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MesaSolar

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About MesaSolar

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    United States
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    Fallout 4

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  1. So I just uploaded my first mod to the Nexus website after extensive testing, but am getting reports of it not working from multiple people. After looking at the archive I created I thought it might have to do with one of the scripts being in the wrong folder, which I've now changed and uploaded a 2nd file. I'd really appreciate it if someone here could take a look at it for me, or just download and attempt to play it. It's a start game enabled quest, and I do suggest doing it on a new playthrough. The player should talk to Alice, select the option "sure" and then build up her affinity to level 250 to continue. On the mod details I suggested people use the "setav ca_affinity 250" command on Alice if they want to skip ahead. https://www.nexusmods.com/fallout4/mods/75248?tab=posts&BH=0
  2. Switching the property over to an object reference did the trick. Thanks for the help!
  3. First time this has happened to me. I'm trying to enable an alias ref property (a DefaultActivateSelfTrigger linked to some mirelurks) and I'm getting an error message when I try to compile. It's like the base script has forgotten how to enable a property. Weird. SetObjectiveCompleted(30)SetObjectiveDisplayed(40)aMirelurkTrigger01.Enable() any suggestions? Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "TLG:Fragments:Quests:QF_TLG_Quest02_01007D70_1"...C:\Users\pmcof\AppData\Local\Temp\PapyrusTemp\TLG\Fragments\Quests\QF_TLG_Quest02_01007D70_1.psc(34,19): Enable is not a function or does not existNo output generated for TLG:Fragments:Quests:QF_TLG_Quest02_01007D70_1, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TLG:Fragments:Quests:QF_TLG_Quest02_01007D70_1
  4. Figured it out. It was a lot simpler than I thought. Just needed to force fill the alias to each talking activator and they popped up in the list for actors in the scene view.
  5. How would I make an overhead intercom? I found talking activators to use and gave them a unique voice type, but don't see a way to point the alias in the quest to that activator in a way that the scene recognizes it as an actor so I can assign lines to it. Any help appreciated.
  6. I feel like this is a stupid question, but how on earth do you insert page breaks into the text on terminal entries? I have a large entry that should have multiple pages but it gets cut off in game. I've tried adding <\p> and </p> into the text where I want the page break to appear but that doesn't work.
  7. Can't seem to find the flag Camera Speaker Target anywhere. Would you mind attaching a screenshot for me? The camera settles on the NPC for a couple seconds then reverts back to the player. It's driving me nuts.
  8. Still haven't figured this out so bumping this thread hoping someone has a solution?
  9. So i got an error message about the last EndIf line "(38,0): missing EndOfFile at 'endif'"It compiles here. Check that the copy paste didn't mess up the line breaks or any other formatting. Also, unless you already run it, I highly recommend using VS code for Papyrus scripts. The editor inside CK is absolutely terrible and maddening. Notepad++ is not great either but better than CK. There is an excellent syntax extension for papyrus in Vs code called simply "Papyrus", and another for compilation (the first one can probably do that too). Not sure what the issue was but I managed to get it working. Thanks for the help everyone!
  10. So i got an error message about the last EndIf line "(38,0): missing EndOfFile at 'endif'"
  11. How would I attach a message to a door? Assuming I need some kind of script that calls up the message box when the player clicks on the door? Already have the message just not sure how to attach it. Want to give the option to the player to stay in the commonwealth or travel to my custom world location.
  12. I'm using rock cliffs as the border so there's a few partial cells but roughly 55. There's obviously some buildings and roads within those cells as well that are taking up space.
  13. So I created a companion/quest mod titled "A Psychotic Wonderland" that is a parody of Alice in Wonderland. All the quests are finished. All the interiors are done. I created a new world space for Wonderland and have all the exterior buildings and roads done. And all the navmeshing is done. I'm looking for someone to collaborate with to edit the excess terrain, add trees, and ground textures. It's not that I can't do it myself, I'm just afraid that it will look too repetitive and lack immersion. As I said before, I'm not able to accept patreon donations because I'm using several master files from other mods but will list whoever helps on the mod page as a contributor.
  14. I have a companion/quest mod that I've just finished but still need to landscape my external worldspace. I'm not very good at doing that myself and was wondering if anyone here might be willing to help me out and finish up the landscaping and ground textures. I'd list you on the mod page as contributing. Unfortunately can't accept donations since I'm using several other people's work to complete this mod including Looks Menu/Compendium, ANice Oak tree hairstyles and Pampas clothing (all with permission from the authors) Please reply here or shoot me a direct message if you can help. Thanks in advance, -MesaSolar
  15. Anybody know what this is and how to fix it? Tried cleaning with FO4edit but the error is still there. MASTERFILE: <CURRENT> RFGP '' (01001A9A) Empty reference group '' (01001A9A).MASTERFILE: SCCO 'DN079_TheoCollection1' (000E9890) Unable to find scene (000E9891) on scene collection (000e9890) 'DN079_TheoCollection1'
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