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Everything posted by D1v1ne122
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One of my mods irradiating the entire map.
D1v1ne122 replied to Deleted8930042User's topic in Fallout 4's Discussion
Gas Masks of the Wasteland, you are receiving radiation cause you need to change your filter in the aid section. There is an option for no radiation in the holotape menu if you dont want any radiation. -
Hi, I would like to be able to apply a screen filter, similar to an image space, but I can choose the alpha image. For instance, I would like cracks on the screen. Is there a way to implement this?
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Hi I recently published my mod Fallout 2287 - Gas Masks of the Wasteland and I wanted to create a compatibility patch for some armor in Far Harbor and a few other mods. The only step that should be needed is to share the keyword GasMaskKeyword. I tried creating a separate esp that has added the GasMaskKeyword to the armors I want to be compatible but it doesn't seem to work, my scripts/other esp don't recognize the "copied" version of GasMaskKeyword. My mod is based on the Vanilla Fallout4.esm and has ArmorKeywords.esm as masters. So is there a convention for creating compatabilites? How do I share data like keywords between files?
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Hi, I've been trying to upload a file to the Fallout 4 mod section using the upload wizard and am constantly running into ERR_CONNECTION_RESET after submitting Step 2. I don't have this issue on any other sites. Solutions I've tried: - Turning off my firewall - Using 3 separate computers, my laptop, desktop and through screenshare I tried submitting it through my GF's computer - Using a different browser (Firefox, Edge) My assumption is this might be some kind of error associated with my account. Since I was logged in on the same account for each attempt. Any help would appreciated, thanks.
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CK Shortcut - Adding Script to Actors
D1v1ne122 replied to D1v1ne122's topic in Fallout 4's Creation Kit and Modders
After reviewing the RegisterForUpdate I realized Timers have replaced it, problem fixed:) -
CK Shortcut - Adding Script to Actors
D1v1ne122 replied to D1v1ne122's topic in Fallout 4's Creation Kit and Modders
Can I filter FindRandomActor in some way? Doesn't seem like I would be able to control how I get "fresh" actors. Do you know if Actors who inherit a template will inherit corresponding scripts? -
CK Shortcut - Adding Script to Actors
D1v1ne122 replied to D1v1ne122's topic in Fallout 4's Creation Kit and Modders
I'm actually not adding forms to the actors themselves, they currently already have the items I am checking against (Gasmasks) but I do need to check against the Gasmasks' forms to determine whether it is or isn't in the actors inventory. Formlist of GasMasks [ i ] -> Actor has this GasMask? -> Equip This isn't the most efficient method because it has to run through the form list for every actor encountered, but since I can't get access to the items in their inventory directly it's my workaround. Will FindRandomActor find a new actor on each call or do I need to filter it as the actors are found? -
Hi, I have a script that I require each "Human" actor to run OnLoad. Its pretty cumbersome to manually add a script to every human actor in the CK (given there are hundreds). I've tried to look up some workarounds, most of the examples I've seen don't quite hit the mark. The script compares forms in the actor's inventory to a formlist and equips or unequips any matches based on conditional statements. This is preferably done before the Player is within the immediate vicinity (for visual consistency) TL:DR - Are there any simple ways I can add a script to every raceHuman actor without manually adding the script to each actor?
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Hi, I'm trying to add a filter to the first person camera and quite stumped on how to apply it. I know how to use ImageSpace Modifiers, but they aren't sufficient for what I am trying to accomplish. Is there a way I could program the filter on to the camera? Or is there some functionality that I am unaware of. Any help would be very appreciative.
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Hi, I'm trying to get make a function that determines whether a given location is a world space or the location of the player is a world space. I don't want to generically just make it the Commonwealth because there are various Worldspaces that I would like to encompass in a general "isWorldSpace" Here is what I have so far: Bool Function isInWorldSpace(Location akLocation, Bool PlayerLoc) If PlayerLoc == true Loc = game.GetPlayer().GetCurrentLocation() isWorldSpace = Loc.isLinkedLocation(Commonwealth , LocTypeWorld) Else isWorldSpace = akLocation.isLinkedLocation(Commonwealth , LocTypeWorld) EndIf return isWorldSpace EndFunction I don't think this is actually getting an accurate boolean value, true being that it is a world space, false, not. I thought checking the keyword LocTypeWorld and asking if the akLocation/Loc is linked to the Commonwealth might be a temporary fix till I figure out how to check against all the worldspaces. Any solutions are welcomed, thanks :smile:
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For right now I've tried to simply attach it to the player actor as an actor script. So far it seems to be going alright but I've run into a snag. Trying to create a function that returns whether an actor is in a worldspace. I've been comparing against the keyword LocTypeWorld, should i be checking against the parent or will this be sufficent? Bool Function isInWorldSpace(Location akLocation, Bool PlayerLoc) If PlayerLoc == true Loc = game.GetPlayer().GetCurrentLocation() isWorldSpace = Loc.isLinkedLocation(Commonwealth , LocTypeWorld) Else isWorldSpace = akLocation.isLinkedLocation(Commonwealth , LocTypeWorld) EndIf return isWorldSpace EndFunction
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I have a series of errors that are a little confusing to me. Most of them seem related to the same lines. I've been trying to mimic the examples but I don't think I'm getting the context of the examples. Errors: Compiling "GasMask\GasMask.psc"...E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,13): no viable alternative at input 'GasMaskFilter'E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,26): required (...)+ loop did not match anything at input '.'E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,4): Unknown user flag gasmaskfilterE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(7,8): cannot name a variable or property the same as a known type or scriptE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,13): no viable alternative at input 'GasMaskFilter'E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,26): required (...)+ loop did not match anything at input '.'E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,4): Unknown user flag gasmaskfilterE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(14,28): GasMask is not a variableE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,13): no viable alternative at input 'GasMaskFilter'E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,26): required (...)+ loop did not match anything at input '.'E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask.psc(4,4): Unknown user flag gasmaskfilterE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(14,28): type mismatch on parameter 1 - cannot pass a gasmask to a keywordE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(14,37): cannot compare a void to a bool (cast missing or types unrelated)E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(21,19): Filter_Charge is not a property on script objectreference or one of its parentsE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(21,33): none is not a known user-defined script typeE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(21,39): cannot compare a void to a int (cast missing or types unrelated)E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(27,16): Filter_Charge is not a property on script objectreference or one of its parentsE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(27,48): Filter_Charge is not a property on script objectreference or one of its parentsE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(27,62): none is not a known user-defined script typeE:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(27,68): cannot subtract a void from a int (cast missing or types unrelated)E:\SteamLibrarySSD\steamapps\common\Fallout 4\Data\Scripts\Source\User\GasMask\GasMask.psc(27,30): none is not a known user-defined script typeNo output generated for GasMask\GasMask.psc, compilation failed.
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Hi, I'm trying to call a property called Filter_Charge from another script on an object called GasMaskFilter to a GasMask to manipulate a variable. I'm having trouble pulling the variable without errors (I think it's just a lack of syntax knowledge). Any help is welcomed. Gas Masks Scriptname GasMask:GasMask extends ObjectReference int TimerID0 = 0 Spell property WastelandRadiation auto Sound Property VOCPlayerSprintOutOfBreath1st const auto ObjectReference GasMaskFilter Keyword GasMask Function RestartTimer() StartTimer(60, TimerID0) ; EndFunction Event OnEquipped(Actor akActor) If (akActor.WornHasKeyword(GasMask) == true) && (akActor == Game.GetPlayer()) RestartTimer() ;Start the timer to consume filters endIf EndEvent Event OnTimer(int aiTimerID0) If aiTimerID0 == TimerID0 ; The 60 second timer we started just expired If GasMaskFilter.Filter_Charge.Get() == 0; Game.GetPlayer().RemoveItem(GasMaskFilter, 1) int instance1 = VOCPlayerSprintOutOfBreath1st.play(self); play SFX sound from my self Sound.SetInstanceVolume(instance1, 1); else GasMaskFilter.Filter_Charge.Set(GasMaskFilter.Filter_Charge.Get() - 10); Remove 10 charge from the item endIf RestartTimer(); Reset the timer back endIf EndEvent GasMaskFilter: Property Filter_Charge Scriptname GasMask_Charge extends ObjectReference ObjectReference GasMaskFilter int Charge = 50 int Property Filter_Charge int Function Get() return Charge EndFunction Function Set(int i) If Charge > 0 Charge = i endIf EndFunction EndProperty
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Simple EOF error - Scripting
D1v1ne122 replied to D1v1ne122's topic in Fallout 4's Creation Kit and Modders
Can I make a constructor to default on creation of a new AmmoGasMaskFilter instance? "Charge" acts nearly the same as Fusion Cores but drains at a different rate. I couldn't find any script examples of fusion core use so I'm trying to recreate it. -
Ah okay, thanks, I will likely have gas masks for other slots too like neck, mouth only so people don't feel too limited about their choices, but for now I'm just doing the vanilla gas masks. I would like to be able to check for non-GasMask helms as well (because while in interior cells gas masks wont be required). Hopefully that won't be too cumbersome like adding a keyword to every helm in game.
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As horrible as it feels, stuck on a EOF compile error So far checked: - Space at the end of line - Syntax Scriptname GetFilterCharge extends ObjectReference ObjectReference AmmoGasMaskFilter int Property Charge = 50 auto int Function Get() return Charge EndFunction Function Set(int i) Charge = i EndFunction EndProperty
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Hi, I'm brand new to scripting in papyrus. I have a series of head pieces that I am labeling under the keyword GasMask. In an OnEquipped event, I want to check that the player is both wearing a Gas Mask headpiece and is the player character without calling out a specific Gas mask; rather referring to whether the head piece has the keyword GasMask to verify it is an eligible headpiece for the conditional operator. Scriptname GasMask extends ObjectReference ObjectReference AmmoGasMaskFilter ;ObjectReference "head" Function RestartTimer() StartTimer(60, TimerID0) ; EndFunction Event OnEquipped(Actor akActor) ;Here I want to check against the generic "helm" body slot and find out if it is a GasMask If ("head".HasKeyword(Keyword GasMask) == true) && (akActor == Game.GetPlayer()) RestartTimer() ;Start the timer to consume filters endIf EndEvent ... Is there an easy way I can make the reference to the head body slot and check that it is a gas mask?
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Hi, this is my first time diving into papyrus scripting, I'm not horribly familiar with scripting in general but I have moderate programming experience. I am trying to: A: Create an item that mimics a fusion core's degradation effect over time. B: Create an item that has durability (like a helm) but is not restricted to power armor. C: Tie the depletion of the durability or fusion core mimic to a dmg/rad effect. D: Add these items to the drop table of every Human npc. E: Force equip them to npc's upon entering Commonwealth. I've been having trouble finding some scripts that can give me good references. I'm currently investigating ways I can manually reprogram a degradation and durability effect to the items but I'm having trouble getting off the ground. Any advice or references would be useful. Thanks.
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Pretty simply, my compiled scripts are not showing up in the CK. They are in the C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source but do not show up in the Script Manager.