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Deleted50097591User

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Everything posted by Deleted50097591User

  1. Hi there! The creator of the tutorial here, I'm willing to take a look at your plugin to see where the issue is and if I made any mistakes in the tutorial :D
  2. A mod in nexus made the minutemen spawn with minutemen skins from creation club: https://www.nexusmods.com/fallout4/mods/30456/ You could try reverse engineering that if it fits your purpose Hope this was what you were looking for :)
  3. Most likely GetQuestCompleted or GetStage Hope this helps :)
  4. Fixed! Needed to set file permissions for the folders to allow also write under Properties - Sharing - Advanced Sharing - Permissions
  5. The file seems to not even exist. The folder where it should be located is made read-only every time I open the CK
  6. Hi, I've tried to enable version control in my ck (like shown in this tutorial https://www.creationkit.com/fallout4/index.php?title=Version_Control_and_Multiple_Contributor_Collaboration) but whenever I try to load my .esp file, the ck just gets stuck at the "File in use", "\\<My PC Name>\Merging\Data\Fallout4.fud". Would this be because I'm using MO2? Does anyone know a solution to this? Any help would be appreciated :smile:
  7. If you just want a list of all CC file names, look under your Fallout 4 Install folder, there should be a file named Fallout4.ccc. This has a list of all CC plugin file names for the game to load. Also if you want to interact with the CC plugins, you should check out this article from the ck wiki on how to do inter-mod communication: https://www.creationkit.com/fallout4/index.php?title=Inter-mod_Communication Hopefully this helped you :smile:
  8. Skk fast start does the exact thing I'm looking for except that I'd like to know a way to not start in prewar sanctuary and open the chargen at a later time.
  9. Hi, I'm looking for a way to replace the main quest (MQ101). The idea is to ask first what gender the player would like to play, and then make the player spawn in a custom location, with a totally new quest for handling everything. I have found that if I set the global variable MQ101Debug to -1, the game gets stuck in the main menu loading after clicking new game. I haven't gotten any further and would appreciate any help :)
  10. First, you need to record a dummy file. Under the audio section, use the record button to record the dummy file (the content of this dummy file does not matter, it will get replaced by the real audio file you recorded). Save the dummy recording. After you have created the dummy file, find the dummy file in the file explorer (the location is specified in the "path" column in the audio list where the voice type is the one you have for your npc) and replace the dummy file with your recorded wav. To generate lip sync files, drag the 32bit creation kit files (found in your fo4 install folder under tools in one of the folders) to your main fo4 install folder. Then open the same response dialog, click on the audio list item, click on the "from wav" button and hit "generate lip file". The audio list item should now have a "Y" in the "lip" column. Here's a handy tutorial in video format also Hope this helped :)
  11. Yeah, Bethesda has always the most weirdest bugs ever. I'll probably try reinstalling the ck anf fo4 and see if that works
  12. Red Rocket Tv made a wonderful tutorial on moving objects, though I'm not sure if it will work on activators https://www.youtube.com/watch?v=govu3qrqxpQ&t=209s There is also a function on ObjectReference called Disable() that will disable the object in question. This does not "remove" the object but basically does the same thing. The object can be enabled with Enable() https://www.creationkit.com/index.php?title=Disable_-_ObjectReference Hope this helped :)
  13. Hi, no idea if this is the right place to post, but here we go. So, I've been trying to figure this out for a couple of days now. Sometimes when I try to compile my papyrus scripts using the fragment compile or Papyrus Script Manager, it gives me like a hundred errors saying it expected letter <INSERT LETTER HERE>. When I open the .psc file, it has a part of the papyrus compiler output log is written in the script file breaking it. Does anyone know why this happens? It's driving me crazy and I would do (almost) anything for it to go away... I did not manage to take a screenshot when this occurred but I made a rough recreation of the problem https://www.dropbox.com/s/67tbnkjgyft9h1u/plz%20help.PNG?dl=1
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