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Everything posted by FirstVaultDweller
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Thnx for your quick replay, the elevator is in the same cell. "BTW, you need to navmesh inside the elevator, or the companions won't go in with you. To do this, you can put a temporary floor piece where the elevator would be to create a navmesh over it, and then delete this floor after the mesh is done." I did that already that works if he is on the elevator but still i must push the button so he can come with me, but wanted more someting that the navmesh moves with the elvator and that my companion uses the elevator by his own. I don't know maybe it is not possible, but thnx anyway.ð
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Need help NavMesh in CK
FirstVaultDweller replied to FirstVaultDweller's topic in Fallout 4's Creation Kit and Modders
WoW, thnx i think that is what i was looking for. (edit) I checked the link was not really a Tutorial but luckily via the link i find another topic where they give this link where you have a Tut. but thnx anyway cuz of you i find it. :thumbsup: -
Hi everyone, I created a custom Home Plate and created also the NavMesh but the problem is that you must go around opbject (it's a scrapable object) so npc's can walk also around it so far i understand it and it's not so difficult. Now what i wanna know is if there is a way that i can NavMesh also under the object so when i scrap the object ingame that the npc's can walk over the place where the object used to be ? Cuz it's realy strange if the npc's walk around nothing after you scrap it. I hope i explained good enough cuz my English is not so good.
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(CHANGED MY MIND) CAN'T DELETE THIS TOPIC SO SEE IT AS DELETED :thumbsup: HAVE A NICE DAY :thumbsup:
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Walls let light through HELP
FirstVaultDweller replied to FirstVaultDweller's topic in Fallout 4's Creation Kit and Modders
I was afraid that would be the case so maybe ill leave it like that. Thnx anyway :thumbsup: -
Walls let light through HELP
FirstVaultDweller replied to FirstVaultDweller's topic in Fallout 4's Creation Kit and Modders
Thnx for your reply , i did that already with the 1st room and is working fine but the problem is that when i craft a light in workshop mode and put it in the 2nd room than it is lighten the 1st room also cuz the walls let it trough . Is there some condition that i suppose to put in options of the walls? i don't know ? -
I need help with Geneva's desk
FirstVaultDweller replied to FirstVaultDweller's topic in Fallout 4's Creation Kit and Modders
:confused: Anyone ? -
Hi all, I put a Key inside Geneva's desk (within CK) so the player can steel it from there and can open a safe in Home Plate Diamond City. It was working, someone told me the best way to test your mod is with a new clean gameplay so i did that but now the key is not there. I created a quest that spawns the Key inside the desk cuz directly putting it inside is not working. Why is it not there is it cuz it's maybe related to a quest i looked and can't find a reason why? :sad: Can anyone help me out ?
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It changes the workshop title but still changes automatically the title of the crate also cuz the crate is linked to the workshop. i give up i spent to much time for this small thing i'm tired i guess it's to complicated what i want. :sad: But still thnx for your time and effort i really appreciated en you explained perfect. :thumbsup: :smile: Well.....HAVE A NICE DAY :thumbsup:
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i did that but the name was still the same as the workshop maybe i do something wrong i don't know . :confused: Can you please explain me step by step how to do that so i can try one more time (or a script that triggers a quest onactivate and untrigger ondeactivate) cuz i'm tired of trying but really i appreciate you trying also with helping me out.
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and what about idea 3 i mentioned earlier do you know a way to do that? cuz i think that will do it but only if there is such a script that triggers a quest when i activate the crate ("OnActivate"or something). thnx anyway :thumbsup: i will try to find a way to do that if not ill give up and give the workshop the name of the crate.
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I am confused , :confused: i created the message and reference alias but what now ? how do i link it to the crate so the inventory name of the crate shows different than the workshop inventory name? Could you Please explain it step by step i tried it for maybe 2 months.. :sad: (Edit) ok , i did manage to make it work with your guide (i think) but the inventory name of the crate is still the same as the workshop inventory name. I was thinking and came with some ideas only dnt know how i can establish that: 1. A simple line to put in my script like the "abDefaultProcessingOnly = True" line (what blocks the workshop mode) but then one that prevent that the Inventory name is linked (the same). 2. A simple line to put in my script that change temporary the name of the workshop (cuz the crate takes the same name every time i activate it) only when i activate the crate. 3. Or use idea 2 but with a quest and than attach it to the crate (with a script a guess,not sure) so every time i activate the crate it runs the quest. I think its a good idea but is it possible :unsure: What do you think ? is there a line like that ?
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Hi all, i wanna change the inventory title on the top of a Activator(like when you open a container inventory), to be clear not the title of the activator itself. The problem is that the Activator is linked to a settlement Workshop so i can only change it if i change the title of the Workshop but don't want change that. So here is the script i using: Scriptname DCF_SupplyCrateFactory extends ObjectReference ObjectReference Property MasterContainer Auto auto STATE closedPosition EVENT onActivate(objectReference triggerRef) gotoState("busy") ; Wait for the open animation to complete. Utility.wait(0.1) ; Activate the Master Container. MasterContainer.Activate(akActivator = Game.GetPlayer(), abDefaultProcessingOnly = True) ; Wait till the Inventory Menu closes. The wait function pauses when the game is in menu mode. Utility.wait(0.1) ; Set the container as opened and re-activate it to end the animation. gotoState("openedPosition") Self.activate(Game.getPlayer()) endEVENT endSTATE STATE busy EVENT onActivate(objectReference triggerRef) ; Do Nothing. endEVENT endSTATE STATE openedPosition EVENT onActivate(objectReference triggerRef) ; Perform the closing container animation and sound. gotoState("busy") Utility.wait(0.01) gotoState("closedPosition") endEVENT endSTATE What line should i put and where? hope i explained well if not i have here 2 images for more clarity: 1. 2.
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My mod can't be added to NMM...
FirstVaultDweller replied to TappeiTeiffer's topic in Fallout 4's Creation Kit and Modders
Make sure your logged in with NMM Your package seems good there is no issue with that. So, only thing i can think of is to choose: " Set the file as the main NMM file " when you upload it. I hope that works for you... Im logged in and I set it main NMM file and still didn't work :/ Make sure NMM opens mods automatically(browser ask for it) Is the mod online for public? cos sometimes you have to wait couple hours or a day i don't know why. If yes than try a clean installation of NMM (if you don't have much mods installed) and maybe also re Upload your mod. I'm no expert but that's all what i know maybe could help...so Good Luck i guess :thumbsup: Or forget what i sad cos i tried your mod and it's not working for me eider so is not only on your computer ...??? :sad: i don't know how to fix couldn't find any fix on the web it's strange ??? Well good luck i hope you find a fix for it Have a nice day :thumbsup: -
My mod can't be added to NMM...
FirstVaultDweller replied to TappeiTeiffer's topic in Fallout 4's Creation Kit and Modders
Make sure your logged in with NMM Your package seems good there is no issue with that. So, only thing i can think of is to choose: " Set the file as the main NMM file " when you upload it. I hope that works for you... Im logged in and I set it main NMM file and still didn't work :/ Make sure NMM opens mods automatically(browser ask for it) Is the mod online for public? cos sometimes you have to wait couple hours or a day i don't know why. If yes than try a clean installation of NMM (if you don't have much mods installed) and maybe also re Upload your mod. I'm no expert but that's all what i know maybe could help...so Good Luck i guess :thumbsup: -
My mod can't be added to NMM...
FirstVaultDweller replied to TappeiTeiffer's topic in Fallout 4's Creation Kit and Modders
Make sure your logged in with NMM Your package seems good there is no issue with that. So, only thing i can think of is to choose: " Set the file as the main NMM file " when you upload it. I hope that works for you...