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JunkV3nd0r

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Everything posted by JunkV3nd0r

  1. Oh! ok, that's probably a batter plan. I guess I got tunnel vision O_O Thanks for the help again :D
  2. Ok so I have set up a workspace, and removed the errors form the 3 files in the plugin example project, put every time I try to build it throws like 100 "'StaticAssertFailure<false>" errors at me. and I have no idea what those are o_O (I mean a google search says that their code that tells the builder that something is wrong and to cancel building (Which makes it feels like I'm being tripped up by the developers as I'm crossing the finish line even though I know that isn't true X_X)) But to make matters worse I don't know how to use visual studio's error list to actually FIND the origin of the problem. I'm self taught and that only other point of reference I have is modding mine craft in java, and back then the first, or one of the first parts of the error would show where the error originated form, then their would be a bunch more errors, which I assumed where all the places the original error messed up along the way. SO the problem here is it seems every error leads to some random line of the f4se code, which I know is fine because it compiles if I remove the Plugin example project form the solution. so I don't actually know how to find the problem. SO I'm a little stuck. I also don't know how this forum works or if anyone notices that I add replies to my topics so... theirs that... unlike last time I'm not totally blown over by the problem yet, so I'll keep googling for a bit. Edit: Remembered that I could use process of elimination to find the errors, I pretty much erased all the code in all 3 files and their where STILL 5 errors. I don't understand how that works.... They where in: pluginexmple.lib exports.def main.obj cl X_X Edit 2: So I made a new project, set it in the same folder that f4se source was in, and just copied the 3 files into it. now their are 500 errors, and a lot of errors in the files. SO I guess thiers a lot more going on then just the files O_O Visual studio/C HOW DO YOU WORK!!!! DX
  3. Thank you! I will look into these links, Seriously thanks for the help. Sorry I all ways wander off when I ask these questions, it's usually when I'm frustrated and need to walk away form my projects >_> Again Thank you!
  4. I'm sorry if this is answered some where, but I've been running at this and getting no where. What I understand so far (at least I think I do >_>) Is their are 2 parts to f4SE 1: Added scripts in the plugin papyrus scripting API I think this because people have said it. 2:the ability to write code in C and have it read by the game. I think this because I have seen other mods that have a f4se folder with a .DLL file in them. I get part 1, more stuff to use in scripts, but I can't seem to figure out part 2. I can't even get a workstation set up, I'm using Visual studio 2019, loading the solution in f4se source in fallout 4s game folder, and adding my own folder to it. but parts of the f4se code are errors and I haven't even don anything yet. Mostly #include things like... I don't have it in front of me but it was like #include <Slobj.h> or something.... I guess WHAT I'M ACTUALLY ASKING is: I think theirs a component of F4SE I have to setup in visual studio (or some other similar program) to use, and I am totally lost as for how to do that, and have found no answer online or in readme files (thier was something in the f4se readme but I think that was about setting up your first plugin no the workspace). So Does any one know anything that can point me in the right direction? A tutorial or something I'm missing? Sorry if this doesn't have nearly enough info, I'm tried and writing this too late at night, and honestly don't 100% know what I'm talking about. I can add more info if asked (or at least try >_>) Thanks in advance. Edit: Oh almost forgot. I don't know if this will help but, Here's what I'm trying to do with the visual studio f4se stuff. Basically I thought I saw the f4se code use something to call the time and date from the computer. I want to use that, store the date and time as a value (or several) in the code, and copy them into global values in a creation kit plugin. that's my plan to learn f4se. though it doesn't seem totally relevant when I can't get my foot in the door...
  5. oh, well I'm doing this because I'm trying to get the date and time from the computer currently using it. I heard that this was doable with a SWF file and since I was thinking about editing flash anyway, I went in this direction. The GUI will be blank visually, but will have code carrying the time and date and then sets it to an in game value. Though thanks for the info about a UI setting a global, that'll probably come in handy. Sorry for the super late reply I hadn't realized I'd been gone that long.
  6. Same with the triggering ,YouDoNotKnowMyName. and not to trigger you more but the question is asking if adobe has made it so only their program can edit stuff made in the flash coding language. Which seems odd cus most coding language don't work like that. unless flash isn't a language..... I guess it could be some labor saving tool, but it seems too complicated and proprietary for that. Espically since everyone kinda hates it now...
  7. Hello, I am trying to make a blank gui file that opens, saves the system time to a global value, and then closes. I was also thinking about making gui files with some interesting functions, that I assume are more complicated than that. My current understanding of how the fallout 4 GUI's work are the SWF files do all the heavy lifting as far as code goes and the fallout 4 engine just calls them. I admit this is a random assumption but if they where just using the swf files for media seems... silly? So I've been playing aronud with these swf files using de compilers and "Flash Develop" for a few days and it doesn't seem to be working. My version of "working" is that the project launches, it doesn't have to look like it does in game but it should not be blank or not crash. I haven't gotten it to do that and I'm not sure if it's me screwing up the decompiling, or not installing the flex SDK right (the installer appears to be broken, it all ways gets stuck on the last part of the install) SO while googling for solutions I saw an article that said flash develop couldn't edit swf files completely, only partially because adobe doesn't let anyone make a functional IDE to compete with theirs. SO MY ACTUAL QUESTION! Is do I have to buy adobes IDE to be able to edit the fallout 4 SWF GUI files completely (Completely I.E: adding totally new buttons with totally new functions.) also I assume their IDE is called Flash and costs about $30 a month. besides genuine curiosity, I ask this because I was a kid who watched newgrounds and wanted to emulate what I saw, and was devastated by the high price of flash (unaware I could have used any drawing program to animate >_>) So since then I've held a grudge against adobe and see them as greedy jerks, and paying for a program that they hold an annoying monopoly over, upsets me. BUT I don't think I have all the facts and I'm not sure what of my assumptions is real and whats fake. SOOOo I'm asking this question. Thanks in advance :D
  8. ZeroandOne: o_O........ I'm just trying to make a hunger game, scavenger, fallout new Vegas type alchemy mod, I aint trying to change the world. DieFem: Alright I'll go try that out, sorry if this was asked else where an I totally missed it. my B. EDIT 1 OK! so right now I'm working under the assumption that the way that Die said to do it would only work with specific references of flora in specific cells. I realize I could be TOTALLY wrong about that. but working under that assumption I have started working on another way to get the desired effect. Effectively the first way I tried to do this was with detect life, but it didn't work. At THIS point I assume it's because the spell system is designed to work on living NPCs and not random objects without tweaking, Also I realized that theirs an effect shaders script which you can just put in an object and make an effect play on it for X duration. so if I just copy how the spells work and make them notice the objects I want then use the shader script that might work? of course this may be over complex, and figuring out how to just make the spell see the objects I want or trying harder on the way Die suggested might just be a better option. I'll be trying to get any three of those options to work but since I'm just sorta, running headlong into this with not much of a plan, It might be a while before I get any where, and if I do I may forget to post what works here but I will try to remember.
  9. Hi. Basically I want to make a consumable that highlights, all flora in the wild that you can pick for some kind of food object, annnd any dead enemies that contain food items (well. mostly animals that drop their own meat) I see that the functionality exists in loot detector, and is highly reminiscent of the Scrapper perk. However try as I might I can't find how this works by working backwards form either source. (all scrapper does is change a variable, "Component radar range" to 250, so I guess it turns something on. I can;t find that something any where though... and loot detector is massive.) and since I can only see how loot detector works I have come to 2 conclusions. Worst case: highlighting crap is super complicated and I have to work backwards through all this stuff to figure it out, ever so slowly. (and probably make whatever consumable I make a plugin to loot detector since that person did all the hard work, not that I mind that, it just seems a rather large mod to tie such a little thing too) Best case: both the loot detector mod and the scrapper perk are more complex because they have a large array of things they can highlight or not and running the list through the functions is the bulk of the code. but for me, since I want to only highlight certain things, it won't be as bad. I just have to find the actually code that orders the object to be highlighted witch I cannot find for the life of me. So long story short: I want to highlight hub flower plants in game like with the scrapper perk, but am totally ready for disappointing news if it comes to that.
  10. what is a "WorkshopREF ObjectReference"? Is it the script inside entries like "SanctuaryWorkshopREF" that can be found in settlement cells so I add the values via script? or is it something else? EDIT 1 ok. so I added a custom script to sanctuary SanctuaryWorkshopREF and am trying to reference that script in another script that fires events when the workshop menu is opened. Currently using: WorkshopScript WorkshopREF = pWorkshopParent.GetWorkshopFromLocation(pPlayerRef.GetcurrentLocation()) (WorkshopREF As SOM_WorkShopAdditions).Test() returns: cannot cast a workshopscript to a som_workshopadditions, types are incompatible And using: SOM_WorkShopAdditions AdditionsREF = pWorkshopParent.GetWorkshopFromLocation(pPlayerRef.GetcurrentLocation()) returns type mismatch while assigning to a som_workshopadditions (cast missing or types unrelated) does extending workshopscript instead of object referance make senes? I have no idea what I'm doing sorry if these replies are kinda frazeled. edit 2 Making my script extend workshopscript makes the first option work but the second optin gets the same error message. I'm reluctant to do this option as it could limit the amount of stuff I could do or have unintedned consiquneces (but... probably not I'm just a catastophist) though the other option is to learn a way to referance scripts based on what settlment your in, or learn how the whole look up process in worhshopparentsscript works. both options are basically the swame thing. I'll still with this for this second and see what happens. I'll go see if it works I guess. edit 3 ok that worked. now how do I add actor values to a script.... I guess I can try and see if/how workshopscript does it. im worried about them all changing and sharing the same value but... I feel like that's not how actor values work just based on the name. guess I'll find out.
  11. this is mostly just me trying to ask a question of other modders to get how the creation kit and papyrus work, But basically I was trying to store some variables for each indivdual workshop like which faction owns it. They WAY of sorting the value is confusing me. At this point I'm thinking of just storing them all as global values, since that's all I know. I was also thinking about maybe making values in script and storing them in that way but I feel like all those values would get reset every time you close and open the game. So this question is basically what are some ways of storing values for workshops, or at all I guess since all I know is global values.
  12. WOAH! Thanks! Man this is like the most helpful mod forum ever, thank you very much. But yeah, I'll look into running it with a quest. I didn't thnik about it before you re-iterated it but that's probably the best thing to do. But I don't think using the global variable thing is that big a deal. I wrote the global variable. If someone else overrides it then yeah it'll be inaccurate but I don't see why they would. I also tried registering for a menuopenclose event with a consumable script, but I was having problems getting it to work. maybe it'll just work better as a quest script? I'll work on it. Thanks again for all the help! :D HORRRAY! We did it! IT works! So to recap: made global variable set to 0. Made or condition on workbench that it can be crafted if that global variable is 0 made quest that runs on start to plug into event workshop enter menu. When event is fired variable changes to number of settlers in the workshop linked to the workbench we just activated. Using THIS code: Scriptname SMO_QuestTestScript extends Quest GlobalVariable Property pMyPopulation Auto Const Mandatory Keyword Property pLocTypeWorkshop Auto Const Mandatory WorkshopParentScript Property pWorkshopParent Auto Const Mandatory Event OnQuestInit() RegisterForCustomEvent(pWorkshopParent , "WorkshopEnterMenu") EndEvent Event WorkshopParentScript.WorkshopEnterMenu(WorkshopParentScript P, Var[] b) ObjectReference pPlayerRef = Game.GetPlayer() If pPlayerRef.GetcurrentLocation().Haskeyword(pLocTypeWorkshop) WorkshopScript WorkshopREF = pWorkshopParent.GetWorkshopFromLocation(pPlayerRef.GetcurrentLocation()) If (WorkshopREF.OwnedByPlayer == TRUE) If(WorkshopREF.GetBaseValue(pWorkshopParent .WorkshopRatings[pWorkshopParent .WorkshopRatingPopulation].resourceValue) > 0) pMyPopulation.SetValue(WorkshopREF.GetBaseValue(pWorkshopParent .WorkshopRatings[pWorkshopParent .WorkshopRatingPopulation].resourceValue)) Else pMyPopulation.SetValue(0) EndIf EndIf EndIf EndEvent and if the value is still 0 you can craft a chem bench without the CHARISMA perks! THANK YOU ALL SO MUCH! XD Is their something I have to do like close this forum posting now?
  13. Ok did some more work, Also thank you markyrocks for giving me the onmenuopencloseevent though I'm still not sure how to implement it... I added a global var and added an OR condition to the workbench saying that that var had to be 0 so that the workbench could be crafted and it WORKED! I could craft it without the CHR perk! Setting the Var is slightly more tricky. I'm still not sure how to register events in fallout by themselves (if that statement even makes any sense, at this point I'm not confident about that) so to try and test the functionality of the script: I saw that workshops have an activator around them showing where the workshop functions work called something like WorkshopSandbox in most cases, so I clicked on the one for starlight drive inn and added a script to set the global variable to the amount of people at starlight (0) during an event. The even I used was OnInit and for some reason it would set when I wasn't any where near starlight and when I finally had the idea to check the variable number it was set to 7? So I'm assuming OnInit happens when the game first sets up or at least when the object in question first sets up so I'm going to change it to on activate and see what happens. Though even if this does work (Which I hop it does fingers crossed) It still means I have to go to every single workshop and implement this script (Which, MEh? not that bad), which means it won't work for any mod added wokshops (ok that kinda stinks) So I should try and look how to plug into the workshop menu. I guess I can plug into the workshop workbench but would that still work for if you accesses the menu by holding down the third person button? EDIT: OK! So I ended up tweaking the script that SKK50 gave me. It looks like this now: Scriptname SOM_foodtestscript extends activemagiceffect GlobalVariable Property pMyPopulation Auto Const Mandatory Keyword Property pLocTypeWorkshop Auto Const Mandatory WorkshopParentScript Property pWorkshopParent Auto Const Mandatory Event OnInit() ObjectReference pPlayerRef = Game.GetPlayer() If pPlayerRef.GetcurrentLocation().Haskeyword(pLocTypeWorkshop) WorkshopScript WorkshopREF = pWorkshopParent.GetWorkshopFromLocation(pPlayerRef.GetcurrentLocation()) If (WorkshopREF.OwnedByPlayer == TRUE) If(WorkshopREF.GetBaseValue(pWorkshopParent .WorkshopRatings[pWorkshopParent .WorkshopRatingPopulation].resourceValue) > 0) pMyPopulation.SetValue(WorkshopREF.GetBaseValue(pWorkshopParent .WorkshopRatings[pWorkshopParent .WorkshopRatingPopulation].resourceValue)) Else pMyPopulation.SetValue(0) EndIf EndIf EndIf EndEvent Only problem is that that's a script I installed onto a consumable. I didn't get it to work with the "plugging into the workshop sandbox activator" idea, and I haven't found a way to plug into the opening of the workshop menu yet. BUT STILL! That's a lot of Progress and a lot of Functioning mod! So I'll look into plugging into to that opening menu function. I'll check back here if anyone has any ideas and if I get frustrated I'll probably post another topic XD Also if anyone is waiting on me to post just this idea as a mod, I probably won't unless asked too. This is just me working on a function of a larger mod idea I had, though my track record at finishing these things is terrible so, Fingers crossed!
  14. WOAH! That's a lot of info, Thank you all so much! It all so much good info and helps A LOT thanks :D Before I read this I was thinking about just copying the chem table and giving it different conditions, but now I see the conditions have more versatility then I thought originally, plus all the scripting info (including an actual script THANK YOU! Skk50) gives new ideas. Right now I guess I have to hunt for a event to fire off all this info for. at first I thought of firing it when you open the workshop menu (if theirs an even for that) but It may not update like icestorm said earlier until you open it, close it, and open it again (though typing that all out makes me feel like maybe not? I should look for an open workshop menu event and test it) which would be annoying but ALSO give you acses to the no charisma recipe in a populated steelment after you opened it somewhere else. Now I'm thinking about looking for an on player update event (though that might be too load heavy) and looking for the bool that tells the game to Either: Open the workshop menu OR: stay and third person and rotate the camera because if that;s true then.... oh wait then it would do it over and over and over....... HRmmmm. might need some different or more bools.... Still I'mma work on it and see what I can come up with. THANK YOU ALL AGAIN!
  15. Hi, Short version is, I'm trying to add a check to one of the construction objects that make a chemistry table (workshop_co_CraftingChemsB) so that IF: the Settlement has 0 settlers THEN: Their is no perk costs to make the bench ELSE: the bench has the normal perk costs. the long version is I'm not sure how to do this with the condition options as they seem to just compare stats and they all group together into a giant IF statement. I'm also not sure if the conditions update on attempted use, or if they are set at the beginning of the game, possibly meaning I'll have to get a little more creative to accomplish this. but if anyone can point me in the right direction that would be great. Thanks in advance.
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