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pepperman35

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Everything posted by pepperman35

  1. Thanks for the answers folks. Sounds like including the meshes and accompanying dds files into the mods ba2 archive is the way to go then.
  2. I have created a couple of custom NPCs for a mod I am working. I noticed in my data folder that there are now folders for meshes and textures. In the textures folder (e.g., Data\Textures\Actors\Character\FaceCustomization\BartonvilleTownshipII.esp) there are *.dds files and *.tga files. Now for the questions: Do these meshes and textures need to be placed in the ba2 when I package up the mod? Do the *.tga files need to be packed along with the *dds files? If so, what compression settings should be used on the ba2 archive?
  3. If you want your mod to require all the DLC then an approach would be to 1) Open the Creation Kit 2) Under the data tab select the main and DLC, and load (do not activate any of them. 3) Once it all gets loaded in, save your plug-in. Give it a unique name. 4) Close the CK 5) Reopen the CK, activate your plug-in 6) Mod this as you desire, saving frequently. Each time you want to adjust you mod, you load it and activate it. Learn to use layers, you will find them to be quite useful.
  4. Pretty sure there is a mod out there that already does this...just can't recall which one.
  5. When you decide to edit a cell in the commonwealth, the 1st thing you want to do is freeze ALL layers because touching stuff will cause problems (e.g., dirty edits, broken precombines). Remember to do this each time you open your mod and make edits to that location. Next, you'll want to create your own layer for that cell. Make that layer the active layer, and place your modded assets in this layer. But since you didn't do that you have broken the precombines and you will need to repair them. I believe RedRocketTV has a youtube tutorial on the subject. There is also a lengthy thread on this forum that goes into great depth about precombines.
  6. Nice! Another set of tools for the toolbox. Thanks niston, much appreciated.
  7. Assuming you have your script psc files extracted into the source folder, you could use the following from a command line prompt window to see where this is used in vanilla scripts findstr /s "OnExitFurniture" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\*"
  8. Sweet, another capability that I didn't know existed. Appreciate the info DieFeM.
  9. Anyone have a procedure to generate/create a map depicting the new worldspace that will dispaly in the pipboy?
  10. Try looking at door in the CK. Some of them have markers to show the orientation of how the door will open. You can see these when you have the M key toggled on. These markers are built into the door's nif file.
  11. I would image contacting NP3 on Discord would be your best course of action.
  12. Try these on for size. You may have to adjust snap points in nifscope.
  13. Boxes and rectangles are relatively easy. Glad you got it sorted. How complicated is the second piece? Details ....
  14. See if this works for you, it should have a proper collision.
  15. Instead of removing ground, think in terms of making a hole in the ground (i.e., a hole big and deep enough to fit the inground swimming pool).
  16. In case you don't know, you can press H key whilein the Creation Kit to open the landscaping editor. You may be able to achieve your goal with landscape editing. It takes a bit of practice though. Good Creation Kit AND landscape editing and you'll find some video tutorials out there. Good luck.
  17. Assuming you have little to no knowledge of making mods, I’d say start with learning the basics of the Creation Kit and specifically the quest system. Kinggath’s Bethesda Mod School (youtube) series and seddon tutorials(also on youtube) would be a good place to start. Afterwards, you could spend time in the Creation Kit itself looking at quests. Look for quests that are similar to your design goal and try to reverse engineer them. In other words, learn how them work, and then proceed from there.
  18. Not sure but editing the landscape might have broken the precombines. Can't remember if precombines included the landscape or not, but you could try redoing them (previs/precombines) and see if it makes a difference.
  19. I have used kinggeth tutorial with good success. If I call correctly, once you generate the fuz files you put them into a ba2 (not loose) and put the wav, etc, in a backup location.
  20. I think that is an excellent suggestion, and fairly easy to implement.
  21. Copy all niston, thank you. I tried a trigger box approach with good results
  22. First attempt: Tried OnActivate with the following script applied to the barber chair. NPC is assigned to the station and manning post. Log file shows no evidence of it being activated and of course the barber pole doesn't animate. Scriptname Bart:BarberShopMannedScript extends ObjectReference Const ObjectReference Property pFO4_BarberShopPole01 Auto Const Mandatory Event OnActivate(ObjectReference akActionRef) Debug.Trace("Bart:WorkshopBarberMannedScript Barber shop activated by " + akActionRef) If (AkActionRef == Game.Getplayer() as ObjectReference == False) If self.HasActorRefOwner() Debug.Trace("Bart:WorkshopBarberMannedScript Barber shop has changed ownership") pFO4_BarberShopPole01.PlayAnimation("Play01") EndIf EndIf EndEvent
  23. Okay, working on a barber shop for my settlement. I have made an animated barber shop pole FO4_BarberShopPole01.nif) and I would like to play its animation “Play01” when the assigned NPC loads into the station (i.e., DLC06WorkshopBarberChair). Likewise, I would like to stop its animation when the assigned NPC leave the station. The animated barber shop pole would signify that the barber shop was either open or closed, depending on whether an NPC was manning the station or not. From a scripting perspective what would be the best way to implement this? I suppose I could put a trigger box around the DLC06WorkshopBarberChair and when the NPC enters or leave it, the barber pole animation could play or not. Event OnActivate might be another option but I don’t readily see a way to turn off the animation via that option. Event Actor.OnSit and Actor.OnGetUp might be a third option. How does one determine if an NPC is assigned to and manning the station?
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