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Attackpony

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  1. Hello, I would like to run a basic playanim script on an object. How does the syntax have to look for that? Scriptname LSPRPlayAnimON extends ObjectReference Const playanimation("ON") That is what it should do.
  2. I would like to have buildings I have assembled to show up as one piece in LOD. However on many buildings, seemingly random, some pieces have no lod at all. I read that making static collections can fix that, but how? I made static collections, generated LOD but nothing changed. The only option is to make it full LOD but that would cause issues with fps.
  3. When assembling a building I have the issue that once the structure is rotated on angles other than 90 degrees from the global axis, it becomes impossible to add new pieces precisely because the grid snap appears to only work on the global grid. Is there any functionality in the ck to get around this? I heard of "snap references" but I do not know how this works. EDIT: Using snap reference
  4. Thanks, I think controlling packages with conditions works well.
  5. I have placed an npc to stay on location via a stayatself package. However after a quest stage is set I want this npc to start patrolling. How do I swap his package in a script?
  6. I fixed it by using a property of the reference type. Where can I read what functions can be directly used on each type?
  7. I commented the line out so the error message does not keep showing up when I take a screenshot.
  8. http://i.imgur.com/I3vK9n4.png At first I tried the Alias reference, then tried actor, both failed. I do not see why this is, I copied what the random encounter robot does and it has the same aliases and fragments.
  9. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Quests:QF__04427D19"... GetActorRef is not a function or does not exist variable REPlayerEnemy is undefined void is not a known user-defined script type No output generated for Fragments:Quests:QF__04427D19, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Quests:QF__04427D19; Mister Gutsy becomes hostile Bot1.GetActorRef().AddToFaction(REPlayerEnemy) I have the alias in the quest pointing to it and a script property pointing to the character as an alias variable type. But it wont compile. What is wrong with this? I have copied the settings from a random encounter robot quest and it has the same exact setup.
  10. I have set my quest to start a scene. However the papyrus script IntroScene.Start() does not work, because the scene never starts. However It is compiling and I created a property to point to the scene. When I check the box for "Start scene at quest start" then the scene will play. Something is wrong with calling Start() from papyrus and I can not find what it is. I have excluded as source of the error: NPC, Navmesh, Triggers, Stage.
  11. http://i.imgur.com/SPuG39T.png I am trying to setup a scripted even that spawns NPCs.It starts with a defaultstarquestontriggerenter trigger. The quest however never gets started because no npcs are spawning. The quest is set to scripted event. When the type is set to NONE, then it works, but then there is a popup announcing a new quest.
  12. I have the problem backwards. How to prevent a workshop from working until a switch is flipped or a specific enemy is dead? I have a workshopsetownedtrigger that activates when touching it. How to rewire this setup so the owned only kicks in when: 1. An object is activated 2. A specific enemy is dead
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