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RaidersClamoring

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  1. That is likely impossible unless you can accept them dropping into a pile on some coordinate of your ship interior.
  2. So you made it work then. Are you putting code inside onKeyUp() or are you creating your own function inside Console.swf which you call using some SFSE endpoint? Or something else.
  3. That's some nice scouting! Sounds like a loose files replacement could be possible? That might be the one file where it isn't possible though. I'll try. Do the wem files have unique numbers across the board? (Never mind: the address audio files have plain text names).
  4. I'm tempted to chop up VASCOs voice files so that more names can be added, or attempted.
  5. That's awesome. I tried something approaching that where's I'd intercept a console command if it starts with "$", then skipping the printing out of the command history and going directly to BGSCodeObject.Execute(). It's also theoretically possible to encode some commands that map to AS3 functions and objects, if not direct calls to objects in string form with dot notation, for instance: "$ "AnimHolder_mc.AddHistory" 'adding some history''" In the swf: var FuncMap:Array = new Array(); FuncMap['AddHistory'] = function (text:String) { AnimHolder_mc.AddHistory(text); } etc, then splitting the incoming string into path segments.
  6. Probably, unless it employs script injection or real-time form replacement. Some stuff that will work based on what's available for Fallout 4: Creating new stuff, based on existing assets or original content. Replacing assets such as textures, scripts and ui-files. Tweaking game settings, ini-settings and other global variables.
  7. Did you register the event on the current Workshop (Outpost) object? Also OnWorkshopObjectPlaced takes one ObjRef argument, not two. Fallout 4 reference "OnWorkshopObjectPlaced(ObjectReference akReference)" OnWorkshopObjectPlaced - ObjectReference - the Fallout4 CreationKit Wiki (uesp.net) From decompiled SF script "Event OnWorkshopObjectPlaced(ObjectReference akReference)"
  8. With Starfield you can execute console commands from Papyrus like so: Debug.ExecuteConsole("setgs fSneakVisualBaseValue -1000")
  9. Some like the freighter visibly arriving and picking up resources from and to cargo link landing pads but i.m.o. it quickly becomes tedious, loud, distracting and performance-tanking at vanilla frequency. Is there a mod or better yet game setting to alleviate this or make it go away completely? I have discovered that the RefIDs of the ship-templates (they are unique) are 255CC6 ("OutpostCargoLinkShip01_template") and 219042 ("OutpostCargoLinkShip02_template"), and the scripts involved are probably "sq_outpostcargolinkscript.psc", "sq_outpostcargolinkshipscript.psc" and perhaps a few others, if that helps.
  10. I believe they are "OutpostBeaconScript"-objects that in turn take hold of a Location-object and adds a keyword to it. Similar to how settlements were actually Workshop-objects in Fallout 4.
  11. My number one issue is that the game is more computationally demanding than what it outputs in terms of looking good. I cannot run this game at a decent framerate, but I can play Warframe, which looks at least 2x as good on potato settings, i.e. the game Starfield is trying to be in my perhaps contentious opinion. It really just looks like Fallout 4 + some modded texture pack apart from the dialogue when facing NPCs. I found the "stop being poor"-type response to criticism of performance from Todd to be extremely off-putting, and the patches following it really spelled out how they only care about upper end hardware. Can I upgrade? Sure. But it would be the least bang-for-buck I had ever invested in. The main parts of Creation Engine 2 that modders will be interfacing with is literally the same as CE1, minus some not yet understood aspects of character animation. Papyrus is the same (a handful of new native functions -- "ExecuteConsoleCommand" is a great addition), Scaleform (the UI framework) is the same, image compression as well, and quest production seems to use the same mechanics as before, judging by its Papyrus frontend. There is an upside to this which is that modders should be able to jump right in and that the SFSE team can quickly decode the source code. But I don't expect much to have changed from CK1 to CK2. This will probably be an as underwhelming experience as the game itself for anyone expecting some type of advances.
  12. SKK has some great quick-start mods that you can use, where you skip ahead beyond certain plot points. But sure, it makes sense to have a skip-a-b-c-option as it is typically the case that mod consumers have played through the game a bunch of times.
  13. If you create scripts in subfolder, which you should and it looks like you are doing, the script name will be "foldername:scriptname" rather than "scriptname". So there's a thing to double-check, whether it was created correctly or not (it probably was). What I meant earlier by "unzip source files" is the vanilla script source files must be unzipped and placed under Data/Scripts/Source/base. This is also done when accepting the prompt to do so once you open the CK for the first time, or whenever you open it and it can't find the unzipped files. However, like anything on a computer, it can fail to work for whatever reason, so there's a thing to check. You can unzip it yourself manually too if it has failed. By "move the FO4SE source files to..." what I meant was, if you use any of the functions provided by FO4SE, you will need to not just put FO4SE in your load order, but also move the source files manually to a location where the CK can detect them. Personally I will just move them to base and let them overwrite the vanilla scripts. It's the easiest way. Be aware though that if you plan on producing for XBOX, you outright cannot use any of the FO4SE functions, so don't overwrite the vanilla files if you do. You can also keep them directly in Source. The FOSE4 source files can be found by navigating to the FO4SE folder where it was placed in "Fallout 4" and looking in "\Data\Scripts\Source" within the FOSE4 directory (it mirrors the structure of "Fallout 4"). The CK paths to the script sources is set in File > Preferences > Scripts > [Source folders] , it should be set by default or you can do it manually. You can also set this in CreationKit.ini, like this: [Papyrus] sScriptSourceFolder = ".\Data\Scripts\Source" ... If you need a walkthrough, this one is great (though it does not include the FO4SE part):
  14. Did you unzip all script packages and move the FO4SE source files into the Data/Scripts/Source folder?
  15. It would be cool if the settlers also celebrated and became happier from "successful" defense against attacks, governed by some threshold. Possibly with a group cheering mass-idle. Anywho -- this value can be directly set through game setting "sWorkshopRatingHappiness [GMST:00247720]". The values are recalculated upon entering a settlement so there is probably an event, perhaps a custom one, that you can register for in a script to rebalance them directly *after* the game has updated them. I'm not sure whether it will also reupdate any decision they've made regarding ownership though. If this is only a problem for your personal playthroughs you can create the script and inject it directly into the player character using "PRID 14" and then " APS "PathTo.ScriptName" ". It should be a script extending ObjectReference or Actor.
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