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42sheep

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Everything posted by 42sheep

  1. I just reinstalled malwarebytes this weekend and experienced the same thing in FO4. I disabled it and the hiccups disappeared. Probably be incredibly coincidental if this were your issue but the problem may be external to the game.
  2. I've not experienced the 7A to 8A hours you've noted. However, take a look at ccFSVFO4003_SlocumsJoeVendorFaction [FACT:FE000911]. There's a section in there to set hours. Mine shows StartHour 7 and EndHour 24. I've noticed 24 hour vendors have these set for 0 & 0. Interestingly, there is a 24-hour stall but it isn't built as a constructible object. ccFSVFO4003_WorkshopFurnDonutVendorCounter24Hours "Slocum's Joe Shop (24-Hour)" [FURN:FE000913]. This piece of furniture does pass "bWork24Hours" to a script but without knowing how to build it in the first place I'm not sure how this is meant to work. FWIW: On both the XB1 and PC version of this mod, the Slocums vendor's inventory never resets for me.
  3. You may have to look into scripting. Just off the top of my head I'm thinking maybe a couple variables. One holds a maximum amount of food points allowed and the other holds the current amount of food points consumed. Compare one to the other to see if more food consumption is allowed. You'll need to set up a timer to decrement that current food points consumed variable over time. I've never set up a timer but I know the MM kidnapping radiant quest has a timer. You may want to look at the script handling that to see how Bethesda did it. You might even want to have the timer be a variable to allow changing that value as well. The maximum food points allowed value could be incremented with each level of Lead Belly or any other perk you decide. Regarding HP per second, there's already that functionality in the food data. Under each Effect is a Magnitude and Duration. Magnitude is HP/Sec and Duration is total number of seconds. So, for example, you could set Deathclaw steak to have a Magnitude of 1 and Duration of 120 for a 120 HP (Magnitude * Duration) heal over a 2 minute period. FWIW, it's currently set to 18.5 Mag, 10 Dur (185 HP over 10 seconds). You could set radroach to 5 mag, 1 dur for 5 HP in 1 second.
  4. That looks intriguing. Thanks! EDIT: It's awesome. I can see what I'm typing now. Thanks again!
  5. I play / mod on a 30 inch TV which sits about 5 feet from me. I have the resolution set for 1360 / 768. I have found that a number of CK screens are larger than my display which causes the 'OK' button, as well as some fields, to be off screen. I need to temporarily change the screen to 1920 / 1080 to change anything 'below' my display or to click the 'OK'. The problem is my old eyes can't see crap at 1920 / 1080. Moving closer is not really an option and the TV doesn't really do 1920 / 1080 very well anyways. I've tried looking for a scroll bar option in CK but am not seeing it. Is there a scroll bar?
  6. LOL. I'm the guy in that reddit post you referenced. I'm still learning. I wish I could attach the mod I made for this. I use both CK and FO4Edit but only because I've become very familiar with where things are in FO4Edit. I find it easier to work with for the types of things I mod. It's more intuitive to me. If you just want to use a single program probably go with CK as that's what you'll need to edit / make locations in the world. I mainly only use CK as a method to create & compile scripts I've written as well as quest building. I do have plans to make a custom location but that's still months away. So, 95% of the time I'm on FO4Edit. Reminder, I'm still an idiot. I recommend looking up kinggath and seddon4494 on Youtube. Both have a number of tutorials which go beyond changing the damage of a weapon, armor, etc. I'm sure there are others but these are the two which seem to give me what I'm looking for. I've been programming for 40+ years, I don't know Papyrus but I've found my experience with other languages (Java, C++, C, about a dozen versions of BASIC) is useful. If you're going to make anything other than small scripts then getting a firm handle on Papryrus would probably be helpful. Some of the smaller stuff, like this, you can probably get by with duplicating, reusing, modifying code of Bethesda or other mod authors. You don't necessarily need to 'know' Papyrus to add an item to player inventory. Yes, Home Plate price is located in ServiceCostBuyHouse [GLOB:000D35FA]. You could just simply change the value you want, say 1800 caps. If you wanyed variably discounts added you could probably do this via a script. I've learned an incredible amount by looking at other people's work. Opening up mods in FO4Edit and take a look at how they did stuff. For example, the author in the first mod you listed changing the magazine to give a 10% discount. his mod adds a section to PerkMagWastelandSurvival05, which I believe you've already looked at, which applies the discount to DC merchants. I don't think it counts for Home Plate though. One thing I've learned is scripts need to be passed values from the game to work with them. So, in the case of adding an item, it is halfway as simple as addItem(itemid, count). The ItemId needs to be passed to the script so it knows what the item is. This is just like the adding locations script works as well. The post above mine gives a great example of the form. In the quest which calls this script it would contain information for "mapmarker1" and "mapmarker2". In PerksQuest "Perks Quest" [QUST:0004A09E] , or in a customer quest you write, you'd need to identify each location in the same fashion Diamond City is already identified. EDIT: Go with LarannKiar response. So much better than my rambling mess. I forgot to answer one of your questions, I found the locationRefs by scrolling through the "Location" forms. Most of them have names but some do not. I looked for those with "MapMarkerRefType [LCRT:0002271F]" . The section will contain the locationref, for example Cutler Bend has "CutlerBendMapMarkerRef [REFR:0002BB6A]". I was looking for a specific subset of a couple hundred locations which would normally show up on the map. I don't know if anything special needs to be done with unmarked map locations.
  7. EDIT2: Thanks for the response. It got me thinking. I got Myrna / DC to gun me down with an M-16... Even though I hadn't visited Bunker Hill, apparently I had been close enough to impact its NPCs. I could alter their outfits via OUTFIT, I could not alter their inventory. I started a new character and went straight to Bunker Hill and they are equipped as desired. Sorry to waste your time. Now obsolete original response... Thanks for the response. I did say "outfit" but only as a work around method. As a workaround it actually works, I can add a Leveled Item List (weapons) to the Outfit record and Kessler will start carrying that weapon along with the specified clothing. Again, I'd prefer not to have to do this. However, what I've successfully done with generic settlers and other named non-Bunker Hill settlers and would prefer to continue doing is adding that Leveled Weapons List to the NPC' 'items' section in FO4Edit. I believe this is the same as CK 'inventory'. I've even tried adding the weapon directly to the NPC's items and that doesn't work either. Again, this method works for generics. On another attempt at a fix, I added a template NPC (ACBS / Use Templated Actor / Inventory) to Kay's NPC. This is what I'm successfully doing with generic settlers and caravan guards. Nope. Does not work with Kay, Kessler, or other permanent Bunker Hill NPCs, It seems like something is causing their inventory to be overwritten or ignored. Even if I add tin cans to their inventory list they don't show up. I don't understand why I can do this with other settlers but not Bunker Hill. However, now I'm tempted to see if I can modify DC residents. EDIT: Just gave Myrna an M-16 and it WILL show up in her inventory.
  8. EDIT: Problem solved. Test character had strayed too close to Bunker Hill. Map Marker wasn't set but I'm guessing the NPCs spawned. I've made a mod which changes the starting outfits and weapons of settlers as well as named settlement NPCs. It works great with generic settlers as well as named ones such as Abigal Finch, Lucy Abernathy, etc. as long as my character hasn't already caused them to spawn into the world. With the generic settlers they inherit their gear from a template NPC. With named NPCs I change their outfits via their Default Outfit and I put the weapon in their items section. However, I have not been able to get this to work for Bunker Hill NPCs. I can change their outfits but they never get the assigned weapon which is their items section. They continue to use a weapon selected from the a pipegun leveled list. In fact it appears that nothing I put in their items sections shows up on their bodies. I don't see where these NPCs have a templ;ate NPC that they may be inheriting from. My mod is the last in line. AFAIK, no other mod is overwritting it and when looking in FO4Edit, I have no other mods which alter the NPC data for these NPCs. I feel I'm missing something. Why can't I change the weapons used by Kessler, Kay, Deb, etc? I can give them new weapons via their default outfit but this just doesn't seem right and I think I love a little flexibility by doing that.
  9. TLDR: I'm out of ideas. There seems to be something about MY mod which is causing an issue but I don't know how to troubleshoot further. Might it be an unrelated script from one of the recently downloaded mods? While testing some new mods I downloaded I encountered a problem where I could not unlock Red Rocket until I had cleared all enemies. Which I had done. I then checked a settlement without burrowing NPCs and unlocked workbenches with the message "You can n ow use the workbench at [...]." That [...] concerned me as it should state the settlement name and I have noticed the [...] used in broken radiant quests. So, I was concerned. I isolated this issue to one of MY mods. That seemed weird as I didn't think I'd done anything that would impact settlements, I do not make scripts. I used FO4Edit to create a personal QOL mod. My testing method involved starting a new game (Thank you SKKFastStartNewGame) with my mod either activated or deactivated. This issue described above followed the above issue. Active mod has the problem, deactivated mod does not have the problem. So, I started deleted chunks of my mod. Start new game and take a settlements. Once I thought I had it isolated to GameSettings:iHackingMaxWords but the issue popped up later. I found if I removed Quest:Workshopparent from my mod the game would CTD at "press any button". The record mostly matches what is found in UFO4P as well as changing the amount of food an NPC may farm to 12. I don't understand why removing this record from my mod would crash the game. That record exists in the Fallout4.esm as well as UFO4P. Out of ideas, and possibly facing a re-install, I tried FO4EditQuickAutoClean. It removed records which were duplicates of their masters. The issue went away for the first test but returned on the second. Ideas of how to proceed?
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