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tehdaryl

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Everything posted by tehdaryl

  1. I can't access the edge property dialog box to change an edges cover data while navmeshing. Everytime i select an edge and hit E it simply deselects the edge rather than bringing up the dialog, any idea why? the tutorial said that i should be able to manually edit cover this way. I need to do this as the "find cover" option under navmeshing generates poor or inaccurate cover and i don't want the actors being retards taking cover behind half a cinderblock. I've even tried changing the hotkey for the edge property box from e to alt + c but it still simply deselects the edge. What am i doing wrong? is it just broken?
  2. So i've recently decided to go to the trouble of giving the NPCS i'm working on a set of randomized faces such as the raiders or gunners do. I noticed that the encraider/gunner actor set all have a single face, but there is an additional set of actors along the lines of encraider/gunnerface0-5, these are the faces that appear in game when fighting these enemies. My question is how do i make a similar system, what links encraider1 with the character gen morphs of encraiderfaceM05 ? And how can i make a template actor use that sort of system?
  3. So i have a scene with 5 phases, and each phase has one word so that each time the scene plays essentially a random assortment of words is played. Problem is there is a slight delay between phases, they don't play immediately. it's something like 0.3 seconds delay but it sounds really bad. Anyone have any idea how to fix that? So that immediately after one audio file is played the next starts? I attached a picture of the scene in the CK, just to clarify what i mean.
  4. -SNIP- Nevermind it just randomly worked on restarting my pc. Guess i'll just got f*#@ myself then creation kit.
  5. I'm trying to compare the players combat targets level to the global, not the players level to the global. Because the globals are based around the players level (+10, -10 for instance) that way i can theoretically get certain music tracks to play only when the actor is within x levels of the player. As i said before it does work when it wants to. A death claw ten levels about the player will play boss music but so will a raider 10 levels above the player. And a death claw 30 levels below the player wont get any combat music, that all works as intended. The problem is that the music only plays sometimes in general. It seems to be because of the way Bethesda programmed the combat music. And i have very little knowledge on what actually triggers the event for combat music to play, all that i know is that it's handled by the default object "combat music". When it does play, it plays the appropriate track, WHEN it decides to play.
  6. Whoops I don't think I was clear. Only a tiny portion of this mod requires script (which worked well), the part actually changing the globals. I actually used the object window for the second part and just set conditions on each of the tracks using the conditions window for that part. Get level combat target >= MUS_Playerlevel_Upper. So after much messing around i can say yes it does work. you can compare globals to actor levels. Unfortunately the music system is temperamental, the music plays depending on level.. WHEN it decides to bother playing. Seems to be for a variety of reasons. I would try using some sort of script for this but I can't seeing as the combat music system is linked to a default object and i don't think you can do anything with it other than change music tracks or conditions.
  7. I have 4 globals that revolve around player level MUS_playerlevel (the players level) MUS_Playerlevel_Upper (the players level +20) MUS_Playerlevel_Lower (The players level -20) MUS_Playerlevel_Low (MUS_Playerlevel_lower - 10) These 4 globals work perfectly fine and return the desired float values in game when called. The problem is where i am trying to apply them, I am trying to change the combat music system to a level based system rather than animation keyword based. So i have set conditions on each of the music tracks that are essentially comparing the combat targets level to one or more of the global values specificed. For example the level check before playing boss music for track "MUSzCombatboss01" Get level combat target >= MUS_Playerlevel_Upper This all works fine in theory but it's not actually playing properly in game. I tried setting the globals to integer values through setvalueint but that didn't fix anything. Is it just impossible to compare actor level values to a global value? Am i setting the wrong target? Should it be target instead of combat target? Are actor levels integers or floats? Any helps appreciated.
  8. For reference I am trying to get the condition to be level of the Actor compared to a global value I have created (Maybe that's the problem, trying to compare a global to an actor level)
  9. In relation to the conditions attachable to music tracks, what is the 'subject' target related to? Is it the player or a default object? I am just unsure because i noticed the "getcombattargethaskeyword" condition working on music files with the target set to subject. but i can't seem to get other conditions such as Getlevel to accurately work with it. Any ideas?
  10. Yea i was just about to say i fixed it simply by recreating the quest.. Glad that's sorted..
  11. Hi guys I'm decently versed in CK but very new to papyrus which i've finally had to use and i'm getting compile errors on even the simplest of fragments. my idea is to use a quest linked to the SM node increase level to track player level and set 5 globals based around the players level. So far so good i've made the globals (under "miscellaneous") but whenever I try to add them to the fragment through the property table thing i get 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_MUS_Trackplayerlevel_01001739"... C:\Users\Tehdaryl\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MUS_Trackplayerlevel_01001739.psc(18,24): script property pMUS_Playerlevel already defined C:\Users\Tehdaryl\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MUS_Trackplayerlevel_01001739.psc(18,24): script variable ::pMUS_Playerlevel_var already defined C:\Users\Tehdaryl\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_MUS_Trackplayerlevel_01001739.psc(18,24): script property pMUS_Playerlevel already has a get function defined No output generated for Fragments:Quests:QF_MUS_Trackplayerlevel_01001739, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Quests:QF_MUS_Trackplayerlevel_01001739 Why is this? Is it because i already created the global under the misc tab? But other fragments are able to call previously defined globals? I've tried deleting the global from the misc tab and readding it through properties but not luck. Any help would be appreciated, and please go easy on me for my possible dumb mistake(s)
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