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About ArronDominion
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Arron Dominion#3851
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United States
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Various Games as Time Permits
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Morrowind
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GameFront being one of the original sites (back when they were FileFront), I was figuring something like this would happen eventually. Remember when they were one of the few big names on the block before Nexus really came into its own. They are great people, and keeping the peace between the sites is a good thing to help bridge the communities.
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[LE] Custom Voiced Follower Help
ArronDominion replied to Deleted47004706User's topic in Skyrim's Creation Kit and Modders
I recommend once you get comfortable with this method of making followers to branch out and make a custom framework independent of the default logic. Congrats on your first custom voice follower! -
a call once again to support Vidme video links on mod pages
ArronDominion replied to TheWorldofRipX's topic in Site Support
Strange I get that message now also. Youtube must have been having a moment. Shame it doesn't show the actual user that had their account terminated to support the original share of this page. -
a call once again to support Vidme video links on mod pages
ArronDominion replied to TheWorldofRipX's topic in Site Support
Comes back with a "This channel does not exist." page. -
a call once again to support Vidme video links on mod pages
ArronDominion replied to TheWorldofRipX's topic in Site Support
I think it is a good idea to allow for more avenues for sharing a mod author's work. For those who are not established modders, they need as much visibility as possible. If Vidme can help a modder out, than that option should be available (even if it is just a link container that can be inserted into a Mod's Description). Youtube and Vidme can coexist as options, as well as Vimeo, DailyMotion, Veoh, Metacafe, or any new video sharing options. If there is a substantial user base using Vidme, then it makes sense to provide it as an option. If there isn't a substantial enough base, then some sort of guide for those wanting to link non-Youtube trailers for their content. In short, my vote is "Yes" -
Classic ASP (not ASP.NET) is being phased out if I remember correctly. This could probably be reworked to use a combo of HTML5/JavaScript (could utilize PHP/Ruby/other higher level languages if desired), and a MySQL backend (to replace the MS Access use) if it was desired to keep it in a web format.
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I changed the quest containing the scene to a Start Game Enabled Quest, and it has the flags Run Once and Warn On Alias failure enabled. The quest has a single alias for the AJDBTEyebotMessenger NPC, and it is set to UniqueActor | Not Optional | Allow Reuse in Quest In stage 0 of the quest, I have the Run on start? checked, and in the Papyrus Fragment section I have the following call: (AJDBTDialogueController as AJDBTDialogueControllerQuestScript).RegisterGameTime() Here is the quest script that I am using: None of the actions contained within the distance segment of the IF...ELSE are firing. Am I screwing something up in setting up the quest, or is there an accepted practice I should be trying instead for setting up a quest with dialogue?
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Doh! I missed that when I was going over the script. I have added the missing Else for the re-register of the timer and decided for testing's sake to increase the distance from 250 to 1000. The results are not any different. I decided to go a step further and add a Debug message in the OnInit with the message not firing. I have this script attached to a random static inside of a cell that the player will never reach. Are scripts not fired in this scenario for Fallout 4?
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Hello everyone, I am more used to Skyrim than Fallout 4 in terms of scripting, and am running into a roadblock anytime I picked up the Fallout 4 Creation Kit for scripting. I am attempting to make a small quest mod where the player runs into Diamond City, and is greeted by a messenger bot with a message to go back to Vault 111. I have a logic cell setup with the required NPCs, and have an object reference in the cell with the following script: On my existing save (clean of mods), I go to the Diamond City location which is designed to trigger the quest after fast traveling from Far Harbor, but nothing is happening. Is there something I should be doing something different in the Fallout 4 scripting environment?
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Scripting Resources and tutorials for mod.
ArronDominion replied to shayferal's topic in Fallout 4's Creation Kit and Modders
Hello shayferal, Which game are you wanting to create a new actor value for? This is what the wiki has for Skyrim : https://www.creationkit.com/index.php?title=Actor_Value And here is what Fallout 4 has: https://www.creationkit.com/fallout4/index.php?title=Actor_Value Fallout 4 mentions being able to create custom ones, but I have not seen that for Skyrim so far. Might be able to utilize formlists or arrays to keep track of custom values you want to associate with a NPC -
[LE] Skyrim Tutorials
ArronDominion replied to LHammonds's topic in Skyrim's Creation Kit and Modders
I am a busy modder, but I try to take time to help out other modders that message me. I also in my spare time (very little now) make tutorial videos. I have been really slow with putting out videos lately, but will place several links for those looking for some tutorials, mostly scripting related. Skyrim Creation Kit Scripting Series: Papyrus Tutorials (complete playlist automatically updated): https://www.youtube.com/playlist?list=PLrN7sXqWQOBPyalkASaFwoVgNnAZOasEx Skyrim Creation Kit Scripting Series: Papyrus Tutorials - Variables Unit: https://www.youtube.com/playlist?list=PLrN7sXqWQOBNdVMivGkGl0vKuM8lRNsDq Skyrim Creation Kit Scripting Series: Papyrus Tutorials - Events/Functions Unit (work in progress | just finished global functions): https://www.youtube.com/playlist?list=PLrN7sXqWQOBPVRNKPBBFl9aTjOtuL4uWK Skyrim Creation Kit Tutorials (mostly requests for non-scripting items, but might contain a mix in the future): https://www.youtube.com/playlist?list=PLrN7sXqWQOBMfVTMlW-U5trsC7LRbjkbL Will post other playlists as they prop-up. The events/functions that I have been stewing on for a bit is nearly finished, so objects will be afterwards. -
This is awesome! Filefront is where I went for mods on the Star Trek games I own (Elite Force being one of the main games).
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Hello Everyone, I have started looking at holotapes for the current mod I am making, and am making no headway on getting the audio to play. In an effort to not affect other mods, I created my own quest for the holotapes that I will be using. I set it up as start game enabled, and added a scene with a single radio action in the first phase. I have generated a SEQ file for the dialogue. I have setup an actor for the purpose of the holotape, and I recorded my dialogue in Audacity (Mono, 16-bit PCM, and have tried both 44100 and 48000 Hz). When I play the holotape from the inventory I only have the sound of the tape starting and ending, with no dialogue heard. Did I do something wrong with the Audacity recording? Do I need to scrap that recording and go with recording it via the Creation Kit?
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Burned out? Experienced Modding advice?
ArronDominion replied to xXHertzyXx's topic in Fallout 4's Discussion
In the learning stage, it is ok to open the modding tools not as often as the game you are attempting to mod. It is good to have a balance between your irl load, modding load, and just having fun. Don't force yourself into it or you will cause burnout faster, and find something that isn't creative for a bit (such as playing a game). -
Fallout 4 Workshop - Usable Terminals
ArronDominion replied to ArronDominion's topic in Fallout 4's Creation Kit and Modders
So as an update, I ended up getting the terminal to work. For whatever reason, in the Workshop Object Create process, it is forcing a power requirement onto the terminal. So I ended up making it both generate power and require power. Here are the settings I used in my test terminal: https://www.dropbox.com/s/rosdu3jfwa9jeb9/ajdtbuildableterminal_worksettings.png?dl=0