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How to log into Xwiki Creation kit wiki
ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Discussion
Thanki you! that's help a lot -
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I would like to confirm that the Shout_MidasWrath_TollCollector (The legendary action of Toll Collector in act 2) exist in Gustav\Public\Honour\Stats\Generated\Data\Spell_Shout. And also file sizes of Interrupt.txt, Spell_Projectile.txt, Spell_Shout.txt, Spell_Target.txt, Status_BOOST,txt, Status_DOWNED.txt, and Status_INCAPACITATED.txt. Thank you very much for the help!
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Dice Mod Name shows up as "Not Found"
ughfhhyg4555786 replied to Draugoth's topic in Baldur's Gate 3's Discussion
Does PT-BR support by this game, if so, I can add that language option. -
Dice Mod Name shows up as "Not Found"
ughfhhyg4555786 replied to Draugoth's topic in Baldur's Gate 3's Discussion
https://mega.nz/file/Z9AgjDJK#nP3oTp7dCm8Z-jj3urXyWt093wHv_KhwD02VOVz7wx0 it only have Chinese translation for some reason. I just added the EN version. -
Dice Mod Name shows up as "Not Found"
ughfhhyg4555786 replied to Draugoth's topic in Baldur's Gate 3's Discussion
it seems the problem of localization. I may be able to help this issue, post your mod somewhere so I can download it and fix it for you. -
If I create a text file with new entry in Public\my_mod\Stats\Generated\Data, does the new entry actually create a new spell in the game, or must the new entry be a spell that already exists in the game (like Replacement)? for example, new entry "XX"type "SpellData"data "SpellType" "Shout"data "Icon" "Action_DivineIntervention_Attack"data "Level" ""data "SpellSchool" ""data "DisplayName" "h28ef3af2gddf1g4280ga47agb801a76;1"data "Description" "hc32a0860g7654g49a5g917egd77f048;1" Does XX have to be the one that in the game?
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
definitely gonna to try -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
wow, this is really valuable information. I played fallout 4 almost three years, but never know I can use this in console. Thank you very much guys. -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
This works like a charm. So callfunction can call any script function in console,right? -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
Also, can player be protected use the same way from function damagevalue? -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
Thank you for the information. So, if I understand correctly, I don't need to write the function KillEssential myself. Instead, I only need to type 'Actor.KillEssential Player' in the console, right? I also noticed something that lee3310 suggested. I have found multiple NPC quests that only contain a single referenceAlias. Some of the referenceAlias only set the NPC to protected, while others set the NPCs to essential. "Even if I use either the console command or papyrus setEssential baseID 0, it won't work, because I guess the referenceAlias will override the setting, right? In this case, besides modifying the mod referenceAlias, is there anything else I can do to override the referenceAlias's setting? (perhaps, force the quest to end?) -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
I probably figure out the reason. Changing the actorbase to non-essential and protected does not affect already spawned NPCs. The related reference still shows an essential status, indicated by "[EP]" instead of "[PP]". This is likely due to the fact that these NPCs were already present in the game world. So, I am wondering if there is a way to change the essential status of already spawned NPCs from essential to non-essential. -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
Sorry, I didn't make it clear. I was wondering if the quest is related to invincible NPCs besides setting essential, ghost, and invulnerable flags on them. I'm certain that I've removed all the necessary flags from the NPCs, but I still can't kill them. Therefore, I'm curious if there are any other game mechanics preventing the NPC from dying. -
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ughfhhyg4555786 replied to ughfhhyg4555786's topic in Fallout 4's Creation Kit and Modders
I noticed that. I wonder if some sort of quest will control that, I have no idea