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Proper way to disable Radiation?
akav1r replied to akav1r's topic in Fallout 4's Creation Kit and Modders
I guarantee it has nothing to do with a "clean" folder. I got a new PC, installed steam, installed Fallout 4, installed CK, in that order. That's what I bought the thing for. Doesn't get any cleaner than that. I only work on one mod. Been at this for two years now. This is a baffling bug. If it were something wrong with the CK, why would it run perfect on the XB1? If it were the copy of Fallout 4 on my PC, then why would it run my old scripts but not my new ones(again these new scripts run fine on XB1?) This just doesn't make any sense. I have tried recompiling ALL my scripts, but I did not nuke the pex files first. I can try that, but this is just bizzare. -
Proper way to disable Radiation?
akav1r replied to akav1r's topic in Fallout 4's Creation Kit and Modders
I figured there was probably an easier way to do it. I'm coming to the fact that something has happened since I got a new computer. I migrated all the files, and all my old code fires fine. I can modify other aspects of the game just fine, but something is really weird with all new scripts that I write. I can confirm that the psc's and pex files are right where they're supposed to be. Even modifying and recompiling code I've worked on in the past, the old code still fires correctly, but the new code does nothing. Even stranger, if I push a private mod to XB1 and test the mod over there, the new code works. So what in the heck would cause the PC copy to be different(have tested on 2 PC's as well, and neither fire the new code in a package.) If I can't figure this out, I'm going to have to abandon nearly 2000 hours of work. -
3 very silly questions on dialogue and priority
akav1r replied to Reginald001's topic in Fallout 4's Creation Kit and Modders
1.)The lower the number, the higher priority, though 1 may be the actual lowest number, but I'm not sure... 3.)Try setting more conditions. Locations, GetStage, etc. to filter them more. 4.)Whatever's at the top of the dialouge stack with conditions met fires first. 5.)Eventhough you have answered this question, I might make a small suggestion. DON'T USE GETISID for dialogue topics. Use 'GetIsAliasRef'. I've had major issues in the past with GetIsId really screwing things up, but GetIsAliasRef works every single time, and you don't then have to find your Actor in the long list. It will only load Alias' you have defined in the quest. Sorry, I can't answer your other questions. When you say you need Story Manager to make a companion talk to other people, do you just mean idle convo? Because you can make them talk to others just through a new quest and setting a scene just between NPC's with no player interaction. -
So I built a "radiation barrier" around a town in my mod. Basically just a neat plot device to keep the player out of the area til they're on the quest to go there. On a particular quest stage I have a papyrus fragment to disable these a ObjectReferences. Disabled all 33 parts of the barrier: Barrier1.Disable() Barrier2.Disable() etc.... Script compiles, and I've used the console in game to determine that the stage has been set. The scripts for the previous stage in the quest fires it's scripts... I also tried a Hazard property, to disable all 33 versions of the barrier hazzard I created, in papyrus, but it does not respond to the .Disable() So, does anyone know the "proper"(or any) way to disable radiation?
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So, whatever the issue is, is with my computer. I uploaded an unpublished draft for XB1 to beth.net and downloaded it on my XB1. Scripts all fire properly. The messagebox, the two basic quests I had made are completable.... So what would cause my PC copy of fallout 4 to not fire these scripts? I was able to load older work of mine that I transferred over from my old computer, and those scripts fire?
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So, I got a new computer. After the normal PC updates the first thing I do is install Fallout 4, followed by the CK. Everything installs fine, and start a brand new mod. New worldspace and all that, everything works fine til I go to add the first quest. It's supposed to pop-up a messagebox confirming the mod is loaded on the first stage of the first quest, which is 10. Nothing happens in game. No messagebox. Use terminal to getstage questXXX, and it's set to 10, so the quest itself is working, but the papyrus is not firing displaying the first objective or the code for the messagebox. What I find very insteresting, is I get setstage the quest in terminal to 20, then walk through an activator trigger I have setup to set the stage to 30 and it indeed does set the quest to 30. So preinstalled scripts from bethesda are compiling with what I've set them to do, but any fragments I write in quest stages or terminals act like they don't exist. When I compile my scripts, nothing happens, and I can find the .pex files where they are supposed to be in the /Data/Scripts/... folder, so I'm very clueless as to what happened in switching from a 7 year old computer to a brand new one when everything else about the game and the CK seem to be working smoothly. Help?
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Trigger Stage After 20 Items Removed
akav1r replied to akav1r's topic in Fallout 4's Creation Kit and Modders
Ok, figured my own workaround after weeks of frustration. Rather than it being it's own stage I just made it so when each item is taken away from the player it's put into an inaccessible container, and put 20 'GetItemCount' conditions on the dialogue I wanted triggered, looking at the container for 1 of each item. Not exactly what I was originally thinking, but it works. -
Trigger Stage After 20 Items Removed
akav1r replied to akav1r's topic in Fallout 4's Creation Kit and Modders
I hate bumping, but I really could use some help on this one. -
Here's some tutorials I created for my team on Realm of Dusk. Basic Dialogue Tutorial https://www.dropbox.com/s/8dfup3db2srep3e/dialogue%20tutorial.pdf?dl=0 Advanced Dialogue & Conditioning https://www.dropbox.com/s/xv5hlsh5vf5lwwk/Conditions%20and%20Advanced%20Dialogue.pdf?dl=0 Papyrus 101:Scripting made easy and basic quest creation https://www.dropbox.com/s/lckzw8fwusupzsc/Papyrus101.pdf?dl=0
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Probably safe to ignore if they work in game. That warning's box just needs to go away. I mean there's already like 500 entries from the vanilla game alone in their, and most of the ones I've come across don't actually tell you anything legitimate. It's a good indicator to try and find problems, but that's about it.
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This one's easier than you think. 1.)In the render window double click the workbench. Check, "Initially Disabled". Press ok. 2.)On the final stage of the quest setup a papyrus fragment with a new ObjectReference Property called 'MyCustomWorkbench' or whatever you want to substitute in that equation: OBJECTREFERENCEPROPERTY.Enable() MyCustomWorkbench.Enable()3.BONUS.)To make it look like there's a workbench there put a static workbench in it's place and do this fragment on the same stage so the static one disapears and the real one appears: MyCustomStaticWorkbench.Disable()That's how I did it, but there might be some other mechanism somewhere that allows you to condition the workbench itself with a 'GetStage' condition pointing to only allow use when the quest is at it's final stage.
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So, I've got a quest where as you find 20 items you can turn them into a terminal for some cash. That's all setup fine. But, after all 20 items are removed, I want a new stage to trigger to provide a dialogue stage with an NPC to give the player a final reward for finding all the items. What's the best mechanism to trigger the stage? I've worked with counters in dozens of quests, but they're always part of the quest itself. Would it be best to setup a non-visible container where they go and setup a script that checks it? Is there a counter I can run so when you click on all 20 topics in the terminal at the turn in phase, it triggers the next stage?
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Navmeshing Exterior/Worldspace?
akav1r replied to four2nothin's topic in Fallout 4's Creation Kit and Modders
Navmesh in the exterior is done cell by cell. You can press the 'B' key when in the render window to see the cell borders. Make sure you finalize cells, or NPC's won't be able to walk from one cell to another. Sometimes the links between cells aren't nicely done and don't finalize well and attach to each other. You've really got to look at each cell, even if you auto-generate a worldspace navmesh, which I've only gotten to work a few times, and I've had to redo almost all 1,000 cells in my worldspace mostly by hand. It's a pain in the butt to get exterior navmesh working just the way you want it you have a fairly large worldspace.