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Everything posted by Navitamonasut
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Mod Consultant Questions
Navitamonasut replied to Navitamonasut's topic in Fallout 4's Creation Kit and Modders
Thank you for the response and I really appreciate the advice! To clarify, I would absolutely not be hiring for a commission. I don't want someone to make the mod for me. I'd be hiring to have someone sit down with me and help me understand where I'm going wrong, best practices, looking through what I've done and tell me why it's not working- someone who is knowledgeable enough about the CK that I'm not banging my head against the wall trying to scour the internet for an answer to an obscure issue I'm having. Ideally, I just want someone to be...like on-call troubleshooting/guidance and I know how hard the time-consuming the CK can be, let alone helping someone through it so I'm absolutely willing to recompense for the time. -
Hey I've been trying to mod a companion on and off for the last year, and am running into issues that go beyond the limits of reverse engineering and trying to figure it out on my own (check out my post history to see the pain lol). I've trawled through these forums extensively, gone through documentation, watched EVERY video on youtube, downloaded companion mods and copied what they did- all to no avail as issues keep cropping up that I don't even know where to LOOK at how to deal with. So my question is...Is it super unheard of hiring someone to help me understand what is going wrong and help lay down the foundations for a companion mod? Has anyone had experience with this? If so, how would I go about it? Appreciate the thoughts!
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Custom Affinity Events Troubleshooting
Navitamonasut replied to Navitamonasut's topic in Fallout 4's Creation Kit and Modders
Is the affinity array a property ? if it's not flagged as "const" changes will not apply in game. Thanks for the reply! Its the EventData_Array under Affinity settings in the companionactorscript that's attached to the NPC script box. I originally had it set to CA_Event_DrinkAlcohol and everything was working fine, affinity was triggering, the friendship scene was working etc etc. Then ALL i did, was change the CA_Event_DrinkAlcohol to something else, loaded the game (new save), it didn't work. Then I went and changed it BACK to CA_Event_DrinkAlcohol and it never worked again. I am at a complete loss as to why this happens (and it happens consistently). Redoing the ENTIRE companionactorscript for every change in a character's affinity CANNOT be a feature lmao. I have been so frustrated and confused with this feature, that I am, at this point, legit willing to pay someone to sit down with my on VC discord and just hold my hand through wtf is going on with my ck. As an extra, mega frustrating side note- I tried remaking the companion on a totally completely mod-free version the EXACT same way i did it before, and now the companion will not follow me. I am on the verge of tears, wtf is going on and how can I find help. -
Custom Affinity Events Troubleshooting
Navitamonasut replied to Navitamonasut's topic in Fallout 4's Creation Kit and Modders
Also as an additional frustrating sidenote, does anyone else have problems updating the affinity array? I'll make a change and I won't see it in game, and when I revert the change back to something that was working, it STILL won't work. It's driving me bonkers. -
Hi everyone, Been working on and off a companion mod and was wondering if there was a way to do custom affinity events? For example, if I wanted to make my companion like it when the player drinks vodka ONLY as opposed to alcohol. I've tried to reverse engineer what I see in the CK, but I'm having trouble getting it to fire. Any advice would be appreciated! What I've done thus far: (GALLERY HERE) Created my own keywords: ZOL_CA_Event_DrinkVodka is the affinity event. (An in game example is CA_Event_DrinkAlcohol) ZOL_ObjectTypeVodka is for filtering purposes. Added Keyword to Vodka: The Vodka item has a few keywords: CA_ObjType_Drink and ObjectTypeAlchohol so I went and added: ZOL_ObjectType_Vodka to create the filter. Edited Relevant Quests: Went to the Followers Quest and clicked the Followersscript and added ZOL_CA_Event_DrinkVodka to the affinity array: Went to CA_Drink Quest and added ZOL_EventKeyword as ZOL_CA_EventDrinkVodka Edited Scripted Event: Went to the SM Event Node for Player Remove Item and under CA_DrinkorChems_Questnode/CA_Drink, added the conditional to have ZOL_ObjectTypeVodka Edited Companion: and of course, went to the CompanionActorScript in my companion and added ZOL_CA_Event_DrinkVodka to his array: I feel like I have all the pieces, or at least I'm thinking about them correctly, but I guess I'm not connecting the dots right as I can't get it to work. Once again, any help would be greatly appreciated!
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Thanks so much for the reply! So I somehow managed to get it to work...by removing the CompanionActorScript and redoing it. It seems that every time I make an edit (or in my case, deleted the Dialogue Test quest and made a new one) simply replugging in the values isn't enough, I have to completely remove the Companion Actor Script and replace it with a new one. (Is that normal? I can't tell with the creation kit if anything is a bug or a feature). AND I managed to get it to work by removing the CA_WantsToTalk condition on the quest stage, leaving just the relevant scene to play. As for the FollowersForceGreetPackage, I'm a little in the dark on how that works exactly. I understand it's used by the Followers Quest, but are Custom Companions (completely new npcs) attached to the followersquest by some default (through CompanionActorScript) or do I have to manually add Testman to the quest? And as a side note, I'm unable to find where the FollowersForceGreetPackage is referenced in Followers Quest. I see Followerscript, and I know I'll eventually have to add the affinity like events for the custom companion to the array there, but I cannot find the package itself. (I'm probably not looking in the right place.)
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Hi Everyone! Would love some help on getting companion affinity dialogues to trigger. I've scoured EVERY single post in these forums that had the word affinity in it and have dissected multiple companion mods off the nexus and it SEEMS like I'm doing everything correctly, but for the life of me, I cannot get my custom companion to trigger his dialogues. (The ones where piper is like "Can we talk?" at different affinity stages) What I've done: --------------------- -affinityscenehandlerscript is attached to the proper quest (Test_man_dialogue) -Threshold array works perfectly. Testman has no problem reaching any Neutral/Admiration/Idolization threshold with the proper messages. -Testman has no issue liking any of the CA_EVENTS (drinking alcohol for testing purposes) -Created a similar system to the vanilla (piper in my case) quest stages (Friendship Scene/Friendship Forcegreet/Friendship Scene end) with the proper script fragments adjusted to my custom companion. It compiled perfectly, so there were no issues there. -Created a barebones Friendship dialogue sequence just to test. (Tried it with CA_WantsToTalk at both 1 and 2 with no luck) But when I get in game and get to these thresholds, Testman will never initiate dialogue and I don't know what I'm doing wrong for the life of me. Any help would be absolutely, greatly, amazingly appreciated. I've come to the limits of my ability to troubleshoot/backwards engineer. I'm also available on my discord: Zolariel#2048 ( why yes, I am that desperate!) ----EDIT--- I have another test mod that DOES do the affinity dialogues but i have not done ANYTHING different than the above steps. I'm not comfortable with a mod that works but only by accident.
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Thanks everyone for all the comments! Honestly, I turned the creation kit on and off and reapplied the companionscript on a new character and everything worked like a charm. I'm going to assume there was some script holdover from copying but after remaking the character and following everyone's steps, I've gotten it to work properly. Thank you so much!
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Thanks so much! Your points make a lot of sense too but i've been having these issues regardless of whether I make them new or not. 1) I've removed the companionscript that came with X6-88 and replaced it with a blank Companionscript and put in all of the thresholds manually, CA_EVENTs and all that jazz being linked straight to my companion. Every relationship threshold/affinity message/relationship is completely new and tailored to my companion. From testing, I've been able to figure out that the CompanionScript itself is calling to the vanilla companions (as I removed companionscript and had no x6-88 admiration message/any message at all.) I guess unless I'm about to edit the CompanionScript source code I might have to find a different solution. That being said, reverse engineering was the first thing I tried to do. The x6-88 messages were in use for two cases, the CompanionX6-88 npc and it's linked reference. There were no other places that message was used so I'm still banging my head against it. 2) I should have said this in the OG post, but I've copy pasted all the vanilla only because I failed doing them for my own. I guess I just have to experiment more. I've tried DLing some custom companions from the nexus, but it's honestly difficult to understand the thought process of other people, especially if they've got big winding questlines (whereas I just want a companion to talk to me) Onwards towards more experimentation I guess..
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Hi everyone! Like the title says, I've been making a custom companion for a few days and I'm running into a few issues I cannot seem to find any fix for. I've trawled the forums, youtube, the CKWiki and gone through google search like it owed me money but I can't find any explanations/fixes. So any help would be GREATLY appreciated. I've copied an existing companion as a base. (X688 to be precise) and have edited the companionscript and their packages. Almost everything is changed and I've followed a few youtube tutorials to the letter. (Seddon, Kris etc) The success: I have a custom companion who: -Follows me -Sneaks when I do -takes out and stashes gun when I do -Trades -can send him home to a settlement -re-hire him. The Issues: 1- Can't get his threshold affinities to say the right message. When you hit 500 affinity with X688, a message pops up that says "X6-88 Admires You." I've set my own messages "Bob admires you" but when I hit 500 affinity, I always get "X6-88 Admires you". I have gone over my object, my objectref, my scripts, everything and removed anything that is x688 but I can't fix this issue for some reason. I've looked up all of X6-88's threshold messages and see that they're ONLY being used by NPCX688 and the according ref so I don't know why my companion is getting them. It's driving me. B O N K E R S My read is that somewhere in a script somewhere, my companion is being referenced as x6-88 but where, you could have me at gunpoint and I couldn't answer you. 2-Can't get Friendship forcegreet affinity dialogue to happen. I know certain characters (like x6-88) don't have friendship dialogue stages (but piper and hancock etc) do. I have copy pasted the papyrus scripts and quest stages from existing vanilla companions and have edited the Threshold Event Arrays accordingly, but can't get my companion to come up and "Hey we need to talk" when I hit friendship but I CAN make it work for Admiration. I cannot, for the life of me, figure out why. And of course, the quest stages are all set accordingly as well. These are the two big things I'm struggling with and I've come to the edge of my knowledge of the creation kit. Any help would be *amazing*.