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DiodeLadder

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Everything posted by DiodeLadder

  1. Well, what I wanted to say was : 1) Your companions can't press the button and call the elevator, but they are able to use load doors. Companions can use load elevators, but not the same cell elevators. 2) Your two floors need to be in two separate cells, not in the same cell.
  2. H3S, are you using the same cell elevator? The "same cell elevator" separates the navmeshes, so your companions won't be able to see you if you are on the other side, unless you have stairs connecting the two floors and have one connected navmesh. I've looked at some vanilla game locations while I working on the same exact problem you are experiencing, and found out that they all use separate cells and loading elevators. If you look at the Vault 81, for example, the entrance and the main levels are in separate cells connected by a loading elevator. I think the so-called "same cell elevator" is meant to be used for places like Monsignor Plaza, where all floors are connected even without elevators. BTW, you need to navmesh inside the elevator, or the companions won't go in with you. To do this, you can put a temporary floor piece where the elevator would be to create a navmesh over it, and then delete this floor after the mesh is done.
  3. Not knowing how to avoid quest items was entirely my fault, though, and I hope my wording didn't come across like I was blaming you or anything. I really appreciate your help, Reneer. :D LOL, I know you push limits with your mods, but my problem really should be a pretty basic stuff. The weird thing is - the quest idea I'm trying to put together is directly influenced by the quest events from Skyrim, a Bethesda game. In my quest, the player goes to sleep in the new strangely clean player home acquired for free, and finds out why it was free when he/she wakes up in a jail cell, kidnapped and all belongings stolen - this is not something that would be out of place in a Bethesda game, is it? I thought this thread would end in a couple of posts of very obvious solutions suggested and me smacking my forehead, to be honest, lol. DieFeM, thank you very much for taking time to do this for me! I'm going to try this over the weekend, and will let you know how it goes. How this script works is over my head, though... I think I have to do some homework and come back with questions. :tongue: Thank you very much again guys for all your help! :D
  4. Thank you SandMouse, for sticking around and stepping in once again! That is a little above my skill level to implement, however... I suppose I need to create a hidden dummy NPC to bring up a barter menu, and use him/her as a container? Thank you very much Reneer, for taking time to even write a code example for me. As a beginner at scripting, I really appreciate this! After trying this, though, I discovered that this will still pop up notifications, and it takes some time for player's items to get removed... I could actually see the items getting removed in real time by opening Pip-Boy, and it took about 10 seconds before player armor/clothing was removed. The time it takes is a problem in my situation because, when the player spawns inside the jail cell, he/she has to be without any clothes on right at that moment (which I actually can do with RemoveAllItems). Another thing is that, I do not know how to avoid quest items in this while loop, and the script seemed to get stuck eventually because it never reaches zero item condition (UI slowed way down at that point). :wallbash: BTW, SendPlayerToJail function definitely is missing the item removal part in FO4 - I couldn't get it to work no matter what I tried. Anyway, after putting in navmesh, placing enemies, and play testing, I found that in this quest, if the player fails all skill checks and has to explore the even deeper part of dungeon to escape, the item removal notifications would actually finish before recovering all the items (thank god). Maybe I'll just create more eye candies or fights to distract the player, and cross my fingers that the notifications won't bother anyone, lol. Thanks again guys, for all your help. :D I think I'm going to move on now.
  5. Thanks Rasikko for pitching in the idea, but I don't want to create a dependency for F4SE in this mod, since this is a very little part of the whole package (my mod is a collection of 15 player homes, and this quest is just an additional content). What you say makes sense, though. I'd never imagined this would be so complicated, lol. I'm in the process of revisiting SendPlayerToJail function right now. Hopefully my last failed trial was due to my own mistake.
  6. SandMouse, I finally got around to trying out another line of MoveTo to nudge the player one more time and see if the messages get knocked out, but this won't work, either. Messages would continue just like before. :confused: Thanks again for taking time to think of solutions for me, though, I really appreciate it. (I'm sorry about reporting in a little late - I have had to work on some other issues with HC_ related stuff in the past few days. :facepalm: ) After giving it some thoughts, I don't think UI position manipulations would work well for my situation, because the UI would have to be moved out for a very long time period, then moved back in (I would have no way of knowing when the messages end, either). ...I think I'm going to go sit in the corner and cry, lol. :turned: I guess I'll leave the messages in, and just tell the users that's how FO4 engine works if they complain. I really hate making this kind of excuses, though - this stuff should never happen in the first place.
  7. I'm still new to modding and this community, but my route so far has been : 1) Modifying the existing weapon/armor/item stats : This allowed me to get a feel of working with CK as a beginner, working with forms and creating a new .esp file, etc.. Checking the new .esp I've created in FO4Edit made me understand how the patches/overrides worked. 2) Creating a new NPC vendor : This was my introduction to how to manage a dialogue using a Quest, and create a new NPC, put together a formlist to create an outfit combination specific to this character. Vendor also was my first peek into setting up a Faction. This also introduced me to the fact that CK crashes a lot while working with NPC editor, lol. 3) Creating new object mods for weapons/armors : This was where I was introduced to working with keywords, conditions using perks, and how constructible items worked in FO4. 4) Create legendary weapons : This step introduced me to using quests to place unique items in the world, and working with markers. 5) Create interior cells : This was a big step for me, as there are so many elements involved. This introduced me to a concept of linked references, enabling/disabling object references, creating unique furnitures using Static Collections and NifSkope, how to do navmeshes, placing mapmarker in worldspace and setting up location and encounter zone, etc.. Important thing to know here is that most basic build assets are made to work with 256 x 256 x 256 grid, and setting up the snap to 128 allowed me to understand how things are supposed to fit together as Bethesda intended. For example, most doors and door frames would snap right in at the correct placement on the wall opening if you have snap at 128 units. 128 units/90 degrees snapping setting to start with, and then working at finer settings is best for beginners, I think. This will allow you to work very fast right off the bat as well. You might want to keep this one bookmarked : https://www.creationkit.com/fallout4/index.php?title=Creation_Kit_Keyboard_Mapping I think Jenn Cave's Navmesh tutorial is pure gold : https://youtu.be/_YblA9ZxHRw Also, RedRocketTV's tutorial on layers is a very important one to watch before start working with interior/exterior cells : https://youtu.be/wl6f_r4rFQE 6) Create quests that take place in the interior cells : This is what we are all here for, isn't it? :laugh: I learned about setting up triggers, managing events/quest stages,etc. 7) Create a new town/settlement in exterior cell : after taking the all the above steps, it actually wasn't all that hard as I've imagined (well, I haven't got into optimization and LOD yet, so I could very well be talking out of my ass here, lol). I'm not sure if it's the best way, but this was a gradual/gentle learning route for me as a beginner. Good luck! :laugh:
  8. hahahahahaha, that actually sounds better than my mod!! :laugh: This quest I'm working on is a surprise attack on player, though - my mod is a player home mod, and people probably won't be expecting to be thrown deep inside a huge dungeon when they wake up, lol. Thanks SandMouse for suggestions! Those UI manipulations sure are beyond my abilities, though, lol. I'm pretty new at modding, and it's kind of a miracle that I got as far as I did in my current project, to be honest. The last one you've mentioned, however, is easy to do - a quiet nudge and knock out the notifications. I'll give this one a shot and see if it will work! Thanks again guys for stepping in. I really appreciate it. :D ...I don't understand why this is so hard to do, though. I think this should be a pretty standard RPG event. :wallbash:
  9. Thanks SKK, for taking time to think of a solution! I really appreciate it. I just tried it, but unfortunately, the problem is that the messages would go on long after the loading screen is done and the player is moved to the jail interior cell. With one of my characters, displaying the entire inventory one by one would take more than 10 minutes, which is actually longer than how long it takes for the player to recover the items in this quest. I think if the player does not have too much stuff, like in the very early stage of the game, your solution could very well work, but for high level characters, a short black out won't be long enough. I'm going to go over the SendPlayerToJail usage for the last time to see if I've overlooked anything. Otherwise, I guess I'd have to live with having the messages, or rewrite the quest. :-/
  10. ... It doesn't look like removing items from player works properly with SendPlayerToJail in FO4. I can get the player to move to the jail location, but items won't get removed even after the containers are defined. I'm going to investigate it some more, but I have a feeling this is one of those things that aren't meant to be used in FO4. How frustrating. :-/
  11. So, here is the panel you can define where the player items will end up at. PrisonMarker placed outside = Exterior Jail Marker, and this marker is a door - you connect the "teleport" setting to the jail cell interior PrisonMarker where player will spawn via SendPlayerToJail. This panel looks unchanged from Skyrim. I'm going to try and see if it'll work. ...I just hope that doing this won't pop up the removed item notifications, lol, that'll drive me nuts.
  12. Thanks SKK! Yeah, the items - this is the part I have to find out about. I would guess a jail system would require a container where the items would be moved to by default. I'll report back when I find something. Well, I hope this system is functional in FO4. Crossing fingers, lol.
  13. Hah, I guess you have your share of frustrations with the way Bethesda does things, lol. Thanks for stopping by SKK. I may have found what I have been looking for though : https://www.creationkit.com/fallout4/index.php?title=SendPlayerToJail_-_Faction This is apparently how Cidhna Mine quest in Skyrim is handled (finally found the source), and it does strip the player of all items. I guess what I can do is to create a unique raider faction for this quest and have them jail the player - which actually would be exactly the scenario I had in mind. I don't know how the faction crime stuff is handled yet, so I need to look into this more. Hopefully this will work out. :-)
  14. So... RemoveItem is not that great for what I want to do. Throwing in a bunch of keywords into a formlist to remove items is straight forward enough, but catching everything seems to be near impossible because not everything has keywords attached. Needing to unequip items also is a pain - unequipall would make the Pipboy unusable for the rest of eternity, lol. Going through each slots via scripting and avoid slot 30, yadayada, great, but RemoveAllItems is much faster and does exactly what I want. ....Except the notifications of hundreds of items being removed one by one. Gah! I think the player being captured and getting stripped of all belongings is a pretty common thing to do in RPGs, so I must be missing something very obvious in CK? If anyone knows a way to turn off those notifications, or a better way to do what I am trying to do, please chime in. I would really appreciate your help on this.
  15. I wondered how MQ101 uses the RemoveAllItems script without any notifications popping up, and after an experiment, I found out this script removes items without any messages if I used () and don't specify the destination to transfer items to (meaning, the player items will be lost). As soon as I put in the destination, it spits out notifications for as long as it takes. I seriously do not understand their logic in how it was implemented. If you are removing everything from the player, you wouldn't want the notifications to pop up for 10 minutes straight, and would not want to make any sounds when this is executed. It makes no sense at all. :sad: On the other hand, RemoveItem script does have the abSilent parameter just like SandMouse suggested yesterday (thanks again), and I can suppress the notifications. Maybe I'll just go through a few lines of RemoveItem with different keywords to remove stuff in batches. By the way, if anyone is doing the same thing - mute() and unmute() can be used to turn off the AudioCategorySFX temporarily while the items are being removed. Another thing - using RemoveAllItems() on a character (not transferring items to a container) will have the stats/buffs from armors to get stuck, even after the items are gone. This seems to be a known bug, carried over from Skyrim, lol, with suggested workaround being unequipping items before executing RemoveAllItems. When transferring to a container, this bug would not happen. Also, if you have another command before, RemoveAllItems seems to need a little bit of wait, like 0.5 or so between the two tasks. I saw that without a wait, RemoveAllItems on one of my characters with a lot of items in the inventory would freeze the game. Mentioning just in case anyone had experienced it.
  16. I guess what I am trying to achieve is kind of like what happens to the player in the Cidhna Mine quest in Skyrim. Does anyone know how they are removing all player items in that quest? I've opened up the Skyrim CK to see if I could take a look at the script, but apparently there's no source files included like for FO4. :-/
  17. Thanks SandMouse for chiming in, but as far as I know, with RemoveAllItems, I can only define the destination to transfer the items to (object reference), and if the ownership info should change after the transfer (bool). I don't think there were more to define on this particular one. Unless I missed something?
  18. Hi guys, I'm wondering if anyone would know of a way to remove the notifications popping up at the top left corner when "RemoveAllItems" script is used on player. The messages telling the player which items have been removed, one by one, would go on forever, and I would like to be able to turn them off. :-/ (I'm not looking for a way to modify the UI - I want to turn off the notifications from this one instance of removeallitems script I'm using in a quest.) Or maybe there's a better way to do what I'm trying to do? I'm trying to get the player robbed basically, and wake up with zero items in the inventory. Using RemoveAllItems to transfer player inventory to a container works fine for what I am trying to achieve, but the notifications makes no sense in this context and just really annoying. Is there another way that's better to use in this kind of situation?
  19. Thanks for the pointer, Chuck! I'll definitely check it out. :-)
  20. Thank you Chuck. I just started to read the long optimization thread here, and I was wondering about the "that's our old system" comment from Bethesda regarding roombounds and portals. Your post is just what I needed to see. :-)
  21. I have not explained this part before, but actually in the video I have posted, the first room where the power armor disappears has the lower part of the roombound extended by 128 units, while the room above without problem has the upper part of the roombound extended by 128 units. So, it maybe that the center of armor is going out of roombounds as you say, but looks like it needs roombound ceiling to be higher in my test. Maybe the "swinging open" animation of power armor needing space above? I don't know. Anyway, thank you for taking time to respond, Carreau, I really appreciate it. I've ripped out the roombounds and portals from this cell, and as you have suggested, I am going to redo everything in simpler ways with more tolerance to avoid issues.
  22. Thanks for your reply, Carreau. Yes, that is what I was thinking to do, and this particular cell would run well without any roombounds in place, in fact. I guess I am wanting to know the causes for roombounds to kill off the visual of what's inside it, though, just for the sake of learning how this stuff works. And this is just one very small example I have presented to ask a question in the forum - if I have a larger building with 4 floor levels stacked, this same problem would still be there, and I would want to know how to go about optimizing such an interior cell. Or if I should design my interior cells differently in such a case. As for the second example, the shadow is not the problem, but it is about the disappeared file cabinets which are also within the roombound - the file cabinets are not in the next room, they are right beside her. :-) I just want to know in what condition the roombound would not render the objects inside it. I know how the objects partially sticking out of bounds may not render, but in the both cases I've posted, these objects are well within the roombound, nothing sticking out (well, unless something invisible is sticking out and I don't know it).
  23. Okay, so I just saw another problem. In the screenshot, you see a block of shadow behind her. That's where I put in an SCOL of four filing cabinets. The cabinets definitely weren't sticking out of the wall in CK, and well within the room bounds. The dresser which was in that exact location had no problem appearing in the game. There's no problem with the map hanging on the wall, either. I'd appreciate any advice on how I should go about using room markers correctly, as I am just getting into this. Thanks for your help!
  24. Hi guys, I've been putting room bounds in my interior cells, and all's been well - until I went into those cells with a Power Armor. The problem I am having seems to come from top of the room bounds being too low. For example, small rooms of 256 units height with room bounds at that exact size would make the Power Armor to disappear when the player character gets out of it and it goes back to the furniture state. I can easily get around this problem by just making the room bounds slightly taller, but in some of my interior cells this won't work as I have rooms stacked and won't be able to extend the bounds upward. Power Armor in NPC state, 3rd person view, would not have this problem. Here's the video of this problem : The first room has the room bound height going right up to the floor above, full 256 units. The Power Armor would disappear as soon as the PC gets out of it in that room. In other places where room bounds are set higher would not have this problem, as you can see. (Removing the room bounds in this particular cell won't do any harm to be honest, but I have the same scenario in much bigger cells I've built. This cell also is going to have a few more rooms, as it's too basic at the moment. :-/) I am wondering what you guys are doing in such a situation? Thanks for your help!
  25. Hey there, I don't know about removing boats, but there's a mod that removes water : https://www.nexusmods.com/fallout4/mods/33006 The modder says it's in alpha stage, so you might find some bugs, but it could be worth a try.
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