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Everything posted by Rorax
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Alrighty I'm delving into the world of NPCs. And it seems as clumsy as some as the creation kit can be. Nothing compares to Actors. What I want to achieve is a Gen 2 synth who can do one job, guard as part of a settlement. Heres the steps I have taken so far. Copied EncWorkshopNPCFarmer01Template by renaming it to my NPC Synth changed the race, skin and voice of the copy to gen 2 synth copied WorkshopNPC and changed its template to the above template reduced the factions down to SynthFaction (for dialogue?) and WorkshopNPCFactionthis was enough for my first test. So I jump in game, spawn one in and tell it to go stand at a guard post. Nada. Rather they are assigned but they won't do.. guard.. stuff. they don't start patrolling or standing at posts. defense goes up. its says its assigned but. It just stands there forever. The worst part about it? I have no clue where to look next. I couldn't even begin to understand why my gen 2 synth won't react. My only thought is it has to do with the fact that its Gen2Synth race instead of Human or Ghoul, but. thats not turning up anything either. Progress! I got the synth to stand at the guard post. The bad news is that it seems that you have to tag each piece of furniture you want the synth to be able to use with the keyword AnimSynthCanUse when I look at the use info of the keyword it only brings up furniture that the synth can use. But not apparently what ever is at the root of why you need that distinction. Does anyone know what the root of AnimSynthCanUse is? and why do synths need it and not ghouls?
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How To Add A Custom Workshop Menu?
Rorax replied to moriartykain's topic in Fallout 4's Creation Kit and Modders
Thanks so much :D- 23 replies
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How To Add A Custom Workshop Menu?
Rorax replied to moriartykain's topic in Fallout 4's Creation Kit and Modders
Sorry I'm trying to use this myself but I am getting "new event install cannot be defined because the script is not flagged as native" I did some googling but I couldn't find anything I could understand on how to fix this- 23 replies
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Adding a new Workshop Menu VIA the Creation Kit
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Figured it out! Thought I'd come on back to let people know the answer. So it turns out I had it correct. However! Sub menus (Formlists) Will NOT work without an Icon Keyword to reference and an Art Object that references that. For Example. If I wanted a Settlerz01Institute02Furniture menu 1. Add Settlerz Formlist to WorkshopMainMenu with 1) a Keyword for that submenus Icon RoraxWorkshopRecipeFilterSettlerz (this MUST be at the top of the form list) 2) the next Keyword/Formlist in the chain Settlerz01Institute This would insure that the Settlerz menu will have an icon to respresent itself with AND what it references. Helpful tips: You CANNOT have a submenu that contains both another submenu AND a directly buildable object you will just end up with two menus with the same icon. one with objects and one leading to another sub menu. -
Hiya, Before you continue! Let me just start this off as not to waste your time. If you came here ready to copy paste one of the Xedit, FO4Edit or Script methods of adding a menu. This not what I am interested in. This is strictly trying to learn to add a new Menu (And sub Menus) Via the Construction Kit specifically. On with the question! Hi! I'm trying to learn to add new workshop menus and tiered menus to the Workshop menu by using only the construction kit. You might think that's mighty inefficient and you are probably right but this is how I learn things thoroughly. So far I have figured out. 1. A Constructible object is assigned a Recipe Filter Keyword. This is the menu the object appears in 2. A menu at the end of a menu tree needs to be a Recipe Filter Keyword 3. A menu with sub menus is a Formlist. This has ended up with the following example. 1. Create RoraxWorkshopRecipeFilterSettlerz02Institute03Furniture04Beds Keyword (following Bethesda's naming scheme) 2. Above Keyword is added to the RoraxWorkshopMenu01Settlerz02Institute03Furniture Formlist 3. Above Formlist is added to the RoraxWorkshopMenu01Settlerz02Institute Formlist 4. Above Formlist is added to the RoraxWorkshopMenu01Settlerz Formlist 5. Add RoraxWorkshopMenu01Settlerz to WorkshopMenuMain Formlist Note* I realize editing the vanilla formlist is very bad practice. I'm not interested in compatibility right now I can do the whole script thing later. 6. Create new COBJ and give it the RoraxWorkshopRecipeFilterSettlerz02Institute03Furniture04Beds Keyword association. 7. ??? 8. No profit :( So assuming you followed along (I tried to make how I have done it so far as understandable as possible. But please ask questions if you didn't understand something I wrote) This didn't work. And I don't know why. As far as I can tell from the CK this is the correct process. What am I missing? Where? TLDR; I thought I figured out how to add a new menu/sub menu set to the workshop menu through the CK but apparently I'm missing something.
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HELP! my xbox users look like blue berries!
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
A user gave me these aswell https://onedrive.live.com/?authkey=%21AOArRr2RlzLjBJs&cid=9420D43932DC01C4&id=9420D43932DC01C4%21111&parId=9420D43932DC01C4%21110&o=OneUp https://onedrive.live.com/?authkey=%21ACILTPH7qGrgY2c&cid=9420D43932DC01C4&id=9420D43932DC01C4%21113&parId=9420D43932DC01C4%21110&o=OneUp https://onedrive.live.com/?authkey=%21AImu0Ar6fu4yUhg&cid=9420D43932DC01C4&id=9420D43932DC01C4%21112&parId=9420D43932DC01C4%21110&o=OneUp So from the videos it /appears/ that the textures are being loaded correctly only /once/ which explains why it looks fine in the beginning. But from the moment the user attempts to start changing the character (change skin colour, change ghoul properties) its like the Xbox can't find the texture to load anymore, and in one of those cases (the first link) it even changes to the missing texture texture. Would this be a bug to report to Bethesda? -
Heya. Recently I released a mod called I'm ghoulish. It was all going well until I fixed an issue with mismatching skin and head colours by creating custom body hand and head diffuse maps. The issue I have now is that while this update works perfectly fine on PC, my Xbox users are having all sorts of issues from the characters appearing really dark or turning blue. I have no clue where to start. So I'm wondering if anyone here has any idea whats going on. Again, this does /not/ occur on PC but it does on XB1 Please help D: Here is an example from one of my XB1 users http://xboxdvr.com/gamer/COOLSKELET0N95/screenshot/4444708
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Calling for someone who knows how to script .swf
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
This is either amazing news, or terrible news :P depending on what the outcome of that interface object is actually doing. I am going to hope against hell that its a lift from Skyrim, and using my meager understanding of Java i'll see if I can't conclusively prove if there is a race function in /that/ interface. Then I guess its a matter of throwing that race .as function at the looksmenu and seeing if it works. The problem remains however that I don't think I am going to be the one able to do the custom code for the menu. I just don't understand .as Heres the bit I hope if I dangle infront of folks it will seems inviting enough to do it. A custom looksmenu that works for more than just humans doesn't have to be a part of my mod. It can be standalone. Released by anyone with the know how in .as to do it. Then someone like me is able to come along and say "here is my Ghoul mod, it /requires/ CustomLooksMenu to function, go download and endorse." And in doing all of this I would be more than happy to help because I really want my ghoul mod to be a thing. Even with the broken bits its better than whats on the Nexus already (IMO) so I /really/ want to polish it up before I put it out there. -
Calling for someone who knows how to script .swf
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
I'm not looking to get into a lengthy argument about nothing, but has anyone ever told you that you're kind of a touchy guy? You're not well known and the way you worded your post, it wasn't clear that you wanted help with a mod you were making. With no context, it sounded like you wanted someone to make a mod for you. You are literally the only person who assumed this. So, speaking of "not well known" try not to speak for everyone yeah? Also. Not a guy. You are full of assumptions. -
Calling for someone who knows how to script .swf
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Hey thank you so much for taking the time to take a look. At the very least you confirmed I wasn't crazy in what I was seeing, that all the vars are there, and if someone with the appropriate skill level were to come along, they could do something about it. So I guess I'll keep hunting. Fingers crossed that someone like Neanka takes an interest aye xD ? -
Calling for someone who knows how to script .swf
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Hi Radium thanks for your input, You can decompile Betheda swfs using JPEXS with all the form names e.t.c in tact, and from what I know of other languages (but not this one) I can confirm that the model and part picking takes part in the swf. However that being said, I don't know /this/ language in particular and I could be missing something where it interfaces with the game and not seeing the parts where its hard coded. Although I can certainly confirm that the code does reference the human head parts in particular. Infact every operation of the character creator appears to take place within the swf including changing the facial morph scales, applying tints, changing sex e.t.c e.t.c SO I can't really imagine that there is anything /left/ to be hard coded. If you wouldn't mind shaking off a little rust and taking a look yourself. You can use the archive tool that Bethesda provides to extract LooksMenu.swf from the Interface archive. And then use JPEXS to get at its inner workings. It doesn't appear that Bethesda garbled anything. -
Script to force a texture swap
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Thats a really helpful start, Thank you. -
Calling for someone who knows how to script .swf
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
You assume I'm asking for a mod -_- https://www.youtube.com/watch?v=TGxb_YO1Tes Enough of "my own work" for you buster? I'm asking for help with an area that needs fixing in which I have zero expertise. and neither do most modders. -
I'm looking for someone who knows how to script for .swf files so that they could fix the LooksMenu.swf for me. Currently Bethesda has the looks menu only looking for human head parts, which stops you from sculpting/coloring/ or changing the hairstyles of any non human races.. I'm just asking for a change to the LooksMenu.swf so that it picks head parts based on player race, rather than assuming they are human. I realize a custom LooksMenu will mean that Console players are locked out of using the mod, but it is the only solution until (if) Bethesda patch the LooksMenu themselves. Thank you for your interest. -Rorax
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I would like to write a script for my mod which detects if a model is using a diffuse texture on one part of the model and then forces a matching diffuse texture to another part of the model. In particular. I would like the script to detect if the player is using a custom face detail and then replace the body diffuse with the companion body texture. I'm not sure of the first thing about Fallout 4 scripts or even if I can "get" face morph details. Help? Thank you <3 -Rorax
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Changing the available build catagories in a settlement
Rorax replied to Rorax's topic in Fallout 4's Discussion
Never mind I worked it out However I'll lay out here how I worked it out so that hopefully I help some modding newbies. 1. Find the world cell where you believe the workshop is. For the Mechanist hideout as an example, this is World Space: Interiors (top left of the Cell View window) DLC01Liar. Click. 2. the right hand list will take a moment and populate with everything in that cell. so in the search bar at the top restrict it to 'Workshop' to speed things up. Bethesdas naming conventions don't seem to be super strict so what you are looking for here is something named roughly along the lines of "WorkshopWorkbenchRef" But the Mechanist one for example is called "DLC01LairWorkshop_Workbench" see, similar but not same. The icon is a open filing cabinet, ignore the one with "container" in its name. 3. right click > Edit In the new window click the button Edit Base. In the new window you will see a table in the bottom left called "Keywords" This is where the magic happens. This table determines what your workbench does and does not give you access to. You might need to resize the table headers in this window to see things properly but you will note that, Using the mechanist workbench as an example again that it contains Crafting Decorations Exterior Furniture InteriorOnly Power Wire If I wanted to give this workbench access to say all the things Sanctuary Hills has then I would remove InteriorOnly And add Settlement Or at least thats as far as I got and it works :tongue: SO! I hope this helps someone. Next step. Learning to create my own Keywords -
I've noticed special settlements like the Diamond City home and the Mechanists liar have edited access to categories in settlement mode. Mechanists lair for example shuts you out of shops entirely. So my question is, where in the cell am I looking for where those options are set? so I can customize them.
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I have been thinking, after watching Gophers series for a while his current character is kinda "the hero of the people" and doesn't immediately assume everyone is hostile. It occured to me through his role playing a very strange thing, where ever there is a dungeon of some kind, be it Dwemer, cave or fort the humans or mer within are ALWAYS 100% hostile. Would it be hard to add a faction of NPC's that had a chance to spawn where ever bandits are and replace them? (like 25% chance (one quarter of the time)) surely radiant quests would ensure that the inhabitants are always bandits but if you just stumble into a fort/cave/crypt sometimes you would have these none hostile npc "vagrants" What do I mean by vagrant, I just mean someone who is homeless hiding out or eeking out a living in what ever place the Dragon born found them. You could almost get away with carbon copying the bandits themselves but just ensuring that they are not immediately hostile so that they are people outfitted in furs, leathers, hides, maybe add rag clothing to their leveled lists. Also possibly /some/ have stuff to trade, alcohol / moon sugar / skooma / random assorted junk. So thats the idea, Thanks for reading :)
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I'm trying to find concept art or mention of, or art of Argonian symbols/signage/alphabet I would like to create a symbol for my custom cloak for my character, and I can find plenty of information about Argonians and Blackmarsh but nothing about their iconography.
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requesting script help: making the SilverSword script work on magic ef
Rorax replied to Rorax's topic in Skyrim's Skyrim LE
Thanks steve! I havn't tested this yet as I'm on a different computer, But thanks so much for your assistance :D Unfortunately I can't just make the explosion do 20 or it would add the extra damage to living targets aswell. And draugr do count as undead as turn undead spells work on them. And thanks so much for the unit size context. The exploding bolt that I was using for reference was 150 which in my head I was thinking was pretty big. -
requesting script help: making the SilverSword script work on magic ef
Rorax replied to Rorax's topic in Skyrim's Skyrim LE
Unfortunately that didn't work. I think it's probably because by the time the effect has started it's already "done the damage" and so applying the perk then doesn't add the extra 20 it is supposed to. This is so confusing. I'm not quite sure why it won't just do the 20 damage that the enchantment dictates, I mean the magic effect that the enchantment uses already uses a conditional to pick what actually takes the damage. which in it's case is undead ghosts and people from the werewolf faction. So I'm not entirely sure why it needs a script. or why the damage isn't being applied in the first place. -
I am currently trying to make the silversword perk function on a magic effect. Normally the perks script is applied directly to the weapon. But in this case it needs to be applied to a magic effect as that is the only place it can go in regards to ammo. I'm trying to make silver bolts and arrows for clarification. I'm completely new to the CK especially scripts so I am stumped at this point and could really use some help. http://forums.nexusmods.com/index.php?/topic/761238-arrows-with-enchantments-done-through-effect-explosion/ This is a thread I posted earlier but it turns out that wasn't the issue. but should give context to the problem I hope this all made sense. Thanks!
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Arrows with enchantments, done through effect explosion?
Rorax replied to Rorax's topic in Skyrim's Skyrim LE
The only place I can add the silversword script is on the magic effect, and it doesn't seem to work still when I do. I took a look at the script but I have no idea what I am looking at or what I need to change to make it work. :S -
Arrows with enchantments, done through effect explosion?
Rorax replied to Rorax's topic in Skyrim's Skyrim LE
No I didn't :S I'll take a look into it. I figured the magic effect which dictates that it does damage would actually do the damage it says it does *shrug* Thanks for the advice I'll report back soon! -
Arrows with enchantments, done through effect explosion?
Rorax replied to Rorax's topic in Skyrim's Skyrim LE
I have tried playing with the radius' and neither seem to apply the silver damage to undead. I thought it may be the effect, but tracing back through what they did for exploding bolts, it's still contact as delivery. It seems weird and I am stumped as ever.