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MesaSolar

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Everything posted by MesaSolar

  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'
  16. Anyone know what I would use for the topic info for when the player is sneaking? Trying to add some flavor dialogue to my companion but I can't find it anywhere.
  17. Posting my solution for anyone else that runs into this problem: I ended up deleting the quest I had made from scratch and simply duplicated the Min01 quest and renamed it to match my mod. Then I created extra quest stages to accommodate my mod's requirements and pointed the dialogue to the original quest stages for the workshop objectives using the setstage options in the dialogue menu. One thing I will say is DO NOT under any circumstances delete or clear any quest stages, properties or aliases you won't be using from the original quest. It'll just crash the CK. Instead simply add in the quest stages, properties and aliases you need for your own custom quest. Hope the headache I went through helps somebody in the future. :ermm:
  18. Tried one more thing. adding a setstage command in the quest script. But it didn't work either. ; call when starting beds objective to check for beds already madefunction InitializeBedsObjective()float beds = GetBedsRating()debug.trace(self + " InitializeBedsObjective: starting beds=" + beds)if beds >=3APWquest07.SetStage(60) WorkshopParent.UpdateWorkshopObjectivesSpecific(self, WorkshopObjectives, Alias_Workshop.GetRef() as WorkshopScript); check if everything is complete alreadyHandleWorkshopEvent()endifendFunction Then my stage 50 looks like this: SetObjectiveCompleted(40)SetObjectiveDisplayed(50); start receiving workshop build eventskmyQuest.RegisterForWorkshopEvents(); initialize bed countkmyQuest.InitializeBedsObjective() Running out of ideas here. Essentially the problem is that the game doesn't recognize when I've built sheltered beds at the workshop location and therefore is not advancing the quest. I can't find any discrepancies between my quest and the vanilla Min01 quest when it comes to the workshop events so no idea how to move forward.
  19. Found one thing that I was missing. Adding kmyquest.initializequest() to stage 10 (my start up stage) but that didn't seem to help either. I see the appropriate objective at stage 50, but when I build the sheltered beds nothing happens. I can manually set stage 60 with the console, but can't get the quest to progress on its own. Has anyone here ever tried to duplicate this quest type before? I'm kinda stuck for now and can't continue working on this mod till I solve this problem.
  20. Thanks LarannKiar! That worked. Now I'm on to the really tricky part. Getting the game to recognize when I build something in the settlement and setting the appropriate quest stage. Under the workshop objectives property, I set my custom global variables under current count, max count and percent complete. Index of 50, Start stage 50, Done stage 60, rating index of 3 (for 3 beds) My quest stage 50 papyrus fragment looks like this: where kmyQuest refers back to Min01Script. SetObjectiveCompleted(40)SetObjectiveDisplayed(50) ; initialize bed countkmyQuest.InitializeBedsObjective() Quest Objective reads: Build sheltered beds for Tea Party settlers (<Global=APWQuest07BedPercent>%) Here's the custom script that I modeled after Min01Script: Scriptname APW:APWQuest07Script extends WorkshopEventsQuestScript Conditional bool initialized = false bool bAllObjectivesComplete = false Conditional;WorkshopEventsQuestScript myWorkshopEvents ; called once by startup stagefunction InitializeQuest()if initializedreturnendif ;myWorkshopEvents = (self as Quest) as WorkshopEventsQuestScript endFunction ; call when starting beds objective to check for beds already madefunction InitializeBedsObjective()float beds = GetBedsRating()debug.trace(self + " InitializeBedsObjective: starting beds=" + beds)if beds > 0WorkshopParent.UpdateWorkshopObjectivesSpecific(self, WorkshopObjectives, Alias_Workshop.GetRef() as WorkshopScript); check if everything is complete alreadyHandleWorkshopEvent()endifendFunction ; call when starting water objective to check for water already madefunction InitializeWaterObjective()float water = GetWaterRating()debug.trace(self + " InitializeWaterObjective: starting water=" + water)if water > 0WorkshopParent.UpdateWorkshopObjectivesSpecific(self, WorkshopObjectives, Alias_Workshop.GetRef() as WorkshopScript); check if everything is complete alreadyHandleWorkshopEvent()endifendFunction ; call when starting food objective to check for food already madefunction InitializeFoodObjective()float food = GetFoodRating()debug.trace(self + " InitializeFoodObjective: starting food=" + food)if food > 0WorkshopParent.UpdateWorkshopObjectivesSpecific(self, WorkshopObjectives, Alias_Workshop.GetRef() as WorkshopScript); check if everything is complete alreadyHandleWorkshopEvent()endifendFunction ; call when starting food objective to check for food already madefunction InitializeSafetyObjective()float safety = GetSafetyRating()debug.trace(self + " InitializeSafetyObjective: starting safety=" + safety)if safety > 0WorkshopParent.UpdateWorkshopObjectivesSpecific(self, WorkshopObjectives, Alias_Workshop.GetRef() as WorkshopScript); check if everything is complete alreadyHandleWorkshopEvent()endifendFunction function HandleWorkshopEvent()WorkshopScript workshopRef = Alias_Workshop.GetRef() as WorkshopScript ; wait for recalc to finishworkshopRef.WaitForWorkshopResourceRecalc() ; if all objectives are complete, then set completion variablebool allComplete = true int i = 0while (i < WorkshopObjectives.Length) && allCompleteWorkshopParentScript:WorkshopObjective theObjective = WorkshopObjectivesif IsObjectiveCompleted(theObjective.index) == falseallComplete = falseendifi += 1endWhilebAllObjectivesComplete = allCompleteendFunction float function GetBedsRating()return WorkshopParent.GetRating(Alias_Workshop.GetRef() as WorkshopScript, WorkshopParent.WorkshopRatingBeds)endFunction float function GetPowerRating()return WorkshopParent.GetRating(Alias_Workshop.GetRef() as WorkshopScript, WorkshopParent.WorkshopRatingPower)endFunction float function GetWaterRating()return WorkshopParent.GetRating(Alias_Workshop.GetRef() as WorkshopScript, WorkshopParent.WorkshopRatingWater)endFunction float function GetFoodRating()return WorkshopParent.GetRating(Alias_Workshop.GetRef() as WorkshopScript, WorkshopParent.WorkshopRatingFood)endFunction float function GetSafetyRating()return WorkshopParent.GetRating(Alias_Workshop.GetRef() as WorkshopScript, WorkshopParent.WorkshopRatingSafety)endFunction ;ReferenceAlias Property Alias_Workshop Auto Const Location Property APWWDLDMadTeaPartyLocation Auto Const ;WorkshopParentScript Property WorkshopParent Auto Const GlobalVariable Property APWQuest071BedCount Auto ConstGlobalVariable Property APWQuest071BedTotal Auto ConstGlobalVariable Property APWQuest07BedPercent Auto Const GlobalVariable Property APWQuest07WaterCount Auto ConstGlobalVariable Property APWQuest07WaterTotal Auto ConstGlobalVariable Property APWQuest07WaterPercent Auto Const GlobalVariable Property APWQuest07FoodCount Auto ConstGlobalVariable Property APWQuest07FoodTotal Auto ConstGlobalVariable Property APWQuest07FoodPercent Auto Const That's all I could find to do from the original Min01 quest, but when I build sheltered beds the percentage in the pip boy doesn't change at all and the quest doesn't progress. So what am I missing here? Appreciate the help!
  21. Ok so I have my custom settlement in place. It adds the NPC's to the workshop and adds the player to the workshop after a certain dialogue line, but now when I go to talk to the quest giver to get the 1st beds objective it defaults to "I want to trade a few things" then opens that NPC's inventory. Even though I have my dialogue set with a getstage condition in the scene. I can move the line for player ownership to later, but I need to come back to this NPC for the other objectives.
  22. I'd recommend bypassing the creation kit altogether and using face ripper instead. Much more control over what your characters looks like. https://www.nexusmods.com/fallout4/mods/3878
  23. EDIT: I added a LocRefType to the NPC's in the render window and that fixed the problem. Ok so i think i found a workaround by simply attaching the original Min01 quest script to mine an pointing the global variables to custom ones. Next I added a couple of Unique NPC's to the area that are needed in the quest and I got this warning: MASTERFILE: <CURRENT> LCTN 'APWWDLDMadTeaPartyLocation' (01006286) Ref 'APW_MarchHare_NPC' (0100A034) uses location but is not in the unloaded ref data.MASTERFILE: <CURRENT> LCTN 'APWWDLDMadTeaPartyLocation' (01006286) Unique NPC Ref 'APW_MarchHare_NPC' (0100A034) is not in the Unique NPC data.MASTERFILE: <CURRENT> LCTN 'APWWDLDMadTeaPartyLocation' (01006286) Ref 'APW_MadHatter_NPC' (01009FF6) uses location but is not in the unloaded ref data.MASTERFILE: <CURRENT> LCTN 'APWWDLDMadTeaPartyLocation' (01006286) Unique NPC Ref 'APW_MadHatter_NPC' (01009FF6) is not in the Unique NPC data.MASTERFILE: <CURRENT> LCTN 'APWWDLDMadTeaPartyLocation' (01006286) Warnings were encountered validating unloaded ref data for Location 'APWWDLDMadTeaPartyLocation' (01006286).
  24. Apparently the problem was that I was coc'ing directly into the cell. I tried entering the game in a different cell and walking to the settlement so now it works. I just need to get the Min01 Script working now still getting these errors with my custom script: variable WorkshopParent is undefinedvariable WorkshopObjectives is undefinedvariable Alias_Workshop is undefinednone is not a known user-defined script typecannot cast a void to a workshopscript, types are incompatible
  25. Ok I set the property back to false and I added a WorkshopSetOwnedTrigger, but the trigger doesn't seem to be working, and when I try to save the script I get these errors: variable WorkshopParent is undefinedvariable WorkshopObjectives is undefinedvariable Alias_Workshop is undefinednone is not a known user-defined script typecannot cast a void to a workshopscript, types are incompatible
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