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Everything posted by Guerlot
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Hey guys, sorry, I have yet another weird question. In my current mod, there is a set of custom leather armor I created and all 5 pieces have been manually placed in 5 different vanilla cells (4 interiors, one exterior). They don't start disabled, they are available right of the bat. While I haven't been able to reproduce the issue myself in my numerous testings, it was reported to me that two of the pieces were not there if the locations were previously visited before installing my mod. So my question: is there any reason or situation where this could be possible? I can only think of either a collision issue where an explosion pushed it away and player can't find it anymore, or a mod conflict but knowing these 2 locations are not even linked together whatsoever, I don't see how a mod could conflict with both. Those 5 pieces are linked to a small quest that would give a perk upon gathering all 5 pieces ( each pieces have the script "DefaultRefOnContainerChangedFrom" on them to set their respective stage on that quest. But I don't see how it could be an issue. thanks
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Getting hundred of errors out of nowhere
Guerlot replied to Guerlot's topic in Fallout 4's Creation Kit and Modders
I ended up uninstalling CK, the Bethesda Launcher. Removed all CK entries in my Registry. Reinstalled. Validated my Fallout 4 files in Steam. Still no go. Again, I am 110% certain these errors were not there yesterday. I even get similar errors when opening Vanilla Actors that I haven't touched before. At least my mod is fine and is working properly.... I'm now thinking of uninstalling and reinstalling the game, but the Steam download is a pain.. lol -
Hi guys, I may be overreacting but all of a sudden this morning, after I loaded my mod, when I load my custom interior location in CK, I'm getting 400+ errors that I didn't have yesterday. I didn't change anything since my last update yesterday. I even loaded the version from 3 days ago and another from 5 days ago and I'm getting the same errors. I am 110% certain that I didn't have those errors at all before this morning, 400+ errors are impossible to miss for an entire week... lol Here are a few error examples, please note that they are errors trying to load vanilla stuff I do have an NPC with a VAult suit/Piboy outfit ANIMATION: Unable to map bone PipboyRoot on PipboyVault81AA (001B9B88)[1]/PipboyVault81 (001B9B87) for Havok Behavior Controller.ANIMATION: Unable to map bone PipboyHinge on PipboyVault81AA (001B9B88)[1]/PipboyVault81 (001B9B87) for Havok Behavior Controller. I have a few turrets, which wer simple duplicates with bigger statsMODELS: Weapon bone (Weapon) on (Mr. Turret) does not have zero children, weapon reparent may fail.MODELS: Could not find parent node extra data for 'BASE meshes\Actors\DummyFXSkin.nif'. For 'Actors\DummyFXSkin.nif' from 'SkinTurretStandingMounted'. I have a couple of Lvl Gunners/Raiders/SuperMuatnts giving me errors like:FACEGEN: Face customization texture Actors\Character\Character Assets\FaceDetails\Scar5_d.dds for NPC EncGunner01AutoTemplate failed to load due to format mismatch with . This, which I have no clue what they areANIMATION: NiControllerSequence::StoreTargets 'x_partBhead'failed to find target with the following identifiers:m_pcAVObjectName FaceGlow:0m_pcCtlrType BSEffectShaderPropertyFloatControllerm_pcPropertyType BSEffectShaderProperty and it goes on and on. I may be wrong, but somehow, it's as if CK wasn't recognizing the vanilla ba2 files anymore... like an .ini file missing or corrupted I'm thinking of uninstalling and reinstalling CK, but maybe there is a simpler fix, anyone knows what's going on? EDIT: I pasted all the errors generated when I loaded the Interior Cell: https://pastebin.com/G60MQEj7 And it's worth noting that I got similar errors when I loaded 2 other custom cell, and those never had those errors either.
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Hi guys, Anyone knows if there's some form of Poison Gas effect with the Non-DLC files? Something similar to Nuka-World during the Gauntlet quest. In theory, I could use the Barnacle trap and modify it to give poison damage instead of Radiation, it's close, but still don't have the green poison gas effect thoughts? EDIT: Actually, I just tried the Barnacle Trap theory and it works pretty well. A poison aura/effect surround the player. Case closed, lol
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Need a name suggestion for a special Vault section
Guerlot replied to Guerlot's topic in Fallout 4's Discussion
Well, I uploaded the update last night (see signature), why don't you see for yourself? :P -
New big Update now available - 1.8 - New location: Vault 71 and its weird secret - Two new quests - New Ambiance music for the new location - New group of 5 Vault 71 Bobbleheads Thanks to Montky for the name suggestion for a section within Vault 71! Hope you guys will enjoy!
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Need a name suggestion for a special Vault section
Guerlot replied to Guerlot's topic in Fallout 4's Discussion
Haha, I like it too but Olympus is really my choice. It fits perfectly with the (small) lore I created for this Vault. I just don't want to spoil it, yet :P -
Need a name suggestion for a special Vault section
Guerlot replied to Guerlot's topic in Fallout 4's Discussion
Holly Guacamoly Montky, did you have that already written somewhere? LOL I actually like Olympus! The other ones are hilarious, but would not fit the overall idea. But Olympus is way better that the garden and you're right, kinda sound like GECK. As far as what's really happening inside, well.. no spoilers... but wormfood... well..erm... who knows.... [insert evil face here] But I think It could be an official Vault-Tec experiment. I'm using Vault 71, one of the rare Vault Number that hasn't been used in both Canon and non-canon stuff (well, I think, lol) Thanks! I'll wait a bit, maybe someone could come up with something awesome. But I really like Olympus. -
Hi all, I need help in finding a great name for a Special Vault Section I'm working on. Basically, the way that section will be presented to the Vault's residents is an "Elite Section" for good behavior. If a resident behaves well, he/she gets promoted to that section. Like a section with better services, food, etc... a better Vault within the Vault. So far the name I came up with is "The Garden". But I kinda feel it's missing something. I don't want to use Utopia either. http://i.imgur.com/FbqWYmz.jpg Any suggestions? Thanks!
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Using Bubble Turrets in a custom location?
Guerlot replied to Guerlot's topic in Fallout 4's Creation Kit and Modders
Not 110% certain I understood you're idea but I actually add a Turret just outside the room, which does attack on sight, and unless the player doesn't shoot at it, the three other turrets will aggro the player as soon as he/she starts shooting at that turret. My "solution" seems a bit easier, lol -
npcs not spawning properly in custom cell
Guerlot replied to omegas123's topic in Fallout 4's Creation Kit and Modders
Did you generate the Navmesh for your custom cell? Without navmesh, npcs can't move. -
Get number of caps player has
Guerlot replied to cypher2012's topic in Fallout 4's Creation Kit and Modders
I haven't tried it myself, but you may have a better chance using GetItemCount instead https://www.creationkit.com/index.php?title=GetItemCount_-_ObjectReference -
Using Bubble Turrets in a custom location?
Guerlot replied to Guerlot's topic in Fallout 4's Creation Kit and Modders
This is getting weirder... So, I duplicated a Bubble Turret, called it Mr. Bubble, added the stats/level I wanted. Made sure only the TurretFaction was in there (which is always ennemy with the Player), I have them Very Aggressive (but helping Friends/Allies). All the rest are the Standard Laser Turret templates. I just realized it's only 3 turrets in one specific small room in that cell location (a custom Vault) that are behaving like this (only attacking if I shoot near them first). I have 5 others Mr. Bubbles placed elsewhere in that Vault and they are attacking me on sight..... All 8 Mr. Bubbles are all the exact same. As I said, this is getting weirder. Check the image below -
Using Bubble Turrets in a custom location?
Guerlot replied to Guerlot's topic in Fallout 4's Creation Kit and Modders
I'll double check again, but even my duplicated ones, with hostile ai, only the turretfaction were acting the same way. I'm pretty certain they had Rotherham same ai data than the mounted turrets, which are working fine. Maybe I should create a single faction garanteeing to be hostile. -
Hi all, has anyone ever placed/used Bubble Turrets available in CK in a custom location? No matter which one I try (lvl, institute, gunner, turretfaction only, I tried all of them) they will not attack until I fire a shot of my weapon near them(or at them. Navmesh is fine, tried them on the floor, the wall, the ceiling, no go. I looked in a vanilla location that has them (BostonMayoralShelter) and there's nothing special in the References telling me there's anything to do to let them attack me on sight. Anything else I place in there will attack on sight (mounted turrets or NPCs) without any issues I'm lost at this point Thought?
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No Luck with Material Swap - Tried Everything.
Guerlot replied to SkyEmerald's topic in Fallout 4's Creation Kit and Modders
Not seeing it in your steps above but, did you do the Custom Swap in the Model of the Dress? In CK, when editing your custom dress. You need to click edit next to the Model path (.nif file), there is a drop down in there with Custom Swap as an option. Then, double click on the original bgsm file. type the name of your bgsm file and you should see a proper folder directory, then go select your bgsm file. If it appears pink, no worries, CK may not have loaded your new texture yet. Reloading CK will fix it. Also. if you have done the above, it could be the way you edited the .dds file. Keep in mind these files also have Channels (RGB and an Alpha) that could overwrite the actual regular layer. Need to check that in photoshop as well. -
Hi there, So I placed 3 different misc items I created in the Dugout Inn, behind the counter. They don't do anything special. One book, using a burntbook nif file., One "Personal Effects" box using the BobbyPin nif file and one Gold Watch (duplicate of a gold watch which I removed the scrap items stuff) For all 3 of them, I did put Vadim as the owner of these 3 items in the reference/ownership tab For some reasons, both the Book and the Box can't be stolen (red) but the Gold Watch remains green Honestly, besides their refID, their Name and their respective Nif files, they have all the same settings, nothing really different. Not sure what I'm missing here Thoughts?
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New update today (1.6) - Added the mighty Pen of Doom , pen used as a melee weapon, moddable with 4 levels of poison damage - Added a couple of loading screens- Placed an extra lore after completing Red November, can you find it? :P- Fixed issue where most idle Vanilla NPCs Greetings would always be the same line after getting the Red November quest- Few minor bugs/glitches- FO4Edit cleaning
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I ended up making it work! NifSkope always scared the s**t out of me, but mainly because it was unknown to me. I woke up this morning and decided to look at it again and compare it with the combat knife .nif file and while it was confusing at first to figure out, it's now working! Behold the Pen of Doom, comming soon at a Nexus near you :P So, thank you kingtobbe for pointing me in the right direction :) And John Wick eh? I NEED to try this now, LOL
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Thanks for the reply. After reading it, I went in NifSkope to find how much out of my league this idea is. LOL I was just looking at it as a joke, but the trouble isn't worth it. Thanks! :)
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Hey guys, Been trying to turn a Pen into a weapon. So far, what I've done is I duplicated the Combat Knife entry in CK, rename it and changed its .nif file to point to the Pen.nif file. In game, the Waponized Pen looks fine if placed in the world, looks fine in inventory. It even does the damage I set it up when I'm using it to but it doesn't appear in the player's hand when equipping it. I do all the proper combat knife animation, but no pen in hand Not quite sure what to do next.
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WHAT IS RADIOACTIVE STORIES?A series of lore focused quests bringing the player in a full immersion by following clues, hints, breadcrumbs, etc. in order to reveal the actual stories, with custom weapons, gear, items and pure entertainment as rewards.If you really like the smaller lore elements in Fallout 4, then you may like Radioactive Stories as it tries to tie-in some of the Vanilla lore stories to its own stories. (Example: Jake Whitfield is the (non-canon) son of Mr. and Mrs. Whitfield (both canon) from the Pre-War Sanctuary.)CURRENT AVAILABLE STORIES - The Fate of Jake Whitfield: Discover what happened to a kid from your neighborhood before and after the Great War.Multiple quests storyline with 3 new magazines(with perks); the T51x Power Armor; a Reusable Shield Generator and more!How to start: Read the note outside of Vault 111- The Hunt for Red November: Spoof/Hommage to Tom Clancy's great Novel. Treasure hunt with new Location.Some clues may remind you of the Treasure maps in SkyrimHow to start: you will encounter an NPC during one of the Jake Whitfield's quests that will give you extra work.ADDITIONAL CONTENT/COLLECTIBLES: Vault 71 Bobbleheads:There are currently 5 available. They are slightly different than the originals (hair color, vault number).While they don't have a single bonus/perk, getting the first 5 will be rewarded. Can be found while visiting locations during the quests of this mod OR in locations mentioned in Lore (also from this mod).Jake's Leather Armor:Same textures but slightly better and has poison resistance. Finding all pieces will give a perk.Can be found while visiting locations during the quests of this mod OR in locations mentioned in Lore (also from this mod).Guide holotape that can be crafted in a chemistry station: Containing full walkthroughs and collectibles locations if you get stuck somewhere. IMPORTANT STUFF, MUST READ (if the above convinced you to play it): This mod is in constant development. A lot more quests will be added in the future.Quests rarely have markers, making reading the notes, holotapes, terminals, quest logs, objectives, etc. extremely important. Only time you would get a marker is when I want you to follow a specific path. But overall, this mod will not grab your hand and show you every time where to go, what to loot, etc.. Your brain may need to be used at times;When I want you to follow a specific path, if a marker brings you in the middle of nowhere, that means you need to find something specific in the area in order to progress (extra hint: don’t go forward or backward of the marker);Also, in this type of quest, there a big possibility you would find some extra lore, hints, items between two markers. But if missed, those should not stop you from progressing. So if you are a lore-monger, try to avoid fast travels, you never know. A Survival playthrough would increase your immersion in the mod for sure.Afraid you may get stuck somewhere because there is no marker? Or maybe you just want the goods? No problem, there is a Walkthrough holotape craftable at your local chemistry lab!Once the quest "School's Out Forever" has started, DO NOT complete the vanilla quest Nuclear Option while School's Out is still running, this will break the mod's quest line. Although, Nuclear Option can be completed before starting "School's Out". In Please ask me questions if in doubt.No DLC required (for now)There are non-voiced NPCs, make sure to enable subtitles. But I made it possible for you to skip dialogue and avoid waiting :smile:Please, no spoilers here (or hide them if it's possible), use the specific Discussion thread on the Nexus (see link below)LINKS: PC Version (Nexus)XBox One versionSorry, no ps4 version, too many external assets.CREDITS: LiquidSmokeX64 for the assistance with F04Edit clean upLplates for the assistance with spelling/grammar errors
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Way to speed up or slow down dialogue
Guerlot replied to SOGSKULL's topic in Fallout 4's Creation Kit and Modders
Anytime! I forgot, make sure your blank file is long enough. I think mine originally was like 10-12 of nothingness, lol -
Quest start on game enter trigger
Guerlot replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
Exactly, or for any quests that only runs in the background without the player's knowledge. But honestly, all my quests have Start Game Enabled. Never really bothered with it, lol