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About SKKmods
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Website URL
https://skkmods.com
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Discord ID
SKK50#0625
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Country
United Kingdom
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Currently Playing
Creation Kit
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Favourite Game
Fallout 4
SKKmods's Achievements
Grand Master (14/14)
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Having problems with a terminal
SKKmods replied to antxs315's topic in Starfield's Creation Kit and Modders
Terminal text replacement is not an EZ thing to start learning on without a solid understanding of the form/object/script relationships. Attach script direct to the terminal to update when the player enters the terminal. If the values are dynamic and change WHILST the player is in the terminal, the terminal fragment or OnTerminalMenuItemRun needs to call the functions: Event OnTerminalMenuEnter(TerminalMenu akTerminalBase, ObjectReference akTerminalRef) ; this is not triggered by an activator with no animation. Debug.Trace("OnTerminalMenuEnter " + akTerminalBase + " " + akTerminalRef) Float fValueToSet = ; assign Global or Object.ActorValue Self.AddTextReplacementValue(asTokenLabel = "TheTokenTextValue", aValue = fValueToSet) EndEvent If you need a template look at SKK Outpost Attack Manager which dynamically updates names and values. Yes its horribly complicated. -
Anyone Have Experience With Dialogue?
SKKmods replied to ChuckYufarley's topic in Fallout 4's Creation Kit and Modders
If you put a unique condition on the dialog and it works for your actors you do not need to test further. Examples: If your actors are unique lvActor forms condition GetIsID that form. Add your actors to a quest alias and condition GetIsAliasRef that Alias. Add a unique keyword to your actors and condition HasKeyword. Add your actors to a unique faction and condition GetInFaction. & many other methods. Since no other actors can be in your quest alias, keyword, faction or whatever there is no way your dialog can infect their stack. -
Anyone Have Experience With Dialogue?
SKKmods replied to ChuckYufarley's topic in Fallout 4's Creation Kit and Modders
Other mods do not "conflict" to use your dialog. You need to constrain your dialog with conditions, otherwise it will "infect" other actors dialog stacks the voice type(s) apply to. OR if your dialog quest has a higher priority than the dialog quests it is overriding try a lower priority ... but this is not fullproof. TL:DR: its a you issue. -
Teleport versus fast travel
SKKmods replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
No problem, several folks figured out that method independently in their solutions. -
Teleport versus fast travel
SKKmods replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
(3) With fast travel fee enabled, if the player uses an internal/external load door within 1 second of closing the PipBoy that will be detected as fast travel and charged. Slow down. -
Persistence question
SKKmods replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
If there are multiple matches on any condition fill whether its LocRefType, Keyword, GetisID or whatever a ReferenceAlias will just fill the first one. If you cant guarantee one result, redesign to use a RefCollectionAlias and set Initial fill to 0 to collect 'em all. If you totally want to avoid persistence redesign to start/stop a finder quest with a dynamic search/fill every Player.OnLocationChange or Player.OnDistanceGreaterThan a moveable datum object and put the found results in the persistent owning quest to mark. -
MQ101 is hard coded into Fallout4.exe. You could decompile Fallout4.exe to find the offset and inject your own code, or just hack MQ101 quest/script to do what you want.
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Persistence question
SKKmods replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
The quest will only be able to fill aliases with ObjectReferences if they are either: (a) Non persistent but in the active uGridsToLoad around the player when the quest alias tries to fill, or (b) Has a LocationRefType keyword associated with a Location and the Alias is configured to use it, or (c) Is persistent. If (a) is not guaranteed, you have not used (b) and you remove the persistent flag from the ObjectReference the alias will fail to fil. If its not an optional alias the quest will fail to start. -
Monitoring a vanilla quest
SKKmods replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
Every one of my > 60 solutions does this at start-up, check out the standard multi-purpose template in this article https://www.nexusmods.com/fallout4/articles/1038 (4) Robust new game start script The things you want are "OnStageSet" If your main quest pops UI messages on startup that you want to delay, attach the launch script to a silent start game enabled quest that monitors QuestOfInterest.OnStageSet and then trigger myQuest.StartQuest() or myQuest.SetStage() at the right condition. -
You cant add an inventory event filter to an OBJECT script, it needs to be on the CONTAINER (actor) e.g. PlayerRef If you want an Object attached script to trigger on any container/actor then use OnContainerChanged() something like this: OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If(akNewContainer is Actor) ; do stuff EndIf EvenEvent
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Define and manage the array on a central quest attached script and get the alias scripts to access it via: ReferenceAlias[] myArray = (Self.GetOwningQuest() as myQuestScriptName).myArray OR even more elegant is to put all the logic in the central quest attached script function and call it from the alias scripts: (Self.GetOwningQuest() as myQuestScriptName).myFunction(thisReferenceAlias = Self)