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Everything posted by dagobaking
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Cloning Yourself with Clothes?
dagobaking replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
EDIT: I moved this follow up comment to its own post because it seems like its own subject: https://forums.nexusmods.com/index.php?/topic/6652936-is-there-a-way-to-control-what-armor-variation-gets-equipped/ -
I am able to successful clone my player character with this: PlayerRef.PlaceActorAtMe(PlayerRef.GetLeveledActorBase())But, the clone appears wearing a vault suit. I know that I can run some processes list my equipment and put it on them one at a time. But, before I do that, does anyone know if there is an easier way to make the clone appear with the exact same equipment already on?
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I think I see the issue. It's right there in front of us in that function. :) I am casting the incoming objects as Furniture. So, when they are actually Furniture that is ok. But, when they are Static objects, casting them as Furniture breaks the search for that item. SO, the next question is, how can I resolve that? I tried changing it to ObjectReference and then none of the searches worked. I CAN set things up to cast the forms differently based on a passed in type variable. But, I would rather not keep track of an assigned type variable if there is a more elegant solution. Do you see a way to re-write my function so that it will scan whatever type of object shows up via the form/source variables?
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What are precombined objects? I am testing this with PoolTable01. I can build that in the workshop, run it through this function and it does not appear in the search. Additionally, when I click on the item via the console, the form ID it shows is not the form ID of the Static that is searched for. But, even further than that, PoolTable01 can be placed into the world via the CK and it still does not get detected by this function.
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I have new information. It turns out that workshop created items work ok as long as they are Furniture items and I am searching for them with the Furniture formID. If they are Static items and I search for them with the Static formID, they are not found. Should I be using a different form ID for static items? I see that there are some helper-looking forms related to them (a transform?). I have some new info, see above. It doesn't appear to be workshop created items that are the issue. But, rather Static items. Here is the function that does the search: Function OnGetLocationData(Var[] furnitureForms, Var[] furnitureSources) AAF_FurnitureSearchList.Revert() Int i = 0 While i < furnitureForms.Length Furniture f = Game.GetFormFromFile(furnitureForms[i] as int, furnitureSources[i] as String) as Furniture AAF_FurnitureSearchList.AddForm(f) i = i + 1 EndWhile ObjectReference[] kLocationArray = PlayerRef.FindAllReferencesOfType(AAF_FurnitureSearchList, wizard_search_area) Var[] locationData = new Var[0] i = 0 While i < kLocationArray.Length if(kLocationArray[i].GetAngleX() + kLocationArray[i].GetAngleY() == 0.0) locationData.Add( Utility.VarArrayToVar(makeLocationData(kLocationArray[i])) ) EndIf i = i + 1 EndWhile Var[] sendData = new Var[1] sendData[0] = Utility.VarArrayToVar(locationData) sendEvent("SEND_LOCATION_DATA", sendData) EndFunctionThe inputs are arrays of the form ID and sources for items that could really be anything. But, mainly either Furnitures or Static items. Furnitures work ok. Static do not.
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I am using FindAllReferencesOfType to search for certain items. It works great on items that have been placed in the game via plugins in the CK. However, the same items, for example PoolTable01, created through the Workshop are given weird form ID numbers starting with "ff". So, they don't match the CreationKit form ID for that item and thus do not get picked up by FindAllReferencesOfType calls. Does anyone know a solution for this? Is there some way to know ahead of time what the Workshop created form ID for specific items will be? Or, maybe is there a base object that can be scanned for instead of the static form ID number? Thank you for any help.
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I have coded my mod to use specific keys. But, I believe that there are some mods that use the same ones. I will be making a way to configure the keys. But, in the meantime, I would like to be able to send out a message if there is a conflict. Is there any way to detect if another mod is using a certain hotkey?
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Setting Notepad++ to compile scripts
dagobaking replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
It can be a little tricky getting the paths set up right. But, switching between CK and an editor is a steep price. Plus, it is at built time that the editor does a lot of the help by highlighting any lines that have errors along with details. I haven't tried Notepad++. But, Sublime was pretty easy to set up and I'm very happy with it. Now I have it publishing from a separate mod folder so that every file for the mod is by itself in one folder. I'll walk anyone through setting it up if interested. -
Setting Notepad++ to compile scripts
dagobaking replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
Why the need to compile in CK still? -
Setting Notepad++ to compile scripts
dagobaking replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
It's really worth the trouble even for short scripts! :) -
How do you send Actors flying into the air?
dagobaking replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
Ok. For some reason PushActorAway was the key. Typical CK murkiness! AND 10000.0 was too much power. lol -
How do you send Actors flying into the air?
dagobaking replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
This also suggests that I'll need a much larger value to move an actor. Thank you. I think I need to start checking the Skyrim version of every wiki lookup as a matter of habit. It really would have made more sense for them to keep the wiki for both games and just add notes within the same page for cross-game variations. -
I tried using ApplyHavokImpulse to a few Actors and they didn't appear to be affected. Here is the code: int i = 0 While i < args.Length Actor targetActor = Game.GetForm(args[i] as int) as Actor targetActor.ApplyHavokImpulse(0.5, 0.5, 1.0, 150.0) i = i + 1 EndWhileAm I missing something? Or, is there a better way to apply an explosion-like force to a group?
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Setting Notepad++ to compile scripts
dagobaking replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
I could be wrong. But, I think it's possible that further edits are supposed to be made to that debug file and they just didn't clarify it in the wiki. It is painful for me to imagine coding through the CK! I highly, highly recommend that you switch to Sublime Text. I think they list it as not being free. But, there is a free version that simply has an occasional nag window. -
Setting Notepad++ to compile scripts
dagobaking replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
That Institute Papyrus line that its getting stuck on seems like something unique to a specific mod. Is that meant to be updated by you per the mod you want to build? Any qualms against using Sublime Text instead? -
If you do any scripting, you will go there a lot. :)
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Ok. Those are areas I don't have much direct experience in. So, hopefully someone else who does can point to some good tutorials. But, I would say that you can get a head start by reading through the CreationKit wiki. You can probably read the entire thing in a half day: https://www.creationkit.com/fallout4/index.php?title=Main_Page That will at the very least give you some search terms to use for the subjects you are interested in. Also, a very good approach to learning, once you have basic tools installed, is to look at existing mods that do close to what you want to do.
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For most users, my mod is working. But, there are a few that are having issues. This error has shown up in their logs: no native object bound to the script object, or object is of incorrect typeHere is the full log entry: [04/25/2018 - 10:31:53PM] error: Unable to call ForceStart - no native object bound to the script object, or object is of incorrect typeThe line that uses ForceStart is this: AAF_WalkToAndWaitScene[sceneKey].ForceStart()SO, I gather from this information that the problem is that Fallout, for some reason, has not populated AAF_WalkToAndWaitScene which is a Scene array populated through the CK. Has anyone seen this issue before and have any ideas on how to fix?
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It's a very broad subject. What type of mod are you interested in making?
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Havok Content Tools (without keycode requirement?)
dagobaking replied to jamesCag's topic in Fallout 4's Discussion
Sounds like something else is going on other than a missing key. Maybe not the right version? -
recruiting for project Fallout 4 brotherhood tactics
dagobaking replied to stalker2657's topic in Fallout 4's Discussion
Would be really cool as I loved Fallout Tactics. But, seems like it would be a massive undertaking.