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Everything posted by gob2
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EDIT: I'm sure why this posted in Discussion instead of Creation Kit. Hello, I am looking for a command, either in console (so I can use fo4hotkeys) or in script (I can use an aid item), to snap my camera to a certain distance from my character. So, the desired effect would be: "press button - camera is now in third person and behind my character at a certain distance" Mods like Custom Camera and many ini tweaks to be found on the nexus are fine mods, and the ones I have tried have worked but for this issue. The zoom level sometimes gets "stuck" and I have to zoom out manually. Custom Camera, for instance, allows you to hotkey profiles but I've found the hotkey alters horizontal and vertical distance but not "normal zoom". You can also set min/max distance to the same value and this *will* snap the camera...but then the camera will not zoom in during ADS. Any help is appreciated. Thank you.
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EDIT: I did a work-around by making an aid item with a variant of the bobby pin box's 'give a bobby pin on-use' effect and script, which adds the Magazine. Then I craft the aid item instead of the Mag, and using the item gives the mag, bingo-bongo. This seems to work fine. If anyone has an idea of why it might be crashing otherwise (see below) I'd love to hear it, as it would cut out a step. Thanks Hello. I made a magazine-based perk to change a few global values. Several magazines can be collected in any order that will lower global values on chance-none LLists, by interactions between the magazines, perk ranks, and quest stages. All this works fine. I can pick up the magazines, or use console to add them to my inventory, perks rank-up accordingly. So far so good. I also made a crafting station, with corresponding Keywords for Workbench and Recipe, along with Constructible Object recipes that use the keywords. The workbench animation plays correctly, and the magazines appear in the correct recipe section. As soon as I craft a magazine, the featured item menu pops up. If I press the "take" command, then in one or two seconds the game crashes. The crash is easily replicated, pressing the "take" command. I'm checking all the keywords and perk signals to the quest. I know I've missed something. Any ideas are welcome.
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I'm trying to make a region where the weather changes when you're in the region and changes back when you leave. I know how to force weather when you enter a region, but when leaving the region its weather lingers, even if the weather is not a part of the "new" climate the pc is returning to. I hope I'm being clear. When leaving the glowing sea, the weather returns to normal and I'm trying to mimic that sort of thing in my custom region. I know you can force weather with console commands, I'm not looking for that. Thanks for reading.
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Idle thoughts. I know the bodies of the molerats at Red Rocket have a habit of sticking around. If an npc spawns outside the build zone but dies inside it, do they (in the vanilla game) never despawn? I should remember this. Thanks.
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In Region-Weather fields I'm seeing a chance field which I can select, and a global which I assume is an integer. I can't seem to alter the global value, or assign one at all. I'd like to use global changes in quest stages to swap weathers around in region overrides. Has anybody messed around with this? Any help is appreciated.
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Have you set the yeti race to use SM armors, or set the skin to use your yeti race? EDIT: Also, I don't think SM have unarmed attacks by default. I could be wrong.
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I made a new weapon, works okay, shoots things fine. I'm trying to set it up to give a custom component on scrap. If I drop it and scrap it in the settlement menu it works fine and gives the component, but the weapon won't show up - at all - in the weapons workbench menu. Thank you.
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"critical strike on..." message location, not string
gob2 replied to gob2's topic in Fallout 4's Creation Kit and Modders
Prudence dictates it's something I did :) I'll keep looking. -
"critical strike on..." message location, not string
gob2 replied to gob2's topic in Fallout 4's Creation Kit and Modders
That's the one. I do use a mod so I went looking there first, but yeah I think it's vanilla (could be wrong). Thank you for looking into it. -
"critical strike on..." message location, not string
gob2 replied to gob2's topic in Fallout 4's Creation Kit and Modders
<disregard please> -
Nah that didn't do it. Thank you, though. Also tried removing default script, no-go. Oh well. I'll think of something else.
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Hi guys. Keyword 'blockplayeractivation' works great on most furniture but Power Armor frames' default script seems to bypass that. Could remove script from frames but that seems...unwise. How to block frame activation for player?
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What exactly will/won't break precombines?
gob2 replied to Aizekku's topic in Fallout 4's Creation Kit and Modders
Jumping in for a question....how about navmesh? If I add something that doesn't break precombines in a cell and then change the navmesh around it? -
Feral ghoul corpses spawning headless
gob2 replied to MissingMeshTV's topic in Fallout 4's Creation Kit and Modders
For me the headless ghoul bug had to do with how LChar lists interact with leveled actors. Creaturepartsghoulhead(sp) are needed though if I remember right without them you'll still have ghoul "hair" floating there. If a custom skin is used that includes it's own head bits, you can get headless ghouls if the game doesn't like it and goes to default ghoul skin which does not include head parts (those are in Outfit), or a custom race is set up for a ghoul and it's part of a leveled actor whose templates don't jive. -
I'm not sure how to tell how many custom forms I have in an esp shy of going through and counting them all. Is it listed somewhere? I see the number of forms in the header but not the ratio between vanilla and custom forms. Thank you for taking a peek :)
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Could you please elaborate on the camera angle for sighted aiming affecting trajectory?
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One thing I tried is using Def Hud to fiddle with the dot's position, since as you show in third person the bullets always seem to travel left-downish from where you're aiming. But it didn't work, at least for me. Wherever I put the dot, the bullet path in relation to the dot seemed to change based on distance. It just feels very wonky. I still recommend trying that though, it gave me a new perspective on the problem. I went to super-duper mart with a bullet-time mod and tried out a few different weapons. I really wish third person aiming felt better, or just consistent.
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Thanks for the reply, good to know.
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Hi. I was wondering if someone more savvy than me could explain the recent changes in the latest update. Specifically, I'd like to know more about the forms changes and why this might conflict with earlier versions. I'm still on 1.9.4, which admittedly may not be the brightest decision on my part. That being said, if the newest update makes newer mods incompatible, I'd like to know why if possible. Thanks for your time.
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Hi. What it says. Player holds pip-boy button, but gets no light. How to do that? Thanks.
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I know I've seen this on the forums, but I can't seem to find it. What controls the player being able to use their pipboy light beyond just having a pipboy? More specifically, I'm trying to have the pipboy's light be disabled at first and then turned on later via quest or trigger. Thanks.