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RowanSkie

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Everything posted by RowanSkie

  1. That's kinda already a thing via https://www.nexusmods.com/fallout4/mods/40266. This is just the announce warning, by the way.
  2. I learned a lot more ever since I had this, and you should try the following: 1. Removing very large mods 2. Reinstalling every mod you have 3. Turn the broken perk's SWF into a loose file (this will just stack if you start to get more crashes by hovering over other perks) Why do people always say "Reinstall the mods" like its standard, yes id like to reinstall 50GB of mods to fix 1 problem instead of trying other solutions. Necro aside, this is because it is the sure way to clean up your Fallout 4 Data folder. Sometimes simply disabling things doesn't work.
  3. I did once used Simple Sorter before, actually, I didn't see any option to remove the tags, only add all of them. I was kinda... tired now of editing it everytime I want to remove something that was actually incompatible with my mod list.
  4. Something I don't like sometimes is the fact that some of the mods I use have built-in sorting tags that may not even be applicable to the current set I have, and there's also the Simple Sorter mod that does an almost perfect tagging, yet not perfect enough. Can I have someone help me up in a FO4Edit script that *removes* the item sort tags instead of adding them?
  5. It's more of on how the game reads its materials. What I think happens is that the script limit is affecting other parts of the game, like reading SWFs. You could fix this by fixing your virtual mods folder or reinstalling (re-verify) Fallout 4, and reset INIs.
  6. I consider a mod to be large once it reaches past 500 MB in textures, plus there's features like a whole quest line, a game overhaul, or something close. And more or less it comes down to a conflict between two mods, or a BA2/File/Script Limit.
  7. I learned a lot more ever since I had this, and you should try the following: 1. Removing very large mods 2. Reinstalling every mod you have 3. Turn the broken perk's SWF into a loose file (this will just stack if you start to get more crashes by hovering over other perks)
  8. Okay, here's the thing. Do you have the BGSM/materials for the files? The textures and meshes too? The BSA file has all of them which is why it works.
  9. Fallout 76 uses a more advanced output and different BGSM, as you noticed. It also has different kind of DDS (Something higher than Fallout 4's). If you want, you can ask around Gaming Underground Network, they're good at imports. It's not allowed here though.
  10. I managed to merge the three codes we made! Now, since I managed to pinpoint which potions need this thing, I'm up to adding it. At least it's a few. Here's the whole thing. I think I didn't do well. Scriptname rep_keyObject Extends ObjectReference Group Properties MiscObject Property rep_tinkey Auto Const Mandatory Keyword Property rep_canration Auto Const Mandatory Message Property rep_tinkeyuse Auto Const Mandatory EndGroup Event OnEquipped(Actor AkActor) if AkActor.GetItemCount(rep_tinkey) > 0 rep_tinkeyuse.Show() AkActor.RemoveItem(rep_tinkey) Debug.Trace("C-Ration opened with key.") Elseif AkActor.GetItemCount(rep_tinkey) == 0 AkActor.DamageValue(Game.GetHealthAV(), 10) Debug.Trace("C-Ration opened without key.") endif EndEvent Random assignment of Actor, ;-; EDIT: And it turns out Potions don't get Scripts. *facepalm*
  11. Okay, I can see the difference in the code, and the simplification of it. Which is more optimized anyway? I can at least trash my newer (and actually working) version of code which removed the HealthAV property by using GetHealthAV() instead... what's generally faster? Here's my new code anyway, I'm gonna go and optimize it based on Scrivener's after this.
  12. So I have a small problem in my script. Essentially what it does is check for a food item if it has a certain keyword plus another misc item and then it gives output, but when I compile it through CK, I get a rule func0. Here's my script. ScriptName rep_Rationkey Extends Quest MiscObject Property rep_tinkey Auto Keyword Property rep_canration Auto ActorValue property HealthAV Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) if akBaseObject as Potion if(akBaseObject.HasKeyword(rep_canration) && Game.GetPlayer().GetItemCount(rep_tinkey) == 1) Game.GetPlayer().RemoveItem(rep_tinkey) Debug.Notification("Your tin key broke! You cannot open another canned ration without hurting yourself.") ElseIf(akBaseObject.HasKeyword(rep_canration) && Game.GetPlayer().GetItemCount(rep_tinkey) == 0) Game.GetPlayer().DamageValue(HealthAV, 10) Debug.Notification("Ouch. You should try to find a tin key to not hurt yourself.") Else endif else endif EndEvent
  13. Well, it seems my previous problem of crashing in startup is fixed, turns out it was a broken mod. Now, after fixing another problem (CTD in magazines) I now have a new problem. My level up menu isn't working. Sort of. So I run everything else normal (except for Vault-Tec Rep's invisible head, might keep that), now when I open my level up menu, I crash a few seconds later. I have video evidence. Here's my load order. Here's the mods I have active in MO2. I'm also asking around in DEF Mods discord, trying to see if anyone know what can happen. Someone else have also got it and fixed by moving priorities in Vortex, but I already have LevelUpMenuEx on the main priority. EDIT: My problem is pinpointed towards the Gun Nut perk. Can someone help me about it? When I look over to it, I crash. I don't know if it's the SWF or the description.
  14. So I have a problem. When I run my game, it loads the app, have a black screen as it loads, then crashes. Here's my modlist. Anyone know any conflicts I should know? https://pastebin.com/nk05CYwg EDIT: Now my game's not loading with a new game...
  15. So I was modding my own mods, editing those created mods for my own stuff and checking if I can implement scripting and stuff, can I ask what's a good leveled list I can add it?
  16. I used your script and it was better. I'm now getting some cool Magic Effects.
  17. Sorry, I'm still new to making quest-related mods, all my experience are from the xEdits and minor location changes from Creation Kit, plus an attempt to fix an old broken script from a Fallout 4 mod. I used this script directly to the item: Scriptname DarkOneScript extends Quest Actor Player Weapon Property DarkOneDagger2 Auto Perk Property DarkOneEffect Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() SetupPerks(true) endIf endEvent Function SetupPerks(bool abActivate) If(abActivate && GetState() != "ACTIVESTATE") GoToState("ACTIVESTATE") Else GoToState("") EndIf EndFunction State ACTIVESTATE Event OnBeginState() Game.GetPlayer().AddPerk(DarkOneEffect) EndEvent EndState
  18. How do I do that? I'm getting too advanced on stuff anyway, but I made a Quest, Magic Effect, a Perk, and a Spell. The quest runs the script which makes the Perk activate the Spell which activates the Magic Effect, or wrong? And also, this is the script to check if the player has the item, but when it's in the game world, it doesn't work. Scriptname DarkOneScript extends Quest Actor Player Weapon Property DarkOneDagger2 Auto Perk Property DarkOneEffect Auto Event OnInit() Player = Game.GetPlayer() SetupPerks(true) EndEvent Function SetupPerks(bool abActivate) If(abActivate && GetState() != "ACTIVESTATE") && (Game.GetPlayer().GetItemCount(DarkOneDagger2) == 1) GoToState("ACTIVESTATE") Else GoToState("") EndIf EndFunction State ACTIVESTATE Event OnBeginState() Game.GetPlayer().AddPerk(DarkOneEffect) EndEvent Event OnEndState() EndEvent EndState
  19. Is there an FO4Edit patcher for Horizon? Like a VIS patcher of sorts. It'd going to be hard for the damage patch to change weapons by the keywords though. And the clothing I suppose has edits too. Hmm. Is it hard to make a script for FO4Edit?
  20. I'm going to make it that Modern Firearms 2.6.1 (basically latest Beta, latest is 2.6) is using New Calibers system. Anyone want to give me some tips?
  21. Okay, I'll try that. I'm modifying a version of reptileye's mod, which is why I can't show the code because he might come at me mad. Trying to contact with him right now. Hope it sticks when I get home to do your suggested code (after I replace the AccessLocked into the mod's variable).
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