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Everything posted by SMB92
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Dont worry about prefix etc, thats good for some things though. Shouldn't need custom keywords unless some sort of script in MF runs on the weapon, only vanilla for perks etc
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So um, it occurred to me you don't really have a good description of what your mod actually does? Makes new junk items and distributes them? Or just adds more junk from vanilla to containers?
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You would remove "cigarattes" (and related items) from loot Leveled lists. You could also apply a "Chance none" (you should see this value listed in Leveled lists) that still aloows the item to spawn, but adds a further chance of it not spawning. There are a number of ways you can go about finding which list has them, I would select the base "cigarette" item (The Misc. ITem entry) (whether that be the packet, a single smoke or carton) and look at the "Referenced By" tab in xEdit. You might see a lot of entries in this tab due to the amount of times they are placed in the world, but the Leveled lists should stand out to the astute.
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Importing armor from New Vegas to fallout 4[wip]
SMB92 replied to Carnagechao's topic in Fallout 4's Discussion
There are all sorts of legal reasons and technicalities invloved when it comes to porting content, 1 of them being Bethesda may not have made the content themselves (believe it or not). Amongst other things. Yes you would have to make them from scratch. If you are new to modding, note that the NIF format has changed, and the bodies are different, so you can't straight port the armor without editing the meshes and textures anyway. You can port the stuff for your own personal use, just never release it publicly. -
Mmm I can't recall right now if you can straight edit the amount/magnitude it quenches in the listed effects or not. I'll have a look when I get home. Unless somebody has xEdit handy to check before I do.
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I've been meaning to make all the weapons from MF standalone in my load order, the mod itself has too many changes for my load order lol but I like the guns Wait, could you teach me how do do that, there's one gun from there that I would love to have stand alone, the Saiga 12. I plan on giving the WIP WARS mod a go, but that means MF won't be compatible with it, so I'd love to have that gun stand alone. It's pretty easy, just need to spend a little time copying over all the right records for that gun. So I start in XEdit on the Weapon record itself, "Copy as new record" into a new file. Then it will ask if I want to make MF a master file requirement to this new ESP, we say yes for now. Go into the Weapon record and copy everything that is listed/referenced there as new records into the plugin as well, and then hand edit them all to point to the new FormID in the new esp. When you've done that properly you can right click and select "Clean masters" and if you've got no FormIDs from MF still present, MF will be removed as the master. Looks for the names of the models/model paths, take those out of your data folder and keep them separate (you could pack a BA2 archive at this point if you wanted as well). It's a little tedious but it's good. I usually do this for all the smaller mods rather than merge them with Merge Plugins, that way I just throw them into my "smashed patch" and modify them to suit my tastes.
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You're fixes work! Everything works just fine from what I can tell, the array returns a size, the actors get cleaned up and the chance settings are working, I can get different numbers of npcs at the point. I'm stoked :) I'll stack 10 points together and see what happens :D
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Sure give me a sec
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Well, on the version of the code that uses the struct array as a full property filled in ck, actors spawn but array on object script is always 0. It either spawned no actors, all 4 (maxcount) or 1 boss (maxbosscount). IPosition variable was still intact then. After i saw your post in the other thread I swapped back to making the struct array dynamic. No spawns at all so far. Originally I still had the iPosition variable intact, after I saw kitcats post and looked at the code again I thought the same thing so I removed it. Same result though. Logs now show Array out of index etc, nothing in the quest scripts array. I've tried both the .Add method and my 2 assigning lines of code, same result. I just wanted to be sure that wasn't it. I totally get everything you've advised, I'll be sitting down at the PC in 10 minutes to clean it up with mentioned fixes. Also the idea of the 3 functions is to have 3 separate arrays of enemies, for the reroll function. I wanted to have more than 1 opportunity to reroll for users who might have good enough rigs to afford large scale vattoes from time to time. I am not happy with the way it is myself, but that was the best way I could come up with. EDIT; Yeah sorry, would be good if that could be rolled into 1 function safely. Edit; By the way, with the version of code that had the struct array as a full property, I actually did try initializing the array at a value of 10, so it would have 11 slots, just to see if it would fill with either method. Still was 0. Just thought it was worth a mention.
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This was the latest (a few pages have past since I posted it lol) The Add method was doing the same thing, so I just put the 2 line method in there for testing. I'll apply said fixes and test it out again. BTW I am using a clean save game, initializing the mod each time so no funny savegame business :)
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Despite these arrays not filling/holding my variables, my functions are completing to the end, the debugs are telling me this. Arrays always 0 length but. Well, on the version that has the struct array as a property, as previously said i get weird results. Now with the dynamic struct array it doesnt hold at all.
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Vault 201, declared final beta and need things to fix
SMB92 replied to mfree80286's topic in Fallout 4's Discussion
Sounds real good man :) Im a bit of a story hound myself, i like my lore content and explanations for everything. I also like pitch black interiors aka realism a lot. Not sure if anyone still appreciates those things anymore, everything about hentai these days o.O Its a bit of a shame the modding scene for this game is a bit dead atm, a lot nice mods starting to get worked on but people have already left the game :/ In comparison to skyrim anyway, i'm not sure that game will ever die -
So now I am getting the error in the Papyrus log, the ActorTypeStruct array on the quest is not filling [06/04/2017 - 02:16:16AM] error: Array index 0 is out of range (0-0)stack:[ASC_MasterRandomQuest (BD000F99)].asc_masterrandomquestscript.FillArrays() - "X:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\ASC_MasterRandomQuestScript.psc" Line 326[ASC_MasterRandomQuest (BD000F99)].asc_masterrandomquestscript.OnStageSet() etc etc. Seems like arrays just won't fill for me whatever I do lol. Back to the drawing board.
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In my case all i would probably want it to do is receive OnKill and OnDying so i can increment a global float or script variable, aka the score. A quest would handle everything else.
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Interesting stuff with these refaliases, no doubt I'll get around to testing them more and more in future. Suppose if i really had to or wanted to, i could place the base actor in a prefilled alias, cant recall if i seen a function that could remove that later though (think: uninstall) Thanks for pointing that useless variable out kitcat. Maybe thats whats confusing things but i suspect thats not the problem. It should be adding to the array anyway, but its either adding nothing or garbaging the array instantly. I'll have a test of it.
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Ah i kinda suspected that might be the case with the refsliases, what a shame. Its the SpawnEnemyActors function on the Object script. Its not filling the array at all. Log is empty, nothing about anything in the mod at all. Seems very strange to me.
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Okay so thanks to BigandFlabby again, I've moved over to the dynamic struct/array of structs. However the same problem remains as my last post with the SpawnEnemyActors function. It seems to me that if the first actor fails to spawn, they all do, and if the first is a success, it spawns the maximum amount. Sometimes the debug note says that it's size (iPosition) is -1, sometimes 0. When it says -1, there is usually 4 base actors there or 1 boss. Or nothing. So far, there has never been anything when it reports the size as 0. Wtf. Here would be the "dynamic" versions of the scripts (above has the array of structs as a full property) Quest Spawnpoint object: Edit: I am also looking at another angle here, I'm thinking of ditching the arrays on the object altogether and the cleanup OnCellDetach event, in favor of applying a script to each actor via a referencealias that may be able to clean them up and track them better. One upside to that I'm considering is tracking their killers, so I can make a score system. So in theory -Marker script spawns the actor and we give it the refalias data via ApplyToRef() on it (scripts and AI) -Scripts in the refalias include events for OnCellDetach or similar that will clean up the actor etc + OnCellAttach event to keep him loaded -Script has OnKill or OnDeath event that each kill they get in a region up their "regional score" -(Potentially if user enables this system), different actor types chances to spawn goes up or down depending on the score and maybe we could have an event happen where when the score gets high a special boss = group spawns that you battle it out with, and whoever wins claims the area (so all scores are reset) Something along those lines anyway :wink:
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Trouble accessing quest script function from object script
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Compiled right off the bat with your said method. Can't believe out of all the things I tried over the last few days, that was the simple fix. Legendary :wink: I'll test that and look at the workaround for multiple points you mentioned. EDIT - Gone back to other thread now, I'll post the new code there. The SpawnEnemyActors function is broken. -
Trouble accessing quest script function from object script
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Hahaha I just gave up on that approach and ran into a roadblock with the code as it was before (just posted back over at the other thread). I didn't try that approach, casting the object, but lemme tell ya, I tried everything else lol, but no matter what I couldn't get those private variables outta the quest! Let's try this way then :smile: Edit - i like that blocking feature, I was concerned what would happen if 2 points accessed it at the same time. I'd like to learn that workaround though Edit 2 - akCallingObject.SpawnEnemyActors(arguments...) Can't believe that's all I needed. Quest script wouldn't compile, said missing function. I tried adding a bogus function to the quest, thinking the Object script would act as a child script, but of course that won't happen. -
So as it would be, the "accumating array" is not working at all. I cannot for the life of me see why though. The Debug Note always returns iPosition as -1 after every spawn, even though actors are spawning just fine. Therefore, cleanup function does nothing either. I've tried both the Add function originally and casting it in but results are identical. I'm not sure what to do right now, this is a fundamental flaw in the mod if these spawned actors cannot be applied to the arrays This would have been the final version of the script:
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Fixes dont work for the lod/low res texture bug.
SMB92 replied to OreimoTCM's topic in Fallout 4's Discussion
The ForceVideo size setting in ENB makes it worse for me, recommend you turn it off The game loves Vram up to around 4-5gb, thats when itbseems to peak. You might try setting a page file of 8 or 16gb on your fastest drive. Some areas and some textures have big issues that I havent been able to solve from day 1 this game was released. The quarry near concord and highway roads being big culprits. -
character body textures staying at lo-res
SMB92 replied to wileecoyote1969's topic in Fallout 4's Discussion
Do you happen to have recently installed an ENB and have the memory patch in enblocal.ini set to true? This seems to cause larger filesize textures to drop out for me, even with a high vram setting. May not be your problem but thought it would be worth mention. I've had to do some other fiddling with cbbe in the past but that was to do with the neckseam on npcs -
Vault 201, declared final beta and need things to fix
SMB92 replied to mfree80286's topic in Fallout 4's Discussion
Precalc = precombineds + previs. Just wanted to know if you actually went as far as to do that. I rarely see interior spaces that have this properly applied. I personally want to see or have some sort of Vault mod like the Basement Living mod. I have almost been tempted to start building one myself, but I hate doing anything finicky in the render window in CK, like building stuff (I'll stick to my marker placements and precalc patches thanks lol). Anywho, good to know hat your mod is quality made in that sense. I'll get around to looking at it when I actually start "playing" the game again (rather than just testing my mod).