Jump to content

Attackpony

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by Attackpony

  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
  13. Hello, I would like to create a ghoul ambush where the ghoul is physically not present until the trigger is activated. I have tried this with the ghoul ambush pack-in, but the ghoul is always there and ready to pounce or crawl out from his ambush position. I have tried setting the ghoul to initially disabled and used a trigger as an enable parent, but that has no effect. The only creature I got this to work with was a mirelurk, when using a furniture item with hidden in the name.
  14. After some experimenting I think I found it, it is under add property. Thanks
  15. I am trying to set a quest stage when the player clicks on an item in a computer. However any attempts using questname.setstage(n) fail with undefined variable errors. What is a straightforward way to do it?
  16. http://i.imgur.com/hkbuvcp.png I would like to have a separate greeting for when the player meets an NPC for the first time, then switch to a generic one after that. How would I do that?
  17. Thanks, why is the dialog fragmented like this all over the place? Would it make sense to have all dialogue of a character grouped into one quest for a mod instead of how the base game does it?
  18. While attempting to figure out dialogue structure I was trying to find Polly's and Sheng's dialogue with the player. But I can not find it anywhere in quests.
  19. I was editing a navmesh (in a custom worldspace) and saved. Then the CK crashed. This happens quite often when I autogenerate a navmesh. But that was no cause for concern as I can quickly boot it up again. However, this time, after loading the CK, my .esp file disappeared from the list. Then I checked the folder it was in. The .esp file was still there, but had a size of 0 kilobytes. And next to it was a file with the same name but a .tes ending, and it was 405kb (the original .esp had a size of 3 mb). The damage is not that severe because I backup my files daily, but I still would like to know what causes this. It appears that something in the saving process destroys the file when it crashes.
×
×
  • Create New...