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ughfhhyg4555786

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Everything posted by ughfhhyg4555786

  1. How to log into Xwiki, I need creation kit papyrus reference. Thank you for your help.
  2. 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!
  3. Does PT-BR support by this game, if so, I can add that language option.
  4. https://mega.nz/file/Z9AgjDJK#nP3oTp7dCm8Z-jj3urXyWt093wHv_KhwD02VOVz7wx0 it only have Chinese translation for some reason. I just added the EN version.
  5. 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.
  6. 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?
  7. 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.
  8. This works like a charm. So callfunction can call any script function in console,right?
  9. Also, can player be protected use the same way from function damagevalue?
  10. 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?)
  11. 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.
  12. 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.
  13. I noticed that. I wonder if some sort of quest will control that, I have no idea
  14. If an NPC will not die even if essential. ghost, and Invulnerable flags are removed, what other factors I need to consider?
  15. much appreciated for the help, I think I'm going to update my mod recently. Thank again.
  16. I can never figure this out myself :pinch:. I hate to use timer too, but it is the only way I can think about. Anyway, I changed my code here: Scriptname oo_RefCollectSpell extends activemagiceffect Actor Property PlayerRef Auto Const Float Property ExpectedDistance Auto Const RefCollectionAlias Property NewReconTargetCollections Auto Const Event OnEffectStart(Actor Target, Actor Caster) NewReconTargetCollections.AddRef(Target) (NewReconTargetCollections as oo_NewReconTargetsCleanUp).RegisterForDistanceGreaterThanEvent(PlayerRef, Target, ExpectedDistance) EndEvent This for clock spell Scriptname oo_NewReconTargetsCleanUp extends RefCollectionAlias Event OnUnload(ObjectReference akSender) Self.RemoveRef(akSender) EndEvent Event OnDistanceGreaterThan(ObjectReference PlayerRef, ObjectReference TargetObj, float afDistance) Self.RemoveRef(TargetObj) EndEvent This attached to the Reference Collection Alias. By the way, I found there is one section called Quest Objectives. There is one condition write as this: Target Ref Conditions ReconTarget (GetDead None == 0.00) I think they use this to get rid of dead actor from their reference collection, I wonder if I can add a condition like NewReconTarget (GetDistance PlayerRef < 4600.0) something like that for my quest. But I don't know which one is best for the performance.
  17. I wonder if it is the header problem (I had a similar problem before). You can edit your mod's header by using XEdit. You can try to change the header to old version (like 0.95). And also do you mind just pose your script here?
  18. Scriptname oo_RefCollectSpell extends activemagiceffect RefCollectionAlias Property NewReconTargetCollections Auto Const Event OnEffectStart(Actor Target, Actor Caster) NewReconTargetCollections.AddRef(Target) EndEvent I attached this to a clock spell. And Then I created a new quest and just did exactly same thing as recon quest, but removed the script that is attached to PlayerRef This was the timer to track the distance (1 seconds each Timer): Scriptname oo_DistanceDetectTimer extends activemagiceffect RefCollectionAlias Property NewReconTargetCollections Auto Const Actor Property PlayerRef auto Const Float Property TimerTime auto Const Float Property ExpectedDistance auto Const Int DistanceTimerID = 238 Event OnEffectStart(Actor Target, Actor Caster) StartTimer(TimerTime,DistanceTimerID) EndEvent Event OnTimer(Int aiTimerID) If aiTimerID == DistanceTimerID Int ICount = NewReconTargetCollections.GetCount() Int Index = 0 ObjectReference PlaceHolder = None While (Index < ICount) PlaceHolder = NewReconTargetCollections.GetAt(Index) If PlayerRef.GetDistance(PlaceHolder) > ExpectedDistance NewReconTargetCollections.RemoveRef(PlaceHolder) EndIf Index += 1 EndWhile StartTimer(TimerTime,DistanceTimerID) EndIf EndEvent Event OnEffectFinish(Actor Target, Actor Caster) CancelTimer(DistanceTimerID) EndEvent
  19. Hey guys! I just finished the Spell. Ides from you guys are perfect. I just post my work here (I haven't yet done much test. Only tested in a small area). If you guys are willing to take look, feel free to judge.
  20. ehh, how do you set up a finder quest. Do I just duplicate the Recon quest they used. I saw the recon quest use the ReferenceCollectionAlias property.
  21. This is great. I guess now I need to plan how to make this work. And I think the entire commonwealth is considered as one cells, so I'm not sure "Find all actors in cell" is good idea. (Actually, I do. Any potential hostile or friendly target. And also you have some really great ideas about keyword stuff I think I can also detect some activators like traps and mines. I know its weird I use DetectLive as my spell name. I think I should change the name to hyper sense something like that). Very inspiring and much appreciate you guys. I'm ready to start working on it. See you guys a day or two.
  22. Actually, is any keyword or keyword formalist I can use to find ALL Actors regardless of their race, gender, ally, hostile enemy, faction,etc? If the NPC is the actor form then it will be selected, something like that.
  23. I never thought about that. Doing a small area will avoid to rapidly find a same actor. This should do the trick. I guess I will drift a script here (tomorrow or after tomorrow), so you guys may take look or throw comments here whenever you like. Again much appreciated for the help. In addition, I have one question about FindRandomActorRef function, so if we use player as the center and searching for nearby actor reference, assuming we have 5 actors (including player self) in the valid area, how many time the FindRandomActorRef function needs to run in order to find all actors without repeated actor reference? I know this function just return a single actor not an actor array.
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