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Posts
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Everything posted by WidgitLabs
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As requested, along with a short quest because giving things away too easily is cheating :P Confectioner
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SSE Existing Player homes too detailed for me
WidgitLabs replied to Immacula's topic in Skyrim's Mod Ideas
Any thoughts on location or architecture? -
SSE Issues with objective markers
WidgitLabs replied to WidgitLabs's topic in Skyrim's Creation Kit and Modders
@Rasikko Holy crap! You were right! Started a new game and it worked like a charm. Thanks for the pointer! -
SSE Issues with objective markers
WidgitLabs replied to WidgitLabs's topic in Skyrim's Creation Kit and Modders
Hmmm I haven't tried a completely new game yet. I'll try that here shortly. -
SSE Issues with objective markers
WidgitLabs replied to WidgitLabs's topic in Skyrim's Creation Kit and Modders
Good guess, but I'd already checked that repeatedly. And it's a Skyrim quest, not a Fallout 4 quest. ;) -
SSE Issues with objective markers
WidgitLabs replied to WidgitLabs's topic in Skyrim's Creation Kit and Modders
No ideas? -
SSE Issues with objective markers
WidgitLabs replied to WidgitLabs's topic in Skyrim's Creation Kit and Modders
For the sake of testing, I changed the reference to a book. Still not working. -
SSE Issues with objective markers
WidgitLabs replied to WidgitLabs's topic in Skyrim's Creation Kit and Modders
Sorry, I wasn't as clear as I could have been. "Building" is misleading. It is attached to a ReferenceAlias already, and the RefrenceAlias is filled by the "building" I'm using. The building isn't a literal building, it's the rubble of a building which exists as a static object. In my understanding, that should be fine for the ObjectReference, or am I wrong? -
So I've created a mod. The mod works as expected, with one little issue... I can't get objective markers to show up! I'm not trying to make a scavenger hunt here! I've read every reference and watched every video I can find, and I've tested everything I can think of, but nothing seems to work. Am I missing something obvious? I'm trying to mark a building, not a specific item in the building if that makes a difference.
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Ha! That could be fun! Looking into it.
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SSE Mod that changes ghost dog dismiss sound?
WidgitLabs replied to BaronofHe11's topic in Skyrim's Mod Ideas
I can't imagine that'd be difficult... any thoughts on what you'd want it to sound like? -
We haven't looked at converting Become a Skooma Dealer, but Skooma Business might be what you're after. If not, post more details on what you're looking for and maybe we'll add it to our list!
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[WIP] Contagion - Looking for suggestions
WidgitLabs replied to WidgitLabs's topic in Skyrim's Skyrim LE
One of the things we've been playing with is a disease progression system, where contracting a disease isn't bad, but over time the symptoms get worse to the point of death. Potion potency seems to fit well with that idea. -
For the last few months, we've been experimenting with our first SSE mod. What we've been working on is a full-scale overhaul of the Skyrim disease system, with much more realistic (and potentially lethal) diseases. The existing diseases have been rebalanced and we're looking at a few ideas for new diseases and transmission methods... but we want more! So, what would the community like to see in a more robust disease system? What can we add that would make the game more immersive and challenging? Let us know! Planned FeaturesProgressive diseasesHealing potencyRandomized disease transmission???
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Posing corpses/havok sim issues
WidgitLabs replied to WidgitLabs's topic in Fallout 4's Creation Kit and Modders
Fixed my own issue. -
So I'm trying to use the havok sim to run physics on several corpses I've placed in the world. Only problem... 99% of the time I run it, the corpses end up falling through the world. The 1% of the time it DOES work right, I'm not sure WHY it isn't falling through the world. I've torn into every piece of the world around the corpses, checked every setting a dozen times... I'm sure it's something super simple, but I'm not seeing it. Any suggestions?
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Custom weapon losing mods?
WidgitLabs replied to WidgitLabs's topic in Fallout 4's Creation Kit and Modders
And nevermind. I screwed up. -
I've created a unique rifle as part of a mod I'm working on. It isn't a completely custom weapon, just a unique variant on an existing one. I created it with two physical mods and the "Lucky" perk. If I place the item in the world, it works fine. If I place it in a chest, then retrieve it in world, it drops one of the physical mods as well as the perk and I end up with an almost base weapon. Can anyone point me in the right direction for fixing this issue?
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When making the quest, are you hitting OK to finish the creation, then opening it back up to try adding the script? It won't let you do a lot of things until you first make the quest, close the window, then re-open. There's a lot of complex reasons for it but it's non-intuitive and a lot of people miss that step. CK will recognize a script sourced outside as long as you compile outside and put the pex in the scripts folder. Then tell CK to reload the scripts. It's qwerky. Also you don't need to do Quest Property HotCInitQuest autoYou can use Self.Stop() or even just Stop() instead since the script is running in the context of the script you want to manipulate. That was the push I needed! Got it working, partially thanks to that tip. Had to save and re-open, plus had to copy the extracted scripts over to the FO4 data directory... Somehow I missed that part originally.
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I'm not sure I follow why you can't get the CK to recognize a script. The easiest is to let the CK make it then just use the built in editor if you're not setup for external editing. Well the first link has a bad script. You wouldn't do it from a leveled item extension. You *could* do it from the quest example on the second link. Without seeing what code you have it's hard to explain why it doesn't work for you. If you followed the example from the reddit link it should work. You just call the LeveledList.AddForm(ItemToAdd, MinimumLevel, HowManyCount). You need to pass the correct forms as properties to your script so it will do its work. A quick regurgitation of the process would be like this: Create a start game enabled quest Create a script on that quest Add properties for the leveled list(s) you want to add items to Add properties for the item(s) you want to add to the list(s) In the OnInit event add the item(s) to the list(s)If you didn't want them to be added upon game start, you could do the additions in a different function or even a dialogue or quest fragment. Though most people want to add them upon mod start. You might also find this mod page of help http://www.nexusmods.com/fallout4/mods/17782/? It has the scripts already written, so you just add them to your start quest and fill in the properties as you see fit. It's the second step that I'm struggling with. Trying to create in the builtin editor isn't working for me (the editor doesn't allow me to edit for some reason), and I can't figure out how to get the CK to recognize a script NOT created in the editor. Below is the script I hacked together based on the reddit example (that one made the most sense when I was first trying)... ScriptName HotCInitQuestScript extends Quest Event OnInit() LLI_Loot_Food_Unique.AddForm(HotCCannedBass, 1, 1) HotCInitQuest.Stop() EndEvent LeveledItem Property LLI_Loot_Food_Unique auto MiscOject Property HotCCannedBass auto Quest Property HotCInitQuest auto I've tried every way I can think of (searching for incompatible, reloading the CK, etc) but the script never shows up, though every other script does. Am I missing something obvious?
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I've got a custom item in my current WIP mod that I've manually added to the game just to test, and it works fine. Now, I'm trying to figure out how to add it to the leveled lists. I'd prefer to do it through scripting to maximize compatibility, and I've been trying to use this post and this post as references. Unfortunately, I've been unable to get it to work. In fact, I can't even get a script recognized by the CK! Can anyone provide some insight into how to do this beyond writing the script itself? I'm pretty sure I understand the scripting aspect, just not how to actually add the script to the game.