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Everything posted by SMB92
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For the love of god! "reference window"
SMB92 replied to shadowdef's topic in Fallout 4's Creation Kit and Modders
The only trick I ever learned to wipe the render window, is to start to create a BA2. Then cancel. Or if you looking for refresh, press F5 in the render window. -
People will grab torches and pitchforks over money in general. I did mention the other side of the argument is you so comprehensively put forth, that's fine. Some of them might even deserve to make money as purely entertainers. I've had that argument on my server, I'm over it. If MxR is uploading contents to the public illegally then he needs to be grilled for it.
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Creating Background Heartbeat-Like Script
SMB92 replied to MegaStorm's topic in Fallout 4's Creation Kit and Modders
Ya I'm on phone as well. Snuck a minute in to write that basic example above on work pc. Will be leaving shortly to go get on a hot roof and look for a signal for an antenna :( -
For the love of god! "reference window"
SMB92 replied to shadowdef's topic in Fallout 4's Creation Kit and Modders
Maybe also try limiting prerendered frames to 1 in nvidia or AMD gfx panel -
Creating Background Heartbeat-Like Script
SMB92 replied to MegaStorm's topic in Fallout 4's Creation Kit and Modders
Think of the Alias as an object, that is nothing, but has all this data attached to it. Then you're assigning your player to be that object and it inherits all the data. The Apply method I mentioned just gives the data to the player, without your player being assigned to it. I just thought it would be beneficial to you to use the Alias because you can attach a script that directly extends the type (Actor) and therefore allow you to directly listen for the events it naturally receives. Edit: ninjad you again :) -
For the love of god! "reference window"
SMB92 replied to shadowdef's topic in Fallout 4's Creation Kit and Modders
Lag causing double clicks/ghosting? I'm not aware of a setting that can change it to a single or even triple click to pop up that window. -
Looking for the location of damage numbers
SMB92 replied to SEMMz's topic in Fallout 4's Creation Kit and Modders
You would want to edit their Strength special stat, although be aware that there's not just one place to do that. Most Actors are based off lists of lots of template Actors. So you'd be a editing a number of Actors base stats to balance it across the board. Actors also have "classes" which are effectively add ons to their stats. So that way bosses for example could have BossClass that adds even more. Might be simpler for you to edit the weapon damages, depends how dedicated you are to the task :) -
Creating Background Heartbeat-Like Script
SMB92 replied to MegaStorm's topic in Fallout 4's Creation Kit and Modders
You can setup a ReferenceAlias on your quest, and in that you can hold data to apply to whatever you fill it with, such as AI pacakges, scripts, keywords, etc. But you don't actually have to fill it. Using ForceRefTo() will put the player (or whatever other reference) into the Alias, whereas using ApplyToRef just applies the data from the Alias to the player (or other reference). Later you use RemoveFromRef to remove the data if you so choose. There's a couple flags you need to check in the Alias to be able to do the latter, I don't have CK available right now and I have a memory like a sieve so I'll tell you them later. You can attach any kind of script to the Alias, so that way you can attach a script of your Objects type (in this case, namely Actor). Once the player is in the Alias, or has the Alias data applied (so script attached), you should be able to refer directly to any properties and functions on the script through the player reference. Here is a very basic example: EDIT: I hate how apostrophes and commas turn all text after them pink :sad: Fixed. This method uses the ApplyToRef() method. Later we can RemoveFromRef() to take the data away again. This method is good for avoiding unnecessary persistence (pointless for player though) and also creating unique instances of scripts. EDIT2: Lol just saw Thorlads last post. Thatmethod is fine also. Like I say so many ways to skin a cat. Scriptname MyQuestScript extends Quest Actor Property Player Auto ;Property of the player, you could make this Const or fill it at runtime. Either way when the quest stops, it is unfilled ReferenceAlias Property MyPlayersDataAlias Auto Const ;Just in case you didnt know the Const flag means this cannot be changed by any script - its set in stone. Event OnInit() MyPlayersDataAlias.ApplyToRef(Player) ;All the data in the Alias is attached to the Player. Player.BeginMyCode() ;Now that the script that extends Actor on the Alias is applied to player, we shou;d be able to access it directly. So this function exists on that script EndEvent ;Now here you could put whatever you need. You could use this script as a point of control to hold properties ;or functions, and have your 2 scripts communicate between each other. -
Creating Background Heartbeat-Like Script
SMB92 replied to MegaStorm's topic in Fallout 4's Creation Kit and Modders
Seems I'm off with the fairies in thinking you were making a sound mod :) Still not a bad idea though :D It's not considered good practice I think, but you could try putting the player in alias with a script. Then you could attach a script extending Actor and get events directly. Suppose you could attach a magic effect as well as an alternative. Otherwise maybe the remote events could work for your purposes. -
Creating Background Heartbeat-Like Script
SMB92 replied to MegaStorm's topic in Fallout 4's Creation Kit and Modders
What's your ultimate goal here? Add a constant heartbeat to the player? Only during combat? States might be of use to you here. You can have your script enter different states based on some events. So say you had 2 states, IdleState and ActionState. In your idle state you do nothing , in your action state you could run a loop to a play a sound. Then we'd need to work out the best way to loop the sound at different speeds. Maybe based on some quick checks to the player that can change the timer value that would be used to delay the sound. Maybe use different sound files that have different speeds and do the same (I think the checks would be slower and less desirable for this purpose though) https://www.creationkit.com/index.php?title=States_(Papyrus) -
Correct order is precombined meshes, generate Vis, then generate precombined Vis, both for loaded area. With precombineds you can do the loaded area to speed things up, or cell by cell. Any Vis that needs generating in any 3x3 grid, will need all the 3x3 grids around regenerated. Best to center on the area need doing. Regarding all those mods, real Pita coming your way. Hope your computer is very decent. It can consume a lot of ram. Setup a 32gb page file. When I generated Cambridge, Cambridge crater and Bunker Hill, I did precombined centered over Kendal hospital, 11 ugrids. Did all 3 gens, exited and reopened at 7 ugrids. Centered over Cambridge crater (i think CambridgeCrater02) and generated. Next I lowered it to 5 ugrids and generated over Bunker Hill. In my later gens I also have Better Goodneighbour so I put it back at 7 ugrids and centered over a cell near Goodneighbour with the Bank and generated. Big job. Took roughly 2 hours.
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Creation kit question, create custom store
SMB92 replied to Ghozgul's topic in Fallout 4's Creation Kit and Modders
Not sure about that one sorry. I experienced a bug with food sellers becoming general traders in Better Cooking Stations mod, but never got around to fixing it. -
What do you guys think of this for a Level 3 VANS Perk?
SMB92 replied to SEMMz's topic in Fallout 4's Discussion
Well I can tell you I am highly annoyed by the chameleon effect from the legendary mod so I would have to say bad idea :) -
I really hope that's not true, the you tubers seem to get away with a lot as it is. I'm more against them because they can make money quite easily from others work, although it is argued they provide free advertising. In that regard all you can do is turn a blind eye. As for this if true, grab the torch and pitchfork.
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Precombined meshes will generate for the ugrids currently loaded, yes. Vis on the other, at ugrids 5,will generate 81 cells (40 cells radius from the central cell that is a multiple of 3). This is because it works in 3x3 grids. It will look at the central cells for the surrounding cells in generate them. As to what setting for precombineds, depends, how large an area does your mods touch? You'd ideally like to capture them all for precombineds. Vis will grow exponentially when you up ugrids obviously. Best practice is to generate for only the cells that are actually edited if you can help it, but this is potentially painful.
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Thanks for the free advert sopmac :) In regard to OP, well Quince99 seems to think so. Removed all his work cos he wasn't getting downloads and endorsements or otherwise, attention. Not that his mods were polished or anything....
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Maybe one day, DynDOLod come for Fallout 4.
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AI travel packages when unloaded
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
The NPCs not showing out of bounds with higher setting? Wow thats highly contradicting of itself. So some systems drop off and others stay on (at random?) Well I guess next settings I would be looking at maybe the unload settings for cells, would be doubtful though. Or what happens if you decrease Actor distance? I forgot you have Xbox edition as well, I am not sure but maybe it's worth a try to insert your own Fallout4Custom.ini? I wonder if that works. I know the console INI is called Fallout4Console.ini. -
Creation kit question, create custom store
SMB92 replied to Ghozgul's topic in Fallout 4's Creation Kit and Modders
Seems no one else replied I'll take a stab. Did you check if there is a package you must assign to the actor? Maybe cos it's anew instance you need to program that in. I've never had to touch this area of the game yet, but that's my guess for you. -
Factions/Enemy not hostile
SMB92 replied to OmegaGray479's topic in Fallout 4's Creation Kit and Modders
Here is the Fallout 4 Actor Script wiki You could post your script and how far you got with it. How exactly do you want this to work? What is the ultimate goal? Are you wanting to make a specific group of actors automatically engage in combat with the player when they are loaded? SKK's tweaks would work better if you just wanted to make them more aggressive as such. StartCombat simply has them come after you straight away -
Wanted to post a bunch of hidden INI settings related (or maybe related) to this system while I was looking into the INI generated by saveini. Just for future reference [Display] bZPrePass=1 ;was nunched with the next 2, can't remember but this was bought up before somewherebUsePreCulledObjects=1bMeshCombinerMaterialComparison=0bMergeInstancingOnAllCombinedMeshes=0bAllowMergeInstancing=1[General]fAccurateOcclusionThreshold=768.0000bDoMultithreadedVisQuery=1fPreVisCameraBufferSize=16.0000bPreCulledObjectsEnabled=1bCullingBatch=0 ;Don't think this is actual related. Was down under BendableSpline settingsbPreCullActors=1 ;In conjunction with previs?bEnableBoundingVolumeOcclusion=1 ;?bDisplayBoundingVolumes=0 ;?uDefaultCombinedObjectLevelsZ=4uDefaultCombinedObjectLevelsXY=2bUseMultibounds=1bAllowPluginPreCalcDataWipe=1bUseCombinedObjects=1bWarnFinishedCombinationNoCell=0bCombineStaticCollectionArtOnClone=1bMergeHavokShape=1bUsePreCreatedSCOL=1 Speculation welcome :D
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AI travel packages when unloaded
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
I'll post any interesting settings in the spoiler below. Looks like some LOD settings might be locked, see fActorLODMin and Max for example. Also this setting interested me: bQueueCellAttachDetach=1 Anyway probably more rogue settings worth looking for under other sections. Navmesh ones might be of some help. Otherwise I didn't spot anything obvious that can help from INI level.