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pepperman35

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Everything posted by pepperman35

  1. Oh, I like that idea and will have to give it a look see. Thanks for that.
  2. Thanks Korodic for the suggestion. I keep forgetting about using layers.
  3. In my current mod, I am attempting to add a sauna area to my gym. It is a small area 1 large 256 square x 1 256 square. The room has a entry door, three benches inside and two greebles, and three vents. I am using the greebles and vents to blow steam into the room; however, it just wasn’t steamy enough for my liking. So I added mist to the floor area for effect. It looked a bit more realistic; however, the mist isn’t confined to the room. So my question for the experts is this: Is the some time of bound box (say something similar to a lightbox) that I can use to keep the mist confined to this room only?
  4. Thanks for the reply Orissa. That gives me a place to look at least. Much appreciated. sadly, I may need to rethink me strategy for using them.
  5. Working on a mod and have recently begun experiencing something weird when I go into game for testing. The message is "This item is broken. Please scrap and re-craft it." Anyone seen this message before and know of a fix?
  6. Mission success! Works like a charm. I also like your suggestion "You might perhaps also want to add some functionality that prevents interaction with the tower's terminal, until power to NW is restored." At the moment I have a Vault Tech Super reactor on the ground floor, positioned in proximity to the workshop. I wonder if I use a condition along these line run terminal if super reactor is on and workshop is owned by player. Alternatively, I could implement something like you suggested. Next project is to work on an automated quartermaster for the armory and an automated dispensary for the clinic. Again, many thanks for you help and patience.
  7. Okay, working on implementation now. But first, let me thank you once again. More to follow ....
  8. 1. I am working on a settlement mod for Nuka World Red Rocket settlement. Essentially, it is based on the blueprint I posted up some time ago. https://www.nexusmods.com/fallout4/mods/39377 2. I want to use the RelayTowerPublic to double as s recruitment beacon for that settlement, built into the mod and controllable by a terminal. I'd like for the beacon to begin broadcasting once the satellites antennas deploy and stop broadcasting when they retract. In other words, after the player claims the Nuka World Red Rocket settlement, he/she can activate the beacon via a terminal that will reside in the communications building. No workshop building of a beacon required. Makes sense?
  9. Okay, my success rate in implementing your script is not good. For situational awareness, here is what I have done. Duplicated RelayTowerPublic and renamed it Peps_NWCPCommsTower Added Keywords to the tower: WorkshopPowerConnectionDUPLICATE000, WorkshopRadioObject, WorkshopStartPoweredOn, and WorkshopSwitchActivatorKeyword Added Actor values to the tower: powerradiation (1500), workshop rating radio (1), and workshopresourceobject (1) Peps_NWCPCommsTower has the RelayTowerScript Added a default terminal and set it up exactly like RelayTowerTerminal Hopped in game and tested it…Satellite antenna raise and lower via the terminal commands Back in CK…Complied the revised script written by niston; added custom script to the tower Tried to pick Custom Recruitment Beacon reference in Render Window and was unable to do it via the visual crosshair gizmo. The crosshair was red in color and wouldn’t select the tower. Manually completed the fields for the RecruitmentBeacon property. Hopped in game to test…Comms tower is invisible. When executing terminal command to Extend Satellites, the terminal ties to execute but hangs up with no way to recover or move forward. Tower remains invisible. I tried fast traveling away and then back, hoping that it might reset something but game crashes on fast traveling to the Nuka world settlement. However, able to return via foot. Unfortunately, no change in status. I’m sure it is operator error on my end, and haven’t implement things properly. Any suggestion for corrective action would be welcomed and appreciated.
  10. Off from work now, so I will try to incorporate the new and improved version of your script. I really appreciate the help. MoveTower() is called via the terminal using the Papryus fragment (akTerminalRef.GetLinkedRef(LinkCustom01) as RelayTowerScript).MoveTower()
  11. Wow, incredible. Thanks ever so much. I'll give this a test when I get off work later.
  12. thanks niston, much appreciated. I'll give this a look see and see how it might work within the context RelayTowerPublic [aka Radio tower 3SM-U81 (RelayTower01ext cell)].
  13. Niston, Any chance you could post that custom activator script. I am trying to get the radio beacon to activate via terminal ( see Custom Recruitment Radio Beacon (scripting help) and I am hoping it might help me out.
  14. Thanks for the reply. In the WorkshopObjectScript there is the event Event OnActivate(ObjectReference akActionRef);WorkshopParent.wsTrace(self + " activated by " + akActionRef + " isradio?" + HasKeyword(WorkshopParent.WorkshopRadioObject))if akActionRef == Game.Getplayer() ;WorkshopParent.wstrace(self + " activated by player")if CanProduceForWorkshop()if HasKeyword(WorkshopParent.WorkshopRadioObject); radio on/off; toggle statebRadioOn = !bRadioOnWorkshopParent.UpdateRadioObject(self)endifelseendif; player commentif IsBed() == falseWorkshopParent.PlayerComment(self)endifendif if GetBaseObject() as FloraSetValue(WorkshopParent.WorkshopFloraHarvestTime, Utility.GetCurrentGameTime())endifEndEvent Inside the WorkshopParentScript there is the function ... function UpdateRadioObject(WorkshopObjectScript radioObject) wsTrace("UpdateRadioObject for " + radioObject) WorkshopScript workshopRef = GetWorkshop(radioObject.workshopID) ; radio if radioObject.bRadioOn && radioObject.IsPowered() wsTrace(" starting radio station") ; make me a transmitter and start radio scene ; 1.6: allow workshop-specific override if workshopRef.WorkshopRadioRef workshopRef.WorkshopRadioRef.Enable() ; enable in case this is a unique station radioObject.MakeTransmitterRepeater(workshopRef.WorkshopRadioRef, workshopRef.workshopRadioInnerRadius, workshopRef.workshopRadioOuterRadius) if workshopRef.WorkshopRadioScene.IsPlaying() == false workshopRef.WorkshopRadioScene.Start() endif else radioObject.MakeTransmitterRepeater(WorkshopRadioRef, workshopRadioInnerRadius, workshopRadioOuterRadius) if WorkshopRadioScene01.IsPlaying() == false WorkshopRadioScene01.Start() endif endif if workshopRef.RadioBeaconFirstRecruit == false WorkshopEventRadioBeacon.SendStoryEvent(akRef1 = workshopRef) endif else wsTrace(" stopping radio station") radioObject.MakeTransmitterRepeater(NONE, 0, 0) ; if unique radio, turn it off completely if workshopRef.WorkshopRadioRef && workshopRef.bWorkshopRadioRefIsUnique wsTrace(" custom station: disabling transmitter") workshopRef.WorkshopRadioRef.Disable() ; stop custom scene if unique workshopRef.WorkshopRadioScene.Stop() endif endif ; send power change event so quests can react to this workshopRef.RecalculateWorkshopResources() SendPowerStateChangedEvent(radioObject, workshopRef) endFunction So how do I change the bRadioOn variable and send it back to the function via a Papyrus Fragment? I tried defining the variable bool Property bRadioOn = true auto hidden to start and it didn't like that. Rather a noob when it comes to scripting.
  15. After looking at the WorkshopObjectScript and the WorkshopParentScript, I decided to start small. I added the WorkshopRadioBeacon and a default terminal into the mod. Within the terminal I added the two menu items: Activate Radio Beacon and Deactivate Radio Beacon. I added a property with the following values: Property Name: myBeaconType: ObjectReferenceValue: Pointed it to the Radio Beacon For a simple Papyrus Fragment I used myBeacon.SetOpen(false) for the Activate Radio Beacon menu item and myBeacon.SetOpen(true). In game, I manually added a small generator to power the Radio Beacon, tested it manually to confirm it was working and then shut it down via the switch. I then tried using the terminal to turn the radio beacon on and the switch light turns green, and there is an audio of the switch activating; however, no signal was apparently being broadcast. At this point I am at a loss on how to proceed. I fast traveled away and back. Repeated the process but the results were the same ...no broadcast signal via the terminal. Any pointers.
  16. Okay, scripting warriors I have another question for you. Background: I want to use the RelayTowerPublic [aka Radio tower 3SM-U81 (RelayTower01ext cell)] as a custom recruitment radio beacon for my settlement, which will be activated by a terminal. I’d like for the beacon to become active once the antennas are deployed and deactivate when the antenna are retracted. Actions Take: The Relay Tower is added with the following keyword: WorkshopRadioObject, and the following actor values: PowerRadiation(1500), WorkshopRatingRadio(1), and WorkshopResourceObject(1). Ref links, scripts and fragment match those from RelayTower01ext cell. Currently, my version works just like the one in cell RelayTower01ext (i.e., antenna deploy and retract on command via the terminal). However, it is unclear to me where and how to get the rest of it to work (broadcast signal as desired). Help Requested (scripting): What do I need to do in order to get the beacon to broadcast signal when the antennas are deployed (i.e., Tower is in the up position) and stop broadcasting signal when the antennas are retracted (i.e. Tower is in the down position). Any help would be welcomed and most appreciated.
  17. Okay, here is what I tried. A setup a link from the wall terminal to the Vault-Tec Super Reactor with the keyword LinkTerminalTripwire. Used this code fragment to try and turn on the reactor ObjectReference[] linkedRefArray = akTerminalRef.getLinkedRefArray(LinkTerminalTripwire) int i = 0while i < linkedRefArray.length ObjectReference theSwitch = linkedRefArray debug.trace(self + " " + i + ": " + theSwitch + " TURNING ON") if theSwitch theSwitch.SetOpen(false) endifi += 1endWhile The reactor is the only switch in the chain. Compiler output...Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "Fragments:Terminals:TERM_nativeWorkshopSwitchTer_1325EE8D"...C:\Users\Omega1\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_nativeWorkshopSwitchTer_1325EE8D.psc(7,67): variable LinkTerminalTripwire is undefinedNo output generated for Fragments:Terminals:TERM_nativeWorkshopSwitchTer_1325EE8D, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on Fragments:Terminals:TERM_nativeWorkshopSwitchTer_1325EE8D I had taken this code fragment from the nativeWorkshopSwitchTerminalSubMenu so logically it should have worked. Obviously it is operator error, but what am I doing wrong?
  18. Thanks for the prompt response. I'll look closely at those and see what I can figure out.
  19. Greetings Fellow Creation Kit Warriors, Background: I am using the CK to build a settlement mod at Nuka World based on my Nuka-World Red Rocket - Settlement Blueprint. Learning CK as I go. Concept of Operations: My vision for this settlement goes something along these lines: After player completes requisite story lines, he/she claims/activates the Nuka-World Red Rocket workshop. Player then turns on power via a terminal [conditional]. Workshop must be claimed before power can be activated. Player turns on recruitment beacon via terminal [conditional]. Power must be turned on before the recruitment beacon can be activated. Player turns on water purifiers via a terminal [conditional]. Power must be turned on before the water purifiers can be activated. Player turns on automated defense systems at each of the four watchtowers via a terminal [conditional]. Power must be turned on before the automated defense systems can be activated.Notes: Items 3-5 can be activated in any order provided the requisite condition has been met (i.e., power has been activated). Questions: What would the Papyrus script look like to check the operation state of the power generator? I’ll be using the Vault-Tec super-reactor. What would the Papyrus script look like to remotely activate the Vault-Tec super-reactor via a terminal? As the rest of the objects are two state devices this should arm me with info to replicate the process. What would the Papyrus script look like to test whether or not the Nuka-World Red Rocket workshop has been claimed by the player?Thanks for reading and offering advice/help.
  20. Since you guys seem to have cracked the code on this, any chance you could generate a little tutorial for use newbies. Thanks for considering.
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