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Hazz3r

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  1. Hi, I'm about to start a new playthrough of Fallout 4 from a clean slate and I would love the feature to reset the Downloaded and Update Available banners when I'm browsing, as they aren't relevant to me anymore.
  2. It seems like the sort of thing that would be linked to a Quest, especially seeing as the objective changes to Danse when you activate it.
  3. Hi Ganked, I think that you probably don't have your Fallout4Custom.ini set-up correctly. Navigate to "C:Users/[YOUR NAME]/Documents/my games/Fallout4/" You should see a few files and a folder where your savegames are stored. Copy and Paste the file Fallout4.ini and rename the copy to Fallout4Custom.ini Open Fallout4Custom.ini and delete everything in the file. Write these three lines: [Archive] bInvalidateOlderFiles=1sResourceDataDirsFinal= Save the file and then see if your mods work again. Let us know if this fixes it and happy modding :)
  4. Scriptname FaceGenBarberChairScript extends ObjectReference ;does this chair have a barber? If so, everything is handled in the HairCut script on the Actor form for the Barber Bool Property HasBarber = False Auto Keyword Property AnimFaceArchetypePlayer Auto Const {Store Player Face Archetype. We need to switch player to Neutral while in the menu.} Event OnLoad() If HasBarber == True ;make sure we block activation if the barber isn't in the same loaded area Self.BlockActivation(True, True) EndIf EndEvent ;when player activates furniture, wait until he sits, then open the face gen menu Event OnActivate(ObjectReference akActionRef) Actor PlayerREF = Game.GetPlayer() If akActionRef == PlayerREF If HasBarber == True ;do nothing Else RegisterForRemoteEvent(PlayerREF, "OnSit") RegisterForRemoteEvent(PlayerREF, "OnGetUp") EndIf EndIf EndEvent Event Actor.OnSit(Actor akSender, ObjectReference akFurniture) If HasBarber == True ;do nothing ElseIf akFurniture == Self ;make sure player has CharGen Skeleton for editing ;Game.GetPlayer().SetHasCharGenSkeleton() Game.ShowRaceMenu(uimode = 2) UnRegisterForRemoteEvent(Game.GetPlayer(), "OnSit") EndIf EndEvent Event Actor.OnGetUp(Actor akSender, ObjectReference akFurniture) Actor PlayerREF = Game.GetPlayer() IF HasBarber == True ;do nothing ElseIf (akFurniture == Self) && (akSender == PlayerREF) ;make sure player face is back to Player archetype PlayerREF.ChangeAnimFaceArchetype(AnimFaceArchetypePlayer) ;reset the surgery UnRegisterForRemoteEvent(PlayerREF, "OnGetUp") EndIf EndEvent
  5. I know that modders will create great mods even with this inconvenience but it disappoints me greatly that Bethesda decided to 'consolize' dialogue system making it more inconvenient for both people creating mods and using mods just to make dialogue system just a little bit easier to use for console players even though previous dialogue system was perfectly functional, whats more in the long run this change will also become inconvenience for console players once quests with extensive dialogues will come out on consoles. Remember, the Creation Kit is only in Beta. there are a bunch of issues that I personally find tool-breaking (lack of pre-compiled meshes setting, cause of the cell reset bug). Bethesda clearly have no problem making small changes to the gameplay (survival mode) so perhaps we may see support for >4 dialogue options in a future CK update.
  6. There's no extra work involved on the modders part, the links take about two seconds of labelling a prompt [MORE] and sending it to another phase. It's more elegant than any multi-response system you could implement. If the player misses your dialogue option then that's a problem with your writing because clearly it's not capturing the player's attention.
  7. Regarding 1: You can have as many dialogue options as you want, it's just you can only display four at a time, you're not limited to four. You just set one of the options to link you to another dialogue set of four options. This is done by Bethesda when you pick your nickname for the Railroad so bring that quest up in the Creation Kit if you want an example. Even so, if you're relatively comfortable setting up Scenes then it should be quite easy for you to work out how to do more than four dialogue options.
  8. You probably downloaded a mod and placed it after your existing scrapping mods and that reset the compiled meshes. You can't target them because they're not actually there, but they're still part of other meshes. Putting this at the very end of your load order should fix it. http://www.nexusmods.com/fallout4/mods/12702/?
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