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Brauch dringen Hilfe für NPC Collision
pepperman35 replied to jan1977's topic in Fallout 4's Creation Kit and Modders
I don't use this myself but you might give this a look: NifSkope Collision Tutorial - Fallout 4 and Skyrim -
Format contents of messagebox?
pepperman35 replied to d4em's topic in Fallout 4's Creation Kit and Modders
ScriptName PlayerReadButNoTake extends ObjectReference { Prevents the player from taking an item; script provided by dylbill via forums } ;-- Properties -------------------------------------- ObjectReference Property myBookLocation Auto ; This is a xmarker to mark the location of myBook ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (akNewContainer == Game.GetPlayer() as ObjectReference) If (akOldContainer == None) Self.moveTo(myBookLocation, 0, 0, 0, True) Else akNewContainer.RemoveItem(Self as Form, 1, True, akOldContainer) EndIf Debug.Notification("You can't take this book.") EndIf EndEvent -
Adding Map Marker To Map Via Script
pepperman35 replied to HBModdingGuy's topic in Fallout 4's Creation Kit and Modders
kinggath's Bethesda Mod School series might be a good reference. The lessons on quest making and dialogue could be useful in this current endeavor. In the lesson, Bethesda Mod School: Quest Making 106/Dialogue 105: Using Dialogue in Quests, kinggath shows how to use dialogue to make the quest function (set objectives, etc). While he doesn't specially use the AddToMap, hopefully you get the jest of it. -
How can I find/check WeaponLLinject.pex on xedit?
pepperman35 replied to kplusa's topic in Fallout 4's Discussion
Are they conflicting because they are trying to edit WeaponLLinject.pex or are they conflicting because they all use the same script, WeaponLLinject.pex? -
Elevators that serve multiple floors
pepperman35 replied to niston's topic in Fallout 4's Creation Kit and Modders
NISTRON Elevator Framework for reference. -
Here is the script that is on the LvlSupermutantSuicider Scriptname SuperMutantSuiciderScript extends Actor Conditional Explosion Property FatManExplosion Auto Const String Property animEventName Auto Const float property minHealthPercent = 0.05 Auto Const float property minLimbPercent = 1.0 Auto Const ActorValue property HealthAV Auto ActorValue property RightAttackCondition Auto Weapon Property SuperMutantSuiciderBomb Auto Const Ammo Property AmmoFatmanMiniNuke Auto Const MiscObject Property c_NuclearMaterial_scrap Auto Const float myHealth float myLimbCondition Event OnLoad() if Is3DLoaded() RegisterForAnimationEvent(self, animEventName) RegisterForHitEvent(self) endIf EndEvent Event OnUnload() UnregisterForAllHitEvents() EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (akSource == self) && (asEventName == animEventName) Debug.Trace("anim event caught") blowUp() self.Kill(self) endIf EndEvent Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string asMaterialName) Debug.Trace(akTarget + " was hit by " + akAggressor) myHealth = self.GetValuePercentage(HealthAV) as float myLimbCondition = self.GetValuePercentage(RightAttackCondition) as float debug.trace(myHealth) if (myHealth < minHealthPercent && myHealth > 0 || myLimbCondition < minLimbPercent) UnregisterForAllHitEvents() blowUp() self.Kill(self) else RegisterForHitEvent(self) endIf EndEvent Event OnDeath(Actor akKiller) UnequipItem(SuperMutantSuiciderBomb) UnregisterForAllHitEvents() EndEvent function blowUp() debug.trace("Mutant 'splode") placeatme(FatManExplosion) UnequipItem(SuperMutantSuiciderBomb) RemoveItem(AmmoFatmanMiniNuke) AddItem(c_NuclearMaterial_scrap, 2) Dismember("Head1", true, true) Dismember("RightArm1", true, true) Dismember("LeftArm1", true, true) Dismember("LeftLeg1", true, true) Dismember("RightLeg1", true, true) Dismember("Left Foot", true, true) Dismember("Right Foot", true, true) ;Dismember("Torso", true, true) endFunction
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solved Power Control via Terminal
pepperman35 replied to RolazLaguna's topic in Fallout 4's Creation Kit and Modders
Yes, all were presets. I never make any of my stuff buildable. -
solved Power Control via Terminal
pepperman35 replied to RolazLaguna's topic in Fallout 4's Creation Kit and Modders
I recall doing this or doing this in part with one of my settlement mods. If I recall, I setup the generators, water pumps, and switches to start in the off state using a script assigned to each piece. I had a script on the terminal that was used to turn things on depending on the choice the player made at the terminal (e.g., turn the generators on; turn the water pumps on if the power was on; etc). I used FO4edit to setup the power grid behind the scenes (i.e., no wires). -
Sounds similar to your previous post. If I recall, some didn't think it was a good idea/location. However, if you want it bad enough, you could always give it a shot yourself using the Creation Kit. Also, there are a number of mods out there that connect some of those places. For example, Monorail To Spectacle Island and The Harbor Bee Monorail connects the Castle to Spectacle Island.
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Never used them myself but I would hazard a guess and say they are related to the detection-based mechanics. Are these used in any vanilla scripts? I took a quick look and it appears GetCombatVisualDetection and PlayerVisualDetection are not in any of the Papyrus scripts. If they are valid condition functions in the Creation Kit (i.e., you can use them in the Conditions tab of a magic effect, spell, perk, etc.), but are not callable in scripts (i.e., you can’t log or display the exact float values in-game via script), not sure how one goes about setting up debugging to test its functionality.