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Posts posted by SKKmods
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When you are at a vendor you want to mark you open the console and click on the vendor, some text pops up starting with NPC_ You write down the 8 digit referenceID in brackets then use that to move to.
Example: Neon Trade Authority NPC_ 'Neon_KolmanLangREF' (00115442)
becomes
[ player.moveto 001155442 ]
Its up to you to find the vendore referenceIDs you want.
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After building around 30 large containers and hand sorting loot for too many hours I am now totally ignoring Outposts as useless make-work. Except to build a big scanner to do geology missions, then tear it down.
There are ESP hacks that adjust the container CarryWeight "CARGO" [AVIF:000002DC], (although current ESPs are not made with xEdit) which you can do safely from console.
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Setting a global variable is usually a one time thing but no problem adding to sStartingConsoleCommand txt file
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Outpost_BuildLimit_CargoLinks [GLOB:00190D57] default 3
console [ set 00190D57 to 10 ]
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content removed
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Yes persistent as a script property (until cleared).
Yes persistent as a quest alias (until cleared).
No persistent as a linkedref.
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LinkedRef does not make an object persistent e.g. many workshop built items with WorkshopItemKeyword LinkedRef are not persistent when unloaded.
In this matter my definition of persistent is "when unloaded the object can be found (e.g. by a quest non specific conditonal alias fill) so is clearly still accessible".
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Is the remote NPC:
(a) in the loaded area
(b) persistent (an object attached CONST script does not always make it persistent)
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Appreciated ! Will make some new navmesh and see what happens ...
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Whenever I ADD new navmesh to an existing worldspace the CK always ends marking some of the original navemesh as deleted, which is clearly not good for stability.
As I am far to lazy to do the tedious old > new formid comparision and transposition, I tend to just remove any new navmesh if xEdit reports any deletes.
Is there a mechanism to TOTALLY AVOID the CK deciding to mark original navmesh deleted ?
I would have expected it to be where the new joins the exisitng, but thats not always the case as I get deletes even when the new is not joined to the exisitng and never even touched any of the existing stuff.
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Fast. Stop. Institute. with a quest and everything.
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Ever since I have been making non start game enabled "radiant" quests there have been issues with quest aliases spontaniously unfilling between a quck/exit game save and game load.
- This does NOT affect full saves ever.
- This does NOT affect start game enabled quests ever.
- This CAN happen to both optional (but validated filled by script) and mandatory aliases. Optional alias unfills leave the quest active, mandatory alias unfills shut the quest down but leave it "grey" in the active log.
- This CAN happen to persistent (e.g. workshops) and non persistent objects.
Anyone come across this issue and any root cause analysis ?
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One outline approach (of many);
Put an invisible activator in front of the door with your door name and activation text.
Make nokeyword LinkedReference from the activator to the door.
Attach script to activator with event OnActivate() that shows the menu messagebox and activates the linkedref door if that menu option is selected.
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Depends how they are used.
I would not publish a solution with a timer constantly firing every second, but my compute cost and quality aspirations may be different to yours.
Utility.Random* takes one frame to execute so can be considered "expensive" compared to non frame bound functions.
Utiltiy.Wait is not expensive but be aware that script will freeze/lock and receive no input (e.g. other events) during that wait period. If the script reacts to multiple events I would put any wait functions into a seperate standalone script and call it using (FormName as ScriptName).CallFunctionNoWait("WaitFunctionName", new var[0])
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If the settler does not exist then compile this, put in data\scripts and console [ cgf "SKK_GlobalScript.CreateSettler" workshopref ]
ScriptName SKK_GlobalScript Function CreateSettler(ObjectReference thisWorkshop) Global If (thisWorkshop != None) && (thisWorkshop is WorkshopScript) Quest pWorkshopParent = Game.GetFormFromFile(0x0002058e, "Fallout4.esm") as Quest WorkshopNPCScript thisActor = (pWorkshopParent as WorkshopParentScript).CreateActor((ThisWorkshop as WorkshopScript)) Debug.Notification("Created Settler") ; do stuff to thisActor here Else Debug.Notification("No Workshop") EndIf EndFunction
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If you dont get a better option, the workaround I have used several times is to put an inventory filter on the receiving container and return any stuff it wont accept to the player with a notification.
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Cell reset is triggered by game time, but running a timescale value lower than default 20 will cause it to take longer in realtime not shorter.
I have run ~ 2000 hours at timescale 1:1 with no observed issues except stuff takes longer to happen.
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I have noticed that just COC-ing into a new game can cause some game systems to be unpredictable, which is why I never use that for actual testing.
Either a clean vault exit savegame or Fast Start New Game (exactly why I created it).
See if you can reproduce the issue when the game has been allowed to initialise normally.
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Select ALL in the left hand tree view and type [ intimid ] in the filter, most of the related assets will then list.
Your interested in the [ Perk entry ] section [ target ] tab.
Typical conditions for your case would be:
GetIsID == MyUniqueActivationObjectName
GetDistance Reference PlayerRef value
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If you hide the base activation option (or use an object with no activation) then use an AddActivate perk to add a focus/hover activation menu option it can be conditioned on distance.
I do excatly that with placed objects to activate ainmations with Open Anything.
Look at the base game Intimidation perk as a template.
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Yes Move Workshop Markers does exactly that.
BUT you do have to READ the description to use it.
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Just had a dig around and my "charge caps for fast travel like in Fallout 76" function does it like this:
Bool bFastTravelMenu = false ... Self.RegisterForPlayerTeleport() Self.RegisterForMenuOpenCloseEvent("PipboyMenu") ... Event OnPlayerTeleport() If (bFastTravelMenu == TRUE) && (pPlayerREF.GetCurrentLocation() != pInstituteConcourseLocation) ; PUNISH THEM EndIf bFastTravelMenu = FALSE EndEvent Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) If (asMenuName == "PipboyMenu") If (abOpening == True) bFastTravelMenu = True Else Utility.Wait(1.0) ;for events to happen bFastTravelMenu = False EndIf EndIf EndEvent
Since it contains a blocking Wait, for elegance it wants to be in a standlone async script (not part of a larger event driven script).
The only gotcha is if a player open/close pipboy within 1 second of using a load door that is detected as fast travel.
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Be careful as OnPlayerTeleport triggers on normal load doors.
As will the Institute teleporter and subsequent travel to/from InstituteConcourseLocation
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CK doesnt want to save a file whilst it is loaded in a running game. It can be forced, but you risk getting what you got.
Papyrus new SetLinkedRef parameter abPromoteParentRefr
in Discussion
Posted
Reviewing the new Starfield scripts and starting to write some global functions in the hope that Caprica will be published (without attached virus paylod that Champollion has) before CK.
The ObjectReference script defintion for SetLinkedRef has a new parameter abPromoteParentRefr.
Anyone worked with Papyrus enough to hazard what abPromoteParentRefr may do ?
As it was inferred (but not fact) that objects with linkedrefs were persistent in Fallout4 (qv WorkshopItemKeyword) I was thinking it could be "Promote to persistent" ... athough [ Bool abForcePersist ] would be more appropriate for that.