of Entries, Mark as "Done", Add Entry, Edit Entry. I don't know if an holotape could be linked to a TXT/INI document in the Fallout 4 directory that could be edited while online, then saved before going in game, and then imported in the holotape ? Anyways, I digress, I'm not a modder. I think something similar but less immersive would be to put all TO-DO things in a TXT document in the Fallout 4 directory, and then display its content through a console command while in game, like BAT "name of the document". But yeah, a Holotape, or a MCM menu or something could be cool. I'm sure I'm not the only one who tries to remember 234213423 different locations and things to try while installing mods and then forget the majority of them once in game ! Oh, and if it exists already, let me know ! In the meantime I'll find a way to do this for myself through a TXT file. But a holotape would be nice! It could also be very immersive to be able to edit it and add entries while in game, like you could add a note saying "don't trust this NPC" , Bring Valentine with me for X mission, change X mod from X weapon as soon as I find a Weapon WB because I dont like the current mod" etc PS : It could also be useful when you notice a bug in a mod you're trying, like "X stars mod I just installed shows flickering lights, please check Nexus page for FAQ or Bug Report" etc