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n000dlz

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About n000dlz

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    n00dlz#1929
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  • Currently Playing
    with myself
  • Favourite Game
    Umm; Days G... no, Alien:Iso...la... no!, The Witnes... no; Black Ops... or SOMA...wait, no! Fallout Seventy...no! Far Cr...no! Fallout Fou.... Um I don't think I have a favourite.

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  1. Do you think ants call moss "Trees"? Hmm...
  2. I dl'd Fo4Edit a while back but never used it actually, so yeh I'll try that. Edit-> ...DONE GONE! Thanks @taryl80
  3. Interesting stuff!! ...and old thread successfully ignited! :dance:
  4. Excellent. Thank you. Scriptname Dn136_AliasIgnoreFriendly extends ReferenceAlias {script to set actor to Ignore Friendly Hits on load - for DN136_Attack} Event OnLoad() Actor myActor = self.getActorRef() myActor.IgnoreFriendlyHits(TRUE) EndEvent
  5. Hi Forrooommms!!! While experimenting, I created a reference to a "TravelMarker (00000002)" I had no idea I couldn't remove it afterwards, so I did a lot of work and backups before trying to remove it. HELP!! Message on delete attempt: You are not allowed to delete TravelMarkers. If you want to get rid of this remove the travel service on the owner. I've never heard of "the travel service" and can't find any references online. Thanks.
  6. Hey forum, I have an eyebot (temporary player follower in PlayerFaction and CurrentCompanionFaction) who I would like to not react if shot by the player. I'm not sure how it's accomplished in companions. I can shoot hell out of Piper and get no reaction. My eyebot takes only so much, then attacks me. He is a protected character with no default packages, only my custom follow & travel hybrid AI package in the package list. What Controlls this behaviour? p.s. I don't want him to be set as 'Ghost' as I want his animation to react to being shot. I'm modding for PS4, so no papyrus scripts! Thanks
  7. I thought Fallout 4 distance unit was the same as skyrim/creation kit units; Unit Metric Imperial 1 1.428 cm 0.5625" 2 2.856 cm 1.125" 4 5.713 cm 2.25" 8 11.43 cm 4.5" 16 22.85 cm 9" 32 45.7 cm 18" 64 91.41 cm 3' 128 1.828 m 6' 256 3.656 m 12' 512 7.312 m 24' 1024 14.62 m 48' 2048 29.25 m 96' 4096 58.5 m 192' Creation Kit Units
  8. Hi M48A5!!! Yes brother, that be the reason I'm not simply using a single line of code to solve this problem o_O . I have to use default & test scripts, which I'm hoping someone might have a wealth of knowledge of on here. I'm also asking on Bethesda.net but I've had good replies from knowledgeable modders on here before :dance:
  9. Hi everyone!! It's been a while, and some of my modding knowledge has um... faded,,, I've been asked to port my mod to PS4, but I've hit some basic roadblocks... My current issue is simply trying to activate a book or a a message as soon as the game starts. So far, I've worked out how to use a trigger Activator reference to show a message. This is quite simple using the Default Papyrus scripts and their properties, which are also very handy for enabling linked objects. But the issue I'm battling with is triggering it WHEN THE GAME LOADS. At my wit's end, I even tried creating a huge Trigger reference to cover the whole map, that the player would trigger on game load... but I got an error... MODELS: Bound for object 'DefaultEmptyTrigger' (000224E3) exceeds 32000 unit limits (-131008,-64,-64),(131008,64,64). In my quest, I tried creating a Trigger reference Alias AT THE PLAYER, but then I can't add the default script I need because it extends ObjectReference, not ReferenceAlias. Something that would help would be the ability to create an object reference(Trigger) AT THE PLAYER. Then I could use DefaultActivateLinkedRefs script to activate the book? If you have any insight, please help me through this troubling time :thumbsup:
  10. AAHHGGHAAAHHH!!!! I fixed it!! After validating all Creation Kit and Fallout 4 files, I knew the problem must be in the data files created in the Fallout 4/Data/... folders (I don't know much about these files). So I looked and under the .../Layouts folder, found a .../PropertyMods folder in which I found the file PropertyModTargets.owl. So I opened it and noticed an anomaly straight away... 00 Category,Actor,00FF80FF,0 01 Category,Weapon,004080FF,0 02 Entry,freach,004080FF,0 .. [......] 21 Entry,fAimModelConeIronSightsMultiplier,004080FF,0 22 Entry,fZoomDataCameraOffsetZ,004080FF,0 23 Entry,,004080FF,0 <---- 24 Entry,fFullPowerSeconds,004080FF,0 There's a property modifier listed for a weapon, but it has no identifier string (line 23). This can't be a coincidence I thought. So I removed that whole line and BOOOOMM!! No more error messages when opening ObjectMods in CK! I still have no idea how it happened though :confused: :pirate: ARRR MAYTIE
  11. Hi all, There's something wrong with my Creation Kit/Fallout 4 files... When I double click to edit/open an Object Mod in the Object Window, I get this message: It pops up when I open (edit) any Object Mod. When I click "OK", it continues to pop up, seemingly once for each Property Modifier loaded in the Property Modifier table... ...then it stops popping up and I can adjust any value in the Object Mod window EXCEPT the actual table above, which, when I click in it, starts the pop-ups again. It started happening while working on my mod yesterday, so I tried just loading up the Fallout4.esm master file (without an active data file) but it still happens. Have I messed up somewhere here? I can't find any hits with a Google search, maybe your Kung-Fu is superior? Thanks EDIT: also tried deleting INI files.
  12. The price is droping like a hot turd too. I predicted this drop after the initial release feedback. I can get it for 26 GBP now. That's a big drop in a short time!
  13. As you step through the base game quests and scripts you can sometimes find these R&D pathways where different approaches have been tried and non working stuff left dormant in the platform. Probably because the original developer has left the team/studio/contract ... Digging through the geological layers or strata of functions and code to find these old bones and fossils could be a hobby. It should be a job! :laugh: (Edit: I mean for Bethesda staff)
  14. oh yeh... https://en.wikipedia.org/wiki/Gamebryo :laugh: :laugh: :laugh:
  15. Why do they leave stuff in that is not used anymore? That feels sooo.. 'untidy'. Thanks anyway guys, guess my circular search area was "a-notta-menta-to-bee"! :nuke: :ohmy: :ninja: :ermm: :huh:
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