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ArronDominion

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Everything posted by ArronDominion

  1. 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.
  2. ModPicker:0A7DADE7
  3. 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!
  4. 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.
  5. 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"
  6. 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.
  7. 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?
  8. 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?
  9. 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?
  10. 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
  11. 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.
  12. 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).
  13. 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?
  14. 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).
  15. 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
  16. I looked at FO4Edit and compared it with the vanilla Workshop terminal. The only difference I saw readily was that I had no preview transform, and proceeded to add one. I am still at the same point though. Is there a particular row I need to look at?: https://www.dropbox.com/s/mglo9768f1wh5hl/ajdtbuildableterminal_fo4edit_screen1.png?dl=0 https://www.dropbox.com/s/seo17fw406rid9k/ajdtbuildableterminal_fo4edit_screen2.png?dl=0
  17. None of those commands seem to be affecting it in-game. I decided to take your suggestion and turned it into a script: Scriptname AJDTerminalInitScript extends ObjectReference Const {Author: Arron Dominion Contents: A script to control behavior when spawned.} Event OnInit() self.SetAngle(0,0,0) float currX = self.GetPositionX() float currY = self.GetPositionY() float currZ = self.GetPositionZ() float newZ = currZ + 5 self.SetPosition(currX,currY,newZ) EndEvent https://www.dropbox.com/s/jdicgv6sjdk4234/ajdtbuildableterminal_scriptforinitevent.png?dl=0 No dice on the script route either.
  18. Hello Nexus, I have been playing around with the Fallout 4 Creation Kit a little (have little free time unfortunately), and was wanting to make more terminal options for placeable settlement. I have the terminal in the build menu, but when it is placed, there is not interaction dialogue when near the terminal. Here is what I have on the constructable object: https://www.dropbox.com/s/wmm9mvy3ft2a7tw/ajdtbuildableterminalcorded_constructableobjectforterminal.png?dl=0 And here is what I have for the terminal itself: https://www.dropbox.com/s/jikwizm4eq1oqbf/ajdtbuildableterminal_terminalsetup_withchanges.png?dl=0 And here is what it acts like in game: https://www.dropbox.com/s/t369yvqwo4e5p6j/20160501114808_1.jpg?dl=0 https://www.dropbox.com/s/dz9kmssq2vrb3ru/20160501112143_1.jpg?dl=0 https://www.dropbox.com/s/mfaxn8szfc4lckj/problemchild.jpg?dl=0 Someone on the Bethesda mentioned interaction markers, which I believe I have added...but I am missing something. Anyone know what I might be doing wrong?
  19. Hello Everyone, Earlier this year I started a tutorial series for those wanting to learn about scripting mechanics. I stopped because I started getting busy with work, and now I am starting from where I left off, in the middle of the Array segment in the Events/Functions unit. This is the running playlist for the entire series: https://www.youtube.com/playlist?list=PLrN7sXqWQOBPyalkASaFwoVgNnAZOasEx Here is the playlist for the complete unit on Variables: https://www.youtube.com/playlist?list=PLrN7sXqWQOBNdVMivGkGl0vKuM8lRNsDq And here is the playlist for the Events/Functions: https://www.youtube.com/playlist?list=PLrN7sXqWQOBPVRNKPBBFl9aTjOtuL4uWK My goal is to do at least one week.
  20. As an update, found the issue and the Story Manager quest node is not firing. I went with the suggestion of making it more simple, and I migrated the quest from a Story Manager driven quest to one that is activated by a modified version of the script shown above which starts the quest.
  21. Hello, so I setup a Force Greet in my mod with lots of tutorials and awesome help from skinnytecboy. The catch is that it only worked for the save I normally play around with and not for any other save file. I have been tweaking since then and it is now in a non-working state. Steps I have taken: -Assigned the force greet package to the NPC themselves in addition to the Quest Alias. -Create a new scene that is started. Has zero phases to it. It is only there for the purpose of potentially facilitating the force greet. -Changing the branch containing the force greet and linked topics from Normal to Top-Level to Blocking back to Normal -Verified that the Quest's Story Manager event is receiving the keyword to start the quest (at least I am making that assumption since there is only one quest that uses the keyword after using the SendAndWait()) This particular quest was setup with Stages 0, 10, 11, 12, 13, 14, 15, 20, and 30. Currently only 0-20 are in use. 11-15 are used for a home tour scene I setup. Currently only have two Quest Aliases, AJDSCHDidonericGuerdAlias (the actor utilized in both Quest scenes), and AJDSCHLoveInterest for a future attempt to have tailored dialogue responses for Didoneric towards the player's spouse. Properties of the Didoneric alias are Unique Actor (AJDSCHDidonericGuerd), Allow Reuse, and AJDSCHDidonericGuerdForceGreet package. There are two dialogue views (only one has been setup, the other one will be used for a future scene at the end of a different quest). The first dialogue view has three branches. The first branch contains the dialogue for the Force Greet scene, the second branch contains the dialogue for the tour scene, and the third contains normal player-NPC interactions. ---- The scene that hypothetically is being used to trigger the force greet is started upon the first transport to a particular area. Below is the script for this: -------- Here is the expected behavior: https://youtu.be/R4HXTAioUB8?t=1m11s And the current behavior is that the NPC is just standing in place without moving. Any assistance on how I should proceed on troubleshooting this would be appreciated.
  22. I figured out what was going on in the original scripts. The scripts themselves were setup properly. My problem stemmed from the Property for the GeneratorState not being set on the Light Switch scripts. The lights are now having correct behavior when the generator is on compared to when it is off. Thanks for the help though, I will keep that in mind when I do a similar setup in the future.
  23. So each set of lights have their own global variable representing a switch state. With multiple switches, they don't care what the other one's pushed state is as it only checks what the global has been set to at the current time. After the fact I added a global for the generator state and integrated it into the light switches. Current behavior for the switches is that they turn on/off when expected regardless which particular switch was used. The point of failure is when the switch for the generator, the 2nd script, is fired, the lights that are currently set to on will not shut off due to the generator state. The generator switch is in a cell called AJDSCHSoulCairnHomeHiddenGenerator while the light switches are in AJDSCHSoulCairnHomeHiddenCave and AJDSCHSoulCairnHomeHiddenFarm. The reason for the complexity in the generator activation script is that there is a quest (not implemented, but the mechanics are there) where the player will have to go through the process of trouble shooting the generator and reactivate it. The components for this reactivation is turning on the flow, turning on the substations, and turning on the flow (hence the total of 5 mentioned in the activation portion). The goal of that generator switch is to change it's active state, and remotely toggle a LightSwitch that will call ToggleLights in some shape or form, and turn on/off remotely based on the generator state and what the global for the light activation state for the particular set of lights is set.
  24. I started look at Skyrim modding again, and got back to my Soul Cairn house mod additions that I was 80% done with. Bear with me as this is a complex system. Individual Light Switches In this, I created light switches in several cells, each containing ObjectReferences to the individual light objects. When the switches are used it will turn off/on the lights based on the current global storing their light state. A global is in use since the state is referred to by multiple scripts, as there can be more than one light switch for a given set of lights. Below is an example of the scripts I am using for the individual light switches: Entrance: Generator There is a room which houses a Geothermal generator. The default Generator state is On. At some point the generator is flipped to off. The goal is for the generator state to control the lights in all cells. Below is the generator script: Generator: As you can see I have tried a few options, none of which are currently successful. Anyone have any ideas on what I am missing, or if what I am attempting is not possible?
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