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Functions to add items typically refer to ObjectReference or Actor instances, not base objects. In fact, the base container object has no functions at all. One way to do this would be to make a formlist of every reference (possibly just dragging from the Use Info dialogue?) and loop through it to add the leveled list, but this would be lost on a cell respawn, so you'd have to keep on adding it, which just gets messy as hell. The better way is to identify existing leveled lists that are in those containers and add to them with the script, but that's tricky because it depends on there being convenient leveled lists already in place, and on your ability to identify the right place to insert your leveled list. Usually works for things like randomly generated gear on NPCs and in store inventories, but beyond that it's a crapshoot. Considering it's relatively easy to patch these things in xEdit, it seems to me that the best way to get the job done is just to edit the records in the plugin and expect users to patch conflicts themselves. But I'm a pretty fix-it-yourself kind of person by nature, so eh.
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Changing the repair cost of items
Deleted6306543User replied to Worsin's topic in Fallout 4's Creation Kit and Modders
Check out the repair COBJ records for existing power armor to spot differences between them and what you've already done, and maybe duplicate them and point them at your pieces to test. If that doesn't work (for example, if the game just assumes you won't be crafting power armor pieces and that any COBJ record pointing toward it is for repair), then it's still workable. You'd have to have the crafting recipe produce a separate dummy item that's scripted to add the intended piece to your inventory and remove itself. -
Get reference to an object
Deleted6306543User replied to RoadWarrior9's topic in Fallout 4's Creation Kit and Modders
Properties are set in the CK and saved to the plugin after the script is compiled. Try double-clicking on the script in the CK or right-clicking on it and selecting Properties. -
Papryus Fragment wont compile
Deleted6306543User replied to muckfinger's topic in Fallout 4's Creation Kit and Modders
Glad to help! -
Papryus Fragment wont compile
Deleted6306543User replied to muckfinger's topic in Fallout 4's Creation Kit and Modders
That is not what the MiscObject script should contain. You have either edited it or someone else in some mod you installed has. Without F4SE, the file should contain only this: Scriptname MiscObject extends Form Native Hidden ; Returns the number of the given component this form has. int Function GetObjectComponentCount( Component akComponent ) native With F4SE: Scriptname MiscObject extends Form Native Hidden ; Returns the number of the given component this form has. int Function GetObjectComponentCount( Component akComponent ) native ; F4SE additions built 2017-09-23 18:24:03.503000 UTC struct MiscComponent Component object int count endStruct ; Do not use these functions on ConstructibleObject they will not work. ; Papyrus defines Constructible as extends MiscObject when this is not ; remotely true internally and F4SE does not support this kind of conversion ; in code so these are separate functions MiscComponent[] Function GetMiscComponents() native Function SetMiscComponents(MiscComponent[] components) native You should be able to find the original, unedited script in a Base.zip file in your Data\Scripts folder. Also, just to make sure you know, if you don't have F4SE installed, there should only be one MiscObject.psc file in your entire Scripts folder, and it should be in Data\Scripts\Source\Base. There's no "particular" MiscObject.psc file because there should only ever be one that the compiler sees, and it should be either the one shipped with the CK or the one shipped with F4SE. -
Well, nope. I repacked my archive from scratch with no compression. Same result. I then went so far as to recompile every script and pack in files that had never been in an archive, with no compression, same result. At this point I'm just going to start working with loose files and either skip the archive altogether or maintain different copies of the mod for editing and playing... This is ridiculous.
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Those are already accounted for by the scripts working in-game with no loose files, but: That is promising. I just checked Sim Settlements versus my own archive and indeed the Main.ba2 in Sim Settlements is not compressed at all, but mine is (with default compression). I must have missed it when I was comparing the settings earlier. I'll try repacking it with no compression when I get home today. Interestingly, my archive has had default compression from the beginning, as far as I can tell; I just checked the very first version. Maybe compression only starts screwing up scripts after a certain file size is reached, and only intermittently, with it getting worse the more the archive grows? Mysterious.
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Didn't work. Tried it in both the CreationKitCustom.ini and the base CreationKit.ini files, and finally in the actual game's .ini files. Additionally, I'm not finding any guides for Fallout 4 which suggest this is a necessary step, and neither CK file actually had an [Archive] section in the first place, let alone that line, but I can still load scripts from DLC in the CK. Plus, when I did add the line, it actually broke loading from the DLC, which suggests to me that without the line the CK defaults to the file name parsing that the game uses to associate archives with their plugins. Also, earlier I tried to install manually, instead of through NMM, with the same result. Edit: Also, have just confirmed that it will load Sim Settlements scripts from a .ba2, not loose files, with no complaint (also installed by NMM). So whatever the problem is, it's with my archive, but I have no idea how to fix it. Both archives were made with the same settings as well.
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This sounds familiar now that you mention it; I remember having to do it for Skyrim but don't remember doing it for Fallout 4. I'll check back in when I get home from work and try it. But, if that is the solution, then I find that baffling... If I haven't done it yet for Fallout 4, then that's been the case from the beginning, but the problem only started recently (and there've been scripts only found in the archive from the start). I've been able to edit the properties in my plugin without loose .pex files for years, for both Skyrim and Fallout 4. My workflow, which I've used for multiple years, at no point involves unpacking my archive, and I don't keep loose .pex files in the .zip. (I rely on that to know at a glance which files need to be packed; if there's a loose .pex, I need to pack it.) Even now, considering what you say, these symptoms just... Don't make sense to me. Reinstalling the exact same file through NMM, with no loose .pex files, does eventually work. What changed for me is all the sudden it stopped working most of the time (and I promise I'm not somehow adding and removing lines from my CK .ini and forgetting about it). Hell, I was using the CK without it throwing these errors, and with the ability to edit properties, for multiple hours, and then it all of a sudden started happening, without any change to my .ini or even a restart of the laptop I was working on. I just closed the CK to check something in xEdit, then reopened it, and bam, errors where none had been. And then, and only then, it started happening on my desktop. When it started, I even tried going back a mod version (again, no loose .pex files), and it worked immediately, no errors... but then stopped working right after. All of this is just to say, if that does work (and I hope it does) I still think something bizarre and occult is happening.
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(This is a cross-post from here.) Almost every single time I try to load my plugin, I get this error. Checking the log shows entries like this: MASTERFILE: PERK 'Scrapper02' (001D2483) Unable to find variable ::ComponentRadarEnabled_var on any Papyrus scripts for form 'MAO_Keypress_Manager' (070E0F90) in TESConditionItem Parameter Init for PERK Form 'Scrapper02' (001D2483). MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Unable to find variable ::FEVStrengthTaken_var on any Papyrus scripts for form 'MAO_Biobots_Quest' (070ADD3D) in TESConditionItem Parameter Init for MESG Form 'MAO_Biobots_Menu_FEV' (0700A089). MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Errors were encountered during InitItem for conditions on menu item 0 for terminal 'MAO_Biobots_Menu_FEV' (0700A089) See Warnings file for more information. MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Unable to find variable ::FEVPerceptionTaken_var on any Papyrus scripts for form 'MAO_Biobots_Quest' (070ADD3D) in TESConditionItem Parameter Init for MESG Form 'MAO_Biobots_Menu_FEV' (0700A089). MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Errors were encountered during InitItem for conditions on menu item 1 for terminal 'MAO_Biobots_Menu_FEV' (0700A089) See Warnings file for more information.What it boils down to is the CK usually throws a fit about any scripts in an archive. I say "usually" and "almost every single time" because up until now my solution has been to just... reinstall the mod in NMM, over and over again, until the CK stops spitting out these errors; it used to take just a few tries but at this point it's been an hour and I still haven't had the CK open the archive right. And as far as I can tell the mod works perfectly fine in the game; scripts in the archive, with no loose files, function exactly as expected. Further, the editor is happy to accept the loose .pex files even if I extract them from the very same .ba2 that causes it problems. If I try to proceed even with these errors, I'm unable to open the properties for any script in the .ba2 file, which is a showstopper for a lot of edits. This is also a recent change. I have changed nothing about my process or how I make the mod, and it just... started happening. On two different computers. I would really, really love to get back to modding instead of just trying to get the damn editor to load the files it used to be perfectly happy with. Any ideas what the problem is?
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All right, I figured it out. It turns out it's very simple: FollowersScript.SendAffinityEvent(self, CA_Event_HackComputer)"CA_Event_HackComputer" is part of a long list of keywords tied to companion affinity reactions, all prefixed by "CA_Event_"; just replace the keyword with whatever keyword corresponds to the event you want companions to react to, and FollowersScript will handle it from there.