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Everything posted by Magicockerel
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Your download history is at the very bottom of the "FILES" dropdown at the top of the page.
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I don't have the time to check myself, but couldn't you just alter the pip-boy's FOV such that it covers the entire screen? In saying that, it has been a while since I've played around with that setting.
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Perk exposing new activity
Magicockerel replied to EliteKill's topic in Fallout 4's Creation Kit and Modders
I've made a mod that unlocks doors and containers (and will optionally be bound to your Locksmith perks), which appears to be along the same lines as you. Haven't released it yet because I have been and will continue to be busy over the next few weeks, and therefore don't have the time to make a polished version and set up the mod page. I've uploaded part of it to dropbox in another thread as I was/am still having issues getting the game to recognise all sources of stealing (they only register something as stealing when it has an owner as far as I can tell, despite it still being a crime to pick locks on doors in Diamond city that don't have owners), here's the link: https://www.dropbox.com/s/u12dc13yhc0ij5n/QuickUnlock.rar?dl=0 What I've uploaded works perfectly fine, though it was something made in all of 2 minutes for demonstration purposes. I've added the perk to the player via a quest, as you can see in the source provided. Yes, you do compile the script. -
Ok, so I've implemented the WouldBeStealing() function into the perk script, but it sadly only affects objects that are owned (as does the SendStealAlarm() function). The script is now: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment Scriptname Fragments:Perks:PRKF_KE_QuickUnlock_01000F99 Extends Perk Hidden Const ;BEGIN FRAGMENT Fragment_Entry_00 Function Fragment_Entry_00(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE debug.notification("Lock unlocked.") if (akTargetRef.HasOwner()) debug.notification("Object has owner.") endIf if (Game.GetPlayer().WouldBeStealing(akTargetRef)) debug.notification("That would be stealing.") else akTargetRef.Lock(false) akTargetRef.SetLockLevel(0) akTargetRef.SendStealAlarm(Game.GetPlayer()) endIf debug.notification("Script ended.") ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin commentThe debug notification "That would be stealing." only appears when an object is owned. If it doesn't have an owner, it doesn't appear to register it as stealing as it will unlock the object as usual. Thanks for the suggestion Reneer nonetheless, if you have any other ideas it would be greatly appreciated.
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Hello Reneer, thanks for your assistance :smile:. I assumed that the fragment would be sufficient, apologies. I'll paste in the source for each of the two scripts and provide a link to a dropbox with the whole mod in it (including the source). Here's the link to the entire mod as it currently is: https://www.dropbox.com/s/u12dc13yhc0ij5n/QuickUnlock.rar?dl=0 I've changed the conditions to only work with lock level 25/novice locks. I was having issues with the activate option not disappearing once I unlocked something, I assume because I added a lock level of 0 (because certain locked objects have a lock level of 0). I have added GetLocked = 1, but that doesn't seem to always get applied. I have played around with WouldBeStealing, but as a condition on the player for the activate option to appear in the first place, it didn't seem to help. I'll test it out and see whether I have any better luck adding it in the script somewhere, thanks. The quest script is: Scriptname KE_QuickUnlockQuestBeginScript extends Quest Event OnInit() Game.GetPlayer().AddPerk(KE_QuickUnlock) KE_QuickUnlockQuestBegin.Stop() EndEvent Perk Property KE_QuickUnlock Auto Quest Property KE_QuickUnlockQuestBegin AutoThe perk script is: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment Scriptname Fragments:Perks:PRKF_KE_QuickUnlock_01000F99 Extends Perk Hidden Const ;BEGIN FRAGMENT Fragment_Entry_00 Function Fragment_Entry_00(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE debug.notification("Lock unlocked.") if (akTargetRef.HasOwner()) debug.notification("Object has owner.") endIf akTargetRef.SendStealAlarm(Game.GetPlayer()) akTargetRef.Lock(false) akTargetRef.SetLockLevel(0) debug.notification("Script ended.") ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin commentEdit: All forms have the prefix "KE_QuickUnlock" and are either in the Perks or Quests sections.
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Long story short I've got a mod that uses a basic script to automatically unlock containers, doors, and terminals through an additional activator. More specifically it only unlocks novice, advanced, expert and master locks. The issue that I'm having is that I've only managed to enforce crime on owned objects. Anything that's marked red, but not actually owned by any NPC can be automatically unlocked (by simply pressing the corresponding activation key) without any repercussions. The script itself is currently: debug.notification("Lock unlocked.") ; This has helped me narrow down the issue as it will state whether the activated object is owned if (akTargetRef.HasOwner()) debug.notification("Object has owner.") endIf ; NPCs treat anyone that automatically unlocks/activates an owned/red text container, door or terminal as if they stole something (this of course does not apply to companions, etc.) akTargetRef.SendStealAlarm(Game.GetPlayer()) ; Unlocks the container, door, or terminal akTargetRef.Lock(false) akTargetRef.SetLockLevel(0) debug.notification("Script ended.")This script is linked to a perk, which is given to the played through a quest and has the required conditions to perform as intended. More specifically GetLocked=1, GetLockLevel=0, 25, 50, 75, or 100, GetIsObjectType = Container, Door, or Terminal. There don't appear to be any bugs in the script, it's just a matter of me being unable to achieve the desired functionality. Therefore I wont bother with posting the quest script as well. SendStealAlarm() has NPCs treat the player as if they stole an object from the owner of the activated object (which would be the container, door, or terminal). So, I'm assuming that without an owner it's as if the player didn't steal anything at all. A link to the function can be found here: http://www.creationkit.com/index.php?title=SendStealAlarm_-_ObjectReference I'm assuming that the containers, doors and terminals that aren't owned, but still show up red, are marked as such by whatever cell they're in, or something along those lines. It's my goal to be able to identify these objects and apply the same crimes to them. I'm new to scripting, so any help would be greatly appreciated. I've been playing around with conditions and functions for over 18 hours now and I can't think of anything else. This has of course all been done in the CK (with some investigation into cells and whatever else using FO4Edit).akTargetRef.SendStealAlarm(Game.GetPlayer()) Edit: A good example of doors being marked as owned/that have red text without actually being owned by an NPC is Diamond City. The only door I found that was actually owned was the door leading into Arturo's house through his shop. An example of an owned container/safe is Trudy's safe at the Drumlin Diner.
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How do I log out of Bethesda.net?
Magicockerel replied to registrator2000's topic in Fallout 4's Creation Kit and Modders
If you don't mind losing the log-in data for all of your accounts, you could try pressing Windows Key+R, typing in "steam://flushconfig", and running that. -
Make an NPC neutral to all factions
Magicockerel replied to Magicockerel's topic in Fallout 4's Creation Kit and Modders
I think I've solved the problem, or rather I've found a faction that does what I want. Now that I think about it I guess it makes sense, but removing an NPCs previous factions and adding them to the CaptiveFaction appears to do the trick. If anyone wants to look the faction up either in FO4Edit or the CK, the FormID is "CaptiveFaction "faction for captives - friends with everyone" [FACT:0003E0C8]". -
The only other mod that I can remember tracking people is Where Are You Now, which tracks your companion. http://www.nexusmods.com/fallout4/mods/7903/? It doesn't use items, but rather just tracks your unique companion NPCs. I assume you've already seen this, I'm mentioning it just in case seeing as I remembered it.
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The only way I've found to make an NPC neutral to a faction is by adding them to it. The goal is to make a specific NPC neutral so that they are completely ignored by everyone and everything. Is adding this NPC to every faction the only way to do this? Any alternative methods that are more convenient to implement and/or manage would be appreciated. Needless to say adding an NPC to every faction manually would be quite tedious to do and hard to manage once implemented.
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No you don't. I made a mod that has lore friendly magical effects that are realistic, as in they could exist in the real world, to grenades. I made a mod that adds a fear spell to a custom meshed grenade. It works as you'd expect, it induces fear: http://www.nexusmods.com/fallout4/mods/12916/? Likewise. All you have to do it assign a custom projectile any of the various vanilla effects. You could assign something to the grenade key that would produce the flamer flames, or the cryo effect through sending a projectile. From what I understand he wasn't arguing that the mechanics weren't in the game (which is what your mod appears to offer), that's exactly his point, all of that is already in the game. He was saying that to recreate the Skyrim magic experience you'd need to recreate the casting animations and visual effects (and of course the system through which you were able to select spells), which haven't been ported over to Fallout 4 like the mechanics. Sure you could create something functionally the same, but without the casting animations and visual effects it's not the Skyrim experience.
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I'm looking at creating a mod that adds defense values to certain constructible objects (or more specifically furniture). The problem is that I'm looking at adding defense values that aren't integers. The defense value shown in the workshop HUD only displays whole numbers. On the other hand I noticed that the food value shown in the workshop HUD is accurate to multiple decimal places, which I feel is a good indication that what I want to do is quite easily possible. To be clear this is just an issue with the workshop HUD, the actual defense values are calculated correctly, I would just prefer that the defense values are displayed correctly. If I give something a defense value of 1.5 and I construct 4 of them that will give my settlement a defense of 6. However, this (the 1.5) will be displayed as just 1 in the workshop HUD. Similarly, 1.75 will be displayed as 1, and anything below the value of 0 wont even show up at all (despite still contributing to the settlements defense). If anyone is unsure what I'm talking about, it's the defense value shown below the required materials (for instance a machine-gun turret has a defense value of 5 and a spotlight has a defense value of 2, etc.). So far I have extracted the interface .swf files using B.A.E. and had a look at the "Workshop" script in "Workshop.swf" using the JPEXS Free Flash Decompiler. I haven't managed to find a solution so far as I'm not sure what I'm looking at. While I'm not familiar with the programming language (I know the basics of a couple others, which didn't prove to be much help here) I assumed that it would be a matter of changing an integer to a float, or at least some property that I could copy over from the displayed food value to the displayed defense value. I also rummaged around FO4Edit trying to find any clues there and didn't get anything. I have not looked at the CK yet as I haven't had the time and it would be a huge time sync, so I have no idea whether that has my answer. Even pointing me in the right direction would be appreciated as I'm not sure what to look at next.