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About FirstVaultDweller

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Hi all, I have a quick question. Is there any mod that let's manufacturing continuing while you away from your settlement (can't find one) or does someone know where i can change that within the creation kit ? :confused: It can be really frustrated if you have to wait every time till the manufacturing is finished and you can't go anywhere. :wallbash:
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So it's not the creatures but the explosions i find out. Some times correct burned texture and some times strange as in the picture if someone can fix it or tell me what makes it like that would be nice. :confused: m i really the only one with this problem ?
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hi all, I run in to a bug, was wondering if anyone else have this problem and how can it be fixed?(maybe unofficial patch mod) Reinstalled the game without any mods so it is impossible that it can be cuz of mods i guess.(version: 1.10.111) So this is what is happening: When you trow a fragmentation grenade (or other explosives) to a radroach (or other creatures)you get a strange black splashes on to floor with a corner. I don't know how i can describe it so i have here a screenshot of it:
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Yeahhhhhh :dance: finally it is working like how i wanted to be thanks to you. I really appreciate it the time you spend to help me out, really you'r the best :thumbsup: Finally i can upload my mod , thanks again have a nice day :smile:
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So i can use this script allso the the other activator to lock the door but which property or what makes it that it locks the door? I didn't understand exactly how or where i can find that checkbox? In the meantime ill try to find such a checkbox.
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WoW :ohmy: thanks man really appreciate it, it works but when the timer was on 0 it locked the door it should be stay in unlocked state till i locked it my self again so i tweaked this 2 statements : If(!xDoor01.IsLocked());'If NOT locked' xDoor01.Lock(abLock = True, abAsOwner = False);'Lock it' EndIf xDoor01.BlockActivation(abBlocked = True, abHideActivateText = True);'Avoid activation and hide activation text.' in to this: If(!xDoor01.IsLocked());'If NOT locked' xDoor01.Lock(abLock =False, abAsOwner = True);'Lock it' EndIf xDoor01.BlockActivation(abBlocked = False, abHideActivateText = False);'Avoid activation and hide activation text.' i don't now if this is the correct way to do it but it works now and i wanted to apply this to my other activator to lock the door back again but can't cuz there isn't a opposite of IsLocked() something like IsUnlocked() i can't figure it out :confused: do i need a hole new script for that or can that be done in the same script and if it's to complicated ill stick on one activator i am already happy that i have something that unlocks.? :smile:
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I linked to activator to the door but i still get the message "ERROR: The activator has no linked door" :confused:
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Thanks i don't know where to put the statement for the key cuz it getting to much for me now :confused: sorry not so much experience with scripting? and BTW sorry i didn't mention it before i thought it is gonna be a easy one line script that i can copy and use it to the second activator so have total of two activators . To lock/unlock with the activators you need the key of that door. If the door is unlocked you need to be able to open it with the door only. Sorry English is not my first language, i hope i explained it better now and is clear what i wanna to achieve. One Locks the door and one Unlocks the door should i use exact the same script to that ? If you pleas can tel me what script i should have for both activators (Lock&Unlock) i really would appreciated :smile: Script to attach Activator 1(Unlock door): Post#3 Script i have for Activator 2 (Lock door) Scriptname DCF_ManuallyLockDoor extends ObjectReference ObjectReference Property xDoor01 Auto ObjectReference Property xKeyLock01 Auto Event OnActivate(ObjectReference akAction) Int OpenState = xDoor01.GetOpenState() If (OpenState == 1 || OpenState == 2) Debug.Notification("Can't lock it now") ElseIf (OpenState == 3 || OpenState == 4) Debug.Notification("Door Is Locked Now") xDoor01.Lock() xKeyLock01.Enable() Disable() EndIf EndEvent
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Finally :smile: after long time searching i find a solution . I used the lock type of the door as Inaccessible instead of a key so is working now and used this " xDoor01.SetLockLevel(254) " in the lock script to be Inaccessible again if it's locked. Only the player says things like "Broken,cant pick this" but not a big deal this is the closes what i found. And only one thing left and that is to use the key that was meant for the door with the activator(so without key can't use it). Ill try to find a solution for that also. In the meantime help and suggestions are always welcome :thumbsup:
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Hi all, Does someone know how you can unlock a door only with a activator ? but you must still be able to open the door when you activate it after you unlock it with the activator. (so basically you can only interact with the door if it is in unlocked state) I can't figure it out. I tried "OnLockStateChanged()" ".BlockActivation()" and couple more but it does nothing what did i wrong ? What event or statement i have to put in my script and should i attach it to the door or activator ? :confused: I would appreciate it if someone can help me out :smile: Script that is attached to the Activator: Scriptname DCF_ManuallyUnlockDoor extends ObjectReference ObjectReference Property xDoor01 Auto Event OnActivate(ObjectReference akAction) If (xDoor01.IsLocked()) Debug.Notification("Unlocked with the Factory Secret Room Key") xDoor01.Unlock() EndIf EndEvent Script that is attached to the Door: Scriptname DCF_AutoCloseDoorScript extends ObjectReference Event OnOpen(ObjectReference akActionRef) StartTimer(5.0) EndEvent Event OnTimer(int timerID) if timerID == 0 SetOpen(False) endif EndEvent I used this event with the door but does nothing : Event OnInit() If (IsLocked()) BlockActivation(True) Else BlockActivation(False) EndIf EndEvent