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Posts posted by dagobaking
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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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GetName() is an FO4SE function, so that could be the issue? I really don't know. What are you trying to do, overall?
This is part of my AAF mod. It scans for objects that have been registered to run animations on them.
I set it up now so that if the name is blank, it uses the id set up at the time of registration. Not ideal. But, it's working.
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The problem you are likely running into is that most Statics don't have names set up for them.
True. And I have a solution for those cases. But, it looks like my test static PoolTable01 does have one... Just doesn't appear to be available at run-time..?
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Ok. More progress. I used "Form" instead of Furniture or ObjectReference and that captures both!
Now, the only remaining issue is that "theForm.GetName()" works for the Furniture items. But, it returns blank for the Static items.
Is there another way to get the name of the Static object?
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Runtime created forms all start with FF in their ref IDs.
I think what needs to be done here is check for the base objects, by calling GetBaseObject().GetFormID() on those items. Of if you don't need the ID, just stick with GetBaseObject(), then you can do whatever comparison checks you need to do after that.
Edit: Ok I see that you mentioned this function not picking up runtime created forms, which seems..strange to me.
I thinking now that on the workshop form, it checks through a formlist or perhaps an array.
FindAllReferencesOfType definitely works on items created in a Workshop, so long as you use a Formlist that has the right EditorIDs inside. Could you post the code that you are using?
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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Static items also definitely work with the function. However, you might be running into an issue regarding precombined objects. The function won't find any objects that are within the precombined system.
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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Runtime created forms all start with FF in their ref IDs.
I think what needs to be done here is check for the base objects, by calling GetBaseObject().GetFormID() on those items. Of if you don't need the ID, just stick with GetBaseObject(), then you can do whatever comparison checks you need to do after that.
Edit: Ok I see that you mentioned this function not picking up runtime created forms, which seems..strange to me.
I thinking now that on the workshop form, it checks through a formlist or perhaps an array.
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?).
FindAllReferencesOfType definitely works on items created in a Workshop, so long as you use a Formlist that has the right EditorIDs inside. Could you post the code that you are using?
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) EndFunction
The 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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Does anyone know how to convert animations from Skyrim to Fallout 4, assuming that I have the original source 3DSMax files?
Is there a guide out there that goes over this?
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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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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.
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Why the need to compile in CK still?
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It's really worth the trouble even for short scripts! :)
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Ok. For some reason PushActorAway was the key. Typical CK murkiness!
AND 10000.0 was too much power. lol
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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.
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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 EndWhile
Am I missing something? Or, is there a better way to apply an explosion-like force to a group?
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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.
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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?
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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 type
Here 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 type
The 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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Sounds like something else is going on other than a missing key. Maybe not the right version?
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Would be really cool as I loved Fallout Tactics. But, seems like it would be a massive undertaking.
Cloning Yourself with Clothes?
in Creation Kit and Modders
Posted · Edited by dagobaking
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/