Jump to content

AndyTheSaurus

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by AndyTheSaurus

  1. Fallout3 was easy to add dialogue to; partly by expanding existing topics, partly by scripting to use the AddTopic command. Skyrim was far more difficult (and I cannot remember what I did). For Fallout4 all I have managed to do is add new dialogue under the MISC Tab HELLO topic. It,s the only thing my new NPC's know. (they were based on copying Stanley). I cannot add addtional topics because I do not know how to link new dialogue topics in, and I find the Object Oriended scripting very very difficult - scripting was easy prior to papyrus.And online tutorials are dufficult to follow. Help please.
  2. I do everything the tutorials tell me to but nothing works, UNLIKE in Skyrim where I did some scripting many years ago; without trouble!!!! The compiler has changed , which does not help. This script was corrected by another kind modder, but will only compile for Skyrim. The code is crap, i'm not into object oriented stuff, and for several reasons (I can hardly see the alias ref screen as it needs max display resolution), I cannot set up an alias on the object. : RegisterForUpdate(1,0) Is No Longer Implimented by the Fallout4 compiler Event OnUpdate() Is No Longer Implimented - I think that a timer has to be repetedly called - MAD !!!!! I get no Debug or SetStage output ;====================================== Scriptname PlayerSlaveCollarQuestInitScript extends Quest GlobalVariable Property PlayerCollarIsFound Auto GlobalVariable Property LockPlayerCollar Auto Quest Property PlayerSlaveCollarQuest Auto Armor Property DLC04_ShockCollarPlayer Auto Event OnInit() ; RegisterForUpdate(1,0) Debug.Trace("This quest SCRIPT Init has been done") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) EndEvent Event OnUpdate() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) if ( PlayerCollarIsFound.GetValueInt() == 0 ) if ( Game.GetPlayer().GetItemCount ( DLC04_ShockCollarPlayer) == 0 ) RETURN endif PlayerCollarIsFound.SetValue(1) SetStage (30 ) endif if ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer)== 0 ) ; Player dropped it Game.GetPlayer().AddItem( DLC04_ShockCollarPlayer, 1 ) elseif ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer) > 1 ); Player picked it up again Game.GetPlayer().RemoveItem( DLC04_ShockCollarPlayer, 1 ) endif EndEvent
  3. I am in a similar situation. I do everything the tutorials tell me to but nothing works, UNLIKE in Skyrim where I did some scripting many years ago; without trouble!!!! The compiler has changed , which does not help. This script was corrected by another kind modder, but will only compile for Skyrim. The code is crap, i'm not into object oriented stuff, and for several reasons (I can hardly see the alias ref screen as it needs max display resolution), I cannot set up an alias on the object. : RegisterForUpdate(1,0) Is No Longer Implimented Event OnUpdate() Is No Longer Implimented - I think that a timer has to be repetedly called - MAD !!!!! ;====================================== Scriptname PlayerSlaveCollarQuestInitScript extends Quest GlobalVariable Property PlayerCollarIsFound Auto GlobalVariable Property LockPlayerCollar Auto Quest Property PlayerSlaveCollarQuest Auto Armor Property DLC04_ShockCollarPlayer Auto Event OnInit() ; RegisterForUpdate(1,0) Debug.Trace("This quest SCRIPT Init has been done") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) EndEvent Event OnUpdate() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) if ( PlayerCollarIsFound.GetValueInt() == 0 ) if ( Game.GetPlayer().GetItemCount ( DLC04_ShockCollarPlayer) == 0 ) RETURN endif PlayerCollarIsFound.SetValue(1) SetStage (30 ) endif if ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer)== 0 ) ; Player dropped it Game.GetPlayer().AddItem( DLC04_ShockCollarPlayer, 1 ) elseif ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer) > 1 ); Player picked it up again Game.GetPlayer().RemoveItem( DLC04_ShockCollarPlayer, 1 ) endif EndEvent
  4. You have realy put your finger on the problems. NON of the online tutorials mentaion any of this. What worked in Skyrim just will not work here. I suspected that the quest routines were not being called. And I am currently unable to establish aliase's for the Item cause the Alias screen dont work well with my weak vision on my display. Thats why the code is so odd - its a work around. And what's this about SEQ files!!!!!! Would Done need to be a Global variable??? RegisterForUpdate() IS NOT KNOWN TO THE COMPILER!!!!!! Event OnUpdate() is not accepted by the compiler - something about being Not flagged as Native. Apparently, according to online docs,https://falloutck.uesp.net/wiki/Differences_from_Skyrim_to_Fallout_4 ,it has been replaced. I think a timer has to be set and picked up by a Timer Event, - repeatedly. This just seams rediculous, other people are not haviing this problem????? IF I can get this working I plan to just force equip it depending on the value set in LockPlayerCollar by the compiler, or something in the game.
  5. The console access key does not give access to the console. The quest does not use aliases - at least not in any way clear to me. This is the, try anything, code I am trying to get to run: ;============================================ Scriptname PlayerSlaveCollarQuestInitScript extends Quest GlobalVariable Property PlayerCollarIsFound Auto GlobalVariable Property LockPlayerCollar Auto Quest Property PlayerSlaveCollarQuest Auto Armor Property DLC04_ShockCollarPlayer Auto Event OnQuestInit() Debug.Trace("This quest QUEST Init has been called") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) endEvent Event OnInit() ; RegisterForUpdate(1,0) Debug.Trace("This quest SCRIPT Init has been done") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) EndEvent ;;;;Event OnUpdate() function PlayerSlaveCollarQuestInit() int Done if ( Done == 0 ) Done = 1 Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) endif if ( PlayerCollarIsFound.GetValueInt() == 0 ) if ( Game.GetPlayer().GetItemCount ( DLC04_ShockCollarPlayer) == 0 ) RETURN endif PlayerCollarIsFound.SetValue(1) SetStage (30 ) endif ;========== This bit should go elsewhere ========== if ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer)== 0 ) ; Player dropped it Game.GetPlayer().AddItem( DLC04_ShockCollarPlayer, 1 ) else Game.GetPlayer().RemoveItem( DLC04_ShockCollarPlayer, 1 ) ; Player picked it up again endif endfunction
  6. Maybe Not the right place to ask this but I am out of ideas. I finally got the Creation Kit fully working???? and am getting scripts to compile, HOWEVER. I have created a quest whch runs on startup. I have called Start() in the script intended to be the main script, I have filled all properties (whatever that does), but SetStage(index 0) is not starting the quest and my Player inventary related commands are not working either. I other words the quest is not running, or not connecting with the game. In Skyrin there was a RegisterForUpdate(...,...) command, I know why that was needed for a quest to function, but now, I.m out of ideas.
  7. Not the right place to ask this but I am out of ideas. I finally got the Creation Kit fully working???? and am getting scripts to compile, HOWEVER. I have created a quest whch runs on startup. I have called Start(), I have fill all properties (whatever that does), but SetStage(0) is not starting the quest and my inventary related commands are not working either. I other words the quest is not running, or not connecting with the game. In Skyrin there was a RegisterForUpdate(...,...) command, I know why that was needed for a quest to do function. It's not available for Fallout4. So now, I.m out of ideas. Any ideas about what I am missing??????
  8. Not the right place to ask this but I am out of ideas. I finally got the Creation Kit fully working???? and am getting scripts to compile, HOWEVER. I have created a quest whch runs on startup. I have called Start(), I have fill all properties (whatever that does), but SetStage(0) is not starting the quest and my inventary related commands are not working either. I other words the quest is not running, or not connecting with the game. In Skyrin there was a RegisterForUpdate(...,...) command, I know why that was needed for a quest to do function, but now, I.m out of ideas.
  9. Hah! I,ve just found evidence that it's my fault; the scripts where never ported from the old machine!!!! They should still be there.
  10. I modded this years ago; I doubt if I used a mod manager ever. Problem is the game had to be reinstalled from Steam because the boot disk died, and I moved from 32 to 64bit. I might have the original files on the old XP machine, or I may not. At the moment I cannot get Fallout4 scripts to run. The Quest is Start Enabled and I just want it to display a few objectives, nothing comlicated. But there are so many complications setting up properties and the like. I have had to assume that the function in the start script always runs, but does it?
  11. Members 6 Posted just now Not the right place to ask this but I am out of ideas. I finally got the Creation Kit fully working???? and am getting scripts to compile, HOWEVER. I have created a quest whch runs on startup. I have called Start(), I have fill all properties (whatever that does), but SetStage(0) is not starting the quest and my inventary related commands are not working either. I other words the quest is not running, or not connecting with the game. In Skyrin there was a RegisterForUpdate(...,...) command, I know why that was needed for a quest to do function, but now, I.m out of ideas.
  12. I am having the same nightmare. Cannot connect My new script to parent script. The online scripting info talks about needing to program in something like C++ ^%^%&^^%&*^%*^*^* And it is not possible to see Bethesda scripts. I decided to check out how I coded for Skyrim YEARS AGO. My scripts have gone missing !!!!!!!! Stolen by Bethesda I suppose. Anyway, there is a Scripts.rar for Skyrim data - but it only contains Bethesda scripts, non of mine. Anyway - checkout your Fallout4\Data\Scripts directory. Mine contains a load of ZIP files for each mod downloaded (I think). I'm going to unfold them and maybe the Editor will work.
  13. I have not modded Skyrim for years. I am just trying to mod for Fallout4 and am having no luck. I decided to checkout my old Skyrim mod and the scripting grammer used and ... ALL THE SCRIPTS HAVE GONE MISSING. Having to resinstall stuff from steam after the old system died is no help, but the Skyrim stuff is on a seperate drive. I found the Scripts.rar archive and unwrapped it, BUT it only contains Bethesda scripts, my own scripts are still missing.
×
×
  • Create New...