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legobrick100

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  1. I have basic understanding of the modeling process up until texture-mapping, and an understanding of the Creation Kit, except for the process of importing new models and textures, which seems more complicated than it did for 3/NV's GECK. I am unsatisfied with Fallout 4's variety of suburban home exterior models and would like to create new ones for a new world-space. What would that take, and how would I best accomplish that in the most effective way possible?
  2. At the start of Fallout 4, the ability to run, sneak, attack, etc - is disabled, up until waking up in the pod in Vault 111. How does the game re-enable it? I'm asking because I am making a mod that is independent of the base-game's story and worldspace, and I have a script that moves the player immediately after character-creation, which unfortunately bypasses the point when the game re-enables certain gameplay features. I'm hoping to re-enable them myself via my own script. So how do I do it? Any help is appreciated, thanks!
  3. That won't be an issue for me as my mod is standalone and will not touch the vanilla worldspace or quests. I already solved the Pip-Boy issue as well, which is simply due to the Pip-Boy not being added and equipped. Thank you for bringing up timescales however, as I completely forgot that detail. I'll fix that too.
  4. That won't be an issue for me as my mod is standalone and will not touch the vanilla worldspace or quests. I already solved the Pip-Boy issue as well, which is simply due to the Pip-Boy not being added and equipped. Thank you for bringing up timescales however, as I completely forgot that detail. I'll fix that too.
  5. Â I'm not sure I follow. How did player controls get disabled in the first place? By the start of the game. In the prologue, the quest MQ101 disables player control(with some exceptions) - so the player can only walk and activate objects. I fixed the walking, just need to re-enable the rest. It's disabled because the mod I'm making involves an alternate start: as soon as the player leaves the bathroom, they are moved to the start of my mod, skipping the vanilla way of re-enabling it.
  6. One final thing came up: I'm trying to figure out how to use enableplayercontrols correctly. I managed to reset the AnimationArchtype (to disable the FastWalk limiter), but I can't figure out how to use EnablePlayerControls to allow the player to fight, sneak, use VATs, etc. Any help there?
  7. Oh, thank you. That makes sense, I don't know why I didn't see that. It compiled successfully, though I'm having trouble now getting the Pipboy property to autofill. What am I doing wrong there? EDIT: Got it to autofill. The Pipboy was an Armor Property, not an ObjectReference Property.
  8. After playing around with your scripts, I managed to get the moveto and additem functions to work, but equipitem returns an error: "EquipItem is not a function or does not exist". Scriptname WTStartMessageScript extends ObjectReference Message Property WTStartMessage1 Auto ObjectReference Property pPlayerREF Auto ObjectReference Property WTPlayerMove Auto ObjectReference Property Pipboy Auto Event OnActivate(ObjectReference akActionRef) Utility.wait(1) Menu() EndEvent Function Menu() Int iButton = WTStartMessage1.Show() If iButton == 0 pPlayerREF.MoveTo(WTPlayerMove) Utility.wait(1) Game.ShowSPECIALMenu() Game.GetPlayer().ChangeAnimArchetype() pPlayerREF.AddItem(Pipboy, 1, true) pPlayerREF.EquipItem(Pipboy, true) EndIf EndFunction
  9. Surely there's a simpler way to do this? From what I could find from other sources, performing the actions themselves are much less complicated.
  10. UPDATE Managed to get the script organized a bit and got the SPECIAL menu to come up when the option is selected. My script currently looks like this: Scriptname WTStartMessageScript extends ObjectReference Message Property WTStartMessage1 Auto //Autofills the Message Property. Event OnActivate(ObjectReference akActionRef) //When the door is activated Utility.wait(1) //Wait a moment Menu() //Perform function Menu below EndEvent Function Menu() Int iButton = WTStartMessage1.Show() //Show menu/message If iButton == 0 //If the first option is selected Game.ShowSPECIALMenu() //Show SPECIAL menu Endif EndFunction I still need to figure out how to move the player and add/equip items.
  11. I have created a menu that pops up when an object is Activated. When activated, the menu comes up with two options. I want to have it so that selecting one option will perform a collection of actions, while the other will close the menu. (Since they close the menu by default, I only need to figure out the one that will perform a collection of actions.) Here's my menu script: Scriptname WTStartMessageScript extends ObjectReference Message Property WTStartMessage1 Auto Event OnActivate(ObjectReference akActionRef) Utility.wait(1) WTStartMessage1.show() EndEvent I want to make it so that one of the options will do the following: Move the player to a marker in another cell (Using player.moveto(?))Add and equip items on the player (using player.additem and player.equipitem(?)And finally trigger the SPECIAL menu to pop-up (?) Problem is, I'm having trouble figuring out how to put this all together in the script or scripts. I'm imagining something like this(below) is how it works, but I know it doesn't work, so how do I do this correctly? Thanks for helping me out. Scriptname WTStartMessageScript extends ObjectReference Message Property WTStartMessage1 Auto //Autofills the "Property" int for the message. Event OnActivate(ObjectReference akActionRef)//When the door is activated Utility.wait(1)//Wait a moment WTStartMessage1.show()//Show message //((When button 1 is selected)) Player.moveto //(Marker) Player.additem //(item) Player.equipitem //(item) Game.ShowSPECIALMenu() EndEvent
  12. That w That got it working, thank you so much. That's, luckily, one technical part out of the way out of two - once both of those are done, the rest of what I'm working on, I'll be able to do myself. Thanks for the help.
  13. Okay, so I ran into some trouble with compiling. Here's what I did: Creating The Potion - Duplicated Med-X - Changed it's BaseID to XPBoost - Changed it's Name to XP Boost - Changed It's Desc to +200 XP - Deleted the old three Effects - Clicked OK Creating the Magic Effect - Created a new Magic Effect - Set it's ID to XPBoostEffect - Set It's name to BoostXP - Clicked OK Creating the Script - Re-opened the Magic Effect - Clicked Add in the Papyrus Scripts section - Selected New Script and clicked OK - Named it "XPBoostScript" - Clicked OK - Closed the Properties window that came up - Right-clicked my script in the XPBoostEffect window - Selected "Open in External Editor" (in this case, a standard notepad) - Copy and pasted the script you gave me into it so that it looked like this: Scriptname XPBoostScript extends activemagiceffect Float Property expToGive Auto Const Event OnEffectStart(Actor akTarget, Actor akCaster) Game.RewardPlayerXP(expToGive.GetValueInt()) EndEvent - Saved and closed it - Pressed OK to close the XPBoostEffect window - Navigated to Gameplay>Compile Papyrus Scripts in the top bar - Selected XPBoostScript and clicked Compile It came back with this: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "XPBoostScript.psc"... C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\XPBoostScript.psc(6,31): float is not a known user-defined script type C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\XPBoostScript.psc(6,31): type mismatch on parameter 1 - cannot pass a void to a int No output generated for XPBoostScript.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on XPBoostScript.psc
  14. So I tried to figure out what to do, and I'm sorry, I'm at a complete loss despite having handled dialogue and certain smaller scripts before. I don't suppose you could help give me step-by-step instructions to do what I want this to do?
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