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javikrules

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Everything posted by javikrules

  1. EDIT/UPDATE: I figured it out. I had to unzip all the scripts from the Tools folder. Now I see all the scripts. I'm noodling around the Creation Kit and noticed that in every Quest Stage for any quest in the game I look at, I'm seeing ";Failed to load code for fragment" in the Papyrus fragment window. Example: ";Failed to load code for fragment Fragment_Stage_0050_Item_00" This is all over the Kit. What does that mean?
  2. @hereami Aha! I actually stumbled on that solution earlier today. Gave it a shot and it worked. End the talking scene, then tell it to immediately start the next scene which is just a travel package on the NPC and it worked. Whether this is "best practices" I can't say because I found a youtube video where a guy attached a Travel package to the actor itself (within the actors A.I. packages), and then just set it on a conditional waiting for the scene to end. That worked too in the video. But I could see where that might fail if there are other conflicting A.I. packages on the same actor. Now I want to see if this "end scene/start new scene with Travel package" approach will work for multiple NPCs in the scene. So the talk-y scene ends, and then 3 NPCs all hurry off somewhere. I'm thinking it won't work for all of them, but I'll give it a whirl. I'm sure there is a very simple way to do this with a Papyrus script the way SKKMods above suggested, but those scare me Everytime I attempt something like that I get stuck at the Properties tabs stage, unsure what the heck property I'm supposed to define for all the elements.
  3. How do I extend the scene? Right now in the scene talking to player, Phase 2 is him explaining things, then Phase 3 he says "Let's go". Then in Phase 4 of the scene I have a travel package for him to go to the house. He does start walking a few feet in the scene. But then the scene is over and he stops. How would I extend it until he reaches the Xmarker I'm sending him to? Thanks for any info!
  4. I have a very simple issue that's stumping me... I have a scene where the NPC says please come with me to kill some molerats over in another house. Then the scene ends. Then I want the NPC to immediately start walking over to the house. I can get an A.I. travel package to make him do that, but I can't seem to figure out how to trigger the A.I. package to start working when the scene ends? If I add a final phase in the scene itself that triggers the package, he will only walk a few feet and then stop (I think because the scene is over?)
  5. Hmm, I looked in Creation Kit preferences and I don't see a uGrid setting. I do see "Grids to Load" and it's set to 5. Is that what you mean?
  6. A Fallout 4 Creation Kit question: I added a trigger box to my own new layer in Sanctuary. But now just moving the trigger box around the world increases the # column in the layers window. Doesn't the # column indicate how many objects are in that layer? I moved my trigger box like 10-feet in-world and now my # column shows 223. Huh? Why would the object count go up just by moving the trigger? This doesn't seem to happen when I add furniture. The # stays just 1 since I only added 1 piece of furniture.
  7. I have about 150 Skyrim mods in Vortex on a playthru. I want to clone that profile to a new profile and start a new game. But of those mods, 39 of them have MCM settings that I've fiddled with. Is there a way to copy over the existing MCM settings so I don't have to do it all myself on new playthru?
  8. Any chance someone could make a patch for Immersive Horses and the dwarven horse in Creation Club's Forgotten Seasons? Thanks!
  9. I really like Mihail's monster mods but more often then not they don't scale well. I'll run into them in a dungeon and after one hit I'm dead. They're way over-powered compared to vanilla enemies. Even dialing down to Novice difficulty doesn't help, their damage dealt is out of whack with the rest of the game. Is there an easy way in SSEEdit to go in and lower their damage dealt?
  10. Interesting. My wish is a mod that lets you send robots anywhere. Pick a location on the map and they'll go there and patrol/guard/etc. I like Automatron robots defending settlements, that's cool, but it seems like they could do more in the game.
  11. Thanks for the tip on those. Though they both look like replacements for Automatron's functionality more than anything. Oh well. Thanks again!
  12. I wish there was a way to put Automatrons to good use out there in the world, battling enemies and delivering robotic law to the lawless. The best I can do is assign a robot as a provisioner to a supply route, but that isn't really scratching the itch. It'd be great to have a mod that lets you assign specific Automatrons to roving patrols, routes, or maybe specific locations. Like assign 3 of your automatrons to hang out near Boston Commons and fight enemies. Or in my case, assign a few robots to guard the entrance to Hub 360 where my Noir Penthouse player home is based. That sort of thing. It seems like there's still potential with Automatron to put it to good use, rather than just have the robots hang around settlements (unless there are mods that do this? I can't find any).
  13. oh wow, cool. Thanks! Not a problem. Huh, well I tried this mod and it doesn't work. I can build the timer switches, set the on/off times, but they don't do anything. The power never goes off or on depending on what I set. Oh well.
  14. The mod SKK Settlement Attack System is a great way of triggering settlement attacks to suit your tastes. It includes a craftable grenade that you toss to summon friendly Vertibird air support during an attack. It'd be great if this could also be a craftable firework shell, like the Minutemen one in Contraptions DLC. The mod author said it would just be a matter of attaching the existing vertibird summon script to the shell. Anyone know how to do that? Here's the mod: https://www.nexusmods.com/fallout4/mods/37393
  15. I'd love some powered switches that know what time of day it is. Connecting them to a terminal I could set a time for power to go on, and another for power to go off. Anything hooked up to these switches only gets powered when they go on. This would allow lights to automatically turn on at night and off at morning.
  16. No, not your fault. You really helped because just knowing "Add" could appear on a right-click let me know I wasn't crazy trying to do this :)
  17. Aha! Thank you. I kept right clicking on the actual DAMA - DAMAGE TYPE column itself and getting nowhere, not realizing I need to click on the blank field over to the right (my mod). That's when "Add" finally appeared. Appreciate it.
  18. I have a pistol that does 20 damage. I'd like to add 5 energy damage too, so it will do both (20 damage and 5 energy). How do I do that in FO4Edit? I was able to find the pistol record, I can see the Weapon stat with 20 damage but I don't see a way to add a secondary damage value. Thanks.
  19. I'm having the exact same problem. I guess I'll keep waiting.
  20. Game Configuration Menu. https://www.nexusmods.com/fallout4/mods/33759
  21. I'm having a bizarre problem where the GCM mod keeps setting my normal cell respawn rate to 1,000 hours (instead of 168), and cleared cells to 1,000 hours (instead of 480). I'm not even sure it's GCM doing it, but everytime I load the GCM' s MCM it shows those values and no matter if I change it back to normal, it resets to 1,000 hours. How can I mod this myself, maybe put something in my load order way down the list and force the reset to normal?
  22. In response to post #73779218. Yes! I'm trying to understand why the website looks a certain way on my work PC, then another way on my gaming PC. It's magnification -- please please make that optional. My gaming PC is on a big-screen TV and I magnify websites and now Nexus looks like mobile ass. FIX PLEASE.
  23. Any chance some nice soul could do a (PS4 friendly) mod for the CC Noir Penthouse that simply links its crafting and power armor stations to your larger pool of settlement resources? Right now as a player home the Penthouse is separate from everything and this kinda makes it pointless. I'm sure there are mods that make it a full-blown settlement but us poor unlucky PS4 bastards don't have that (or anything.) I'm not looking for it to be a settlement -- just need its crafting benches to share the resource pool. Thanks for considering it!
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