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Plarux

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Everything posted by Plarux

  1. @sullyvanj93 and @StealthDick thank you! I did get a chance to create a quest, but the sell ALL option script does not compile. Using a similar setup as VMS07 (Vault 3 Freeform Quest), it keeps saying "missing variable" for one of my int values. I will update this post when I have tried the method suggested by StealthDick. Happy Holidays and Merry Christmas! UPDATE: The method StealthDick mentioned worked! Here's the result script that compiled successfully: int iCigPackCount int iDynamiteCount set iCigPackCount to (player.getitemcount CigarettePack) set iDynamiteCount to (iCigPackCount) player.removeitem CigarettePack (iCigPackCount) player.additem WeapNVDynamite (iDynamiteCount)Exchange rate is 1 to 1, so there is no need to multiply the itemcount by the cap value. Appreciate all of the help so far!
  2. I'm curious if it would be possible to create NPCs similar to Walter from Fallout 3? Sell items via dialogue. EDIT: I am looking into the quest related to Walter via the CK for Fallout 3.
  3. Hello, It has been awhile since my last hiatus in modding. Fall semester is coming to an end, so a small mod project seemed fitting to revive my creativity a bit. As the title suggests, I am in search of references pertaining to the task of adding a scope to the base cowboy repeater. The "La Longue Carbine" has a scope that could potentially be added to the base cowboy repeater using Nifskope correct? Is it possible to just use the textures from the cowboy repeater and apply them to the La Longue Carbine? Would I actually have to take the scope from the La Longue Carbine and install it on the cowboy repeater via Nifskope? Finally, is it possible to make the scope a weapon mod that could be added to the cowboy repeater via Pip-Boy menu? On a side note, the other idea involves using the moonshine distilling script from Fallout 3 and implementing it into Fallout: New Vegas. Thank You, Plarux
  4. Hello, I'd like to create quests that are similar to slayer tasks from runescape. Kill 10 radroaches or Kill 2 Deathclaws. Is there some way to keep track of enemy kills based on their type using keywords? How would I make it so that the player is randomly handed one of these quests? Any help is appreciated, Plarux
  5. I was able to get the script to compile successfully after some tweaking. Here is the updated script:
  6. I've been using the script "zz01scrptmaturing03maturing.psc" from the Bert mod as a reference and did notice "Actor Player = Game.GetPlayer()" is there before "Player.AddItem()" is used. Assuming that is exactly what you're suggesting. Should be able to test it later today or in a couple of days. I appreciate the knowledge and advice!
  7. I took a few hours after work today to splice together some code, but haven't tested it yet. Here's what I managed to come up with:
  8. IsharaMeradin, thank you for your reply! I'll be sure to post what I come up with soon.
  9. Hello everyone, I've had the idea for brewing and winemaking in Skyrim recently after playing Survival and would like to create a mod to do so. Basically, placing activators around the world that trigger a message that lets you select what alcohol you'd like to brew, if you have the ingredients, the process starts and you have to wait 2-3 days before obtaining the finished product. If the player clicks on the activator again before the 2-3 days is up, a message will appear that says "The alcohol is not done yet." or something similar. This is a small project that is inspired by various oldrim mods that allow the player to craft alcohol. It's similar to the moonshine distillery in Point Lookout from Fallout 3. Any help with the script would be much appreciated! Plarux
  10. Hey everyone, I've been trying to create a script that allows NPCs to respawn after a certain amount of game hours. My first attempt involved a timer (actor values), which disabled and enabled the NPC after it has been killed. This resulted in the radstag used being disabled, but not enabled once the time was reached after death. If anyone could help, it would be much appreciated. It would be nice to have fauna that respawns in the wild for hunting playthroughs, etc. Thank You, Plarux
  11. Hello everyone, I'd like to find out how to make a workshop item that when created, places down an activator and terminal together. If you can help or share a few mods for example that would be appreciated! Plarux
  12. I used NoCashNoExp's method, because the amount of items in the form list is large. All credit will go to you in the script and my bounty mod. Here's what I threw together in the CK and tested in-game: Scriptname DepositBoxScript extends ObjectReference FormList Property BountyItems Auto Const MiscObject Property Token Auto Const Mandatory bool silentAdd = true ; Prevents displaying a message to the player when caps are added to their inventory Event OnInit() AddInventoryEventFilter(BountyItems) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Game.GetPlayer().AddItem(Token, aiItemCount * akBaseItem.GetGoldValue(), silentAdd) ; Maybe place a utility wait here Self.RemoveItem(BountyItems as form, -1, true) EndEvent Thank you both for the input and knowledge!
  13. Hello everyone, I'm trying to create a script that is connected to a container. When the player adds a certain misc item found in the form list to the container, the misc item(s) are removed and another misc item (currency) is added to the player's inventory. For instance, depositing 2 toy trucks and 4 toy cars into the container will remove them all, then give the player 80 caps. Trucks are 20 caps/per toy. Cars are 10 caps/per toy. Multiple if statements depending on which items is added and get item count? This script is just the basics from what I've gathered by combing the forums and google. Event OnInit() AddInventoryEventFilter(MiscItems) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) EndEvent Any help would be appreciated, Plarux
  14. I appreciate everyone's input and advice. Based on everything you've all said, would it be smarter to just navmesh the entire interior cell to prevent any issues? I've managed to find one of Seddon's tutorials about navmesh and one by Kinggath that goes further in-depth.
  15. You might have to download the file manually from the nexus. Make sure to have the esp and the BA2 files in your Fallout 4 Data folder. Load the master file and set the esp as active file in the CK, go to upload, select the BA2 files that are already packed from the mod, and finish uploading. EDIT: I assume you've tried repacking the files and including the geometry data, etc. I've found a forum post worth checking out. This forum post here talks about Fallout 4's Optimization and Performance systems. My suggestion after reading that posts comments would be to upload the vanilla version and place the master file of Tales and the fix as low in your load order as possible. Any mod that alters the same cells or objects remotely connected to those cells could cause an issue when using the precombined version.
  16. Hello everyone, Is it possible to only navmesh the entrance area of an interior cell so that companions may enter? Feel free to link any forum posts, tutorials, or general information about navmesh as well. I'd like to add navmesh to the Cambridge Trailer player home mod that I've created. Thank You, Plarux
  17. Is it possible to have multiple instances of the same quest running simultaneously? If so, what is it that you do to make it possible? Any help is appreciated as always! Plarux
  18. Hello, I have multiple terminals location around the map that are linked to an objective on a quest. My goal is to get the closest one out of all of them to be the quest objective marker that is displayed for the player. I've used a location alias w/ conditions limiting to locations with custom loc ref type for the terminals, and a reference alias for the terminal that is set to that location alias and the custom loc ref type. Also, there is a reference alias for the player linked to the unqiue actor for the player. However, it will only point towards the terminal that you started the quest from when I load this into the game. Any suggestions on how to do this would be greatly appreciated! Thank You, Plarux
  19. Hello, I need to create a script that is attached to an NPC (ObjectReference in the world), which enables the NPC, but only if that NPC is filled by a quest alias. Once the quest is started, this script could check to see if this Object Reference is filled by the alias, if it is, then it enables it. Any help is greatly appreciated! Plarux
  20. SKK50, I was hoping you weren't going to say that :/
  21. Hello, The title says it all. I know how to go into the specific location in the object window and add a keyword, but that's not what I'm interested in. How do you add a keyword via quest aliases or a script? Thank You, Plarux
  22. DieFeM, thank you for the reply! I hope you're doing well. So I assume once I create the other Location Aliases and "Force Into Alias When Filled" the Dungeon Location Alias would have no Fill Type?
  23. Hello, I'm currently trying to replicate the radiant quests given by various factions in the game. More specifically, the BoSR01 quest. There is a Location Alias this quest uses that has no Fill Type. How do I create a Location Alias that doesn't already have a Fill Type selected?
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