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Everything posted by louisthird
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If someone knows how to make animations, then this one has to be pretty easy... Limbs out... Limbs together... Goal is to make a Furniture marker similar to Push-Ups Furniture marker useable by Player/NPCs.
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Hacking minigame replacer = Tempest/Breakout etc
louisthird replied to Maelstrom100's topic in Fallout 4's Mod Ideas
Always loved the pipes hacking minigame from Bioshock. -
Someone with graphics skills should model The Embrace sculpture and put out a mod that inserts it into Boston Common. https://en.wikipedia.org/wiki/The_Embrace
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niston, thanks for all the great suggestions. They are all extremely helpful. Using Const looks promising but the others would work as well since elements in the array will never be removed. Regarding the Const approach, there is one concern. Does a Const Array allow you to edit the Struct objects in the Array? For example, is only the Array constant or is the Array and the Objects in the Array constant? Code example: Struct MyStruct String MyField EndStruct MyStruct[] Property MyStructArray Auto Const MyStructArray[0].MyField = "hello"I wonder if the assignment above is allowed? I can go test this myself ... and likely will, but 'tis nice to converse.
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Always good to hear from you SKK and hope you're getting along well. Thanks for catching my syntax error in the example I created, but it provides an opportunity to emphasize the case insensitivity. Too bad about the way to increase it. Unfortunately that restricts the size of a single Array to 128 elements. Of course, the "split big array into multiple smaller arrays" technique can be used if you at least know the upper bound of your Array larger than 128 elements. If only I had classes I could write a "BigArray" class that encapsulated that behavior.
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Hello community, checking in and I hope everyone is safe and doing well. I have a Quest that contains an Array of Struct Property: Struct MyInfo String name EndStruct MyInfo[] Property myInfo AutoThe elements of the "myInfo" Array Property are populated in the Creation Kit (CK). If the Array is populated with 10 elements in CK and an update of the Mod/Quest/Property changes the Array to be populated with 20 elements in CK, then I would like that to be refreshed. For example, I would like Papyrus script code after update to see 20 elements when calling the "Length" method on the Array. I wondered if someone knew off the top of their head when such properties are initialized? Is it when creating a New Game? Is it when the Quest starts? Thanks and be excellent to one another.
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Hey modders group! Just saying 'Hi' mostly and hope you're all staying well. I'm still doing some mod work. I did wonder if someone knew the exact times when RefCollectionAliases of a Quest with various conditions are filled? Is it just when the Quest starts? I couldn't find the line in the CK that indicates the exact times. Thanks and TTYL.
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Apply Makeup Snippet
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
Adding new makeup, face tattoos, etc. is not the problem. That I know how to do and there are several great example mods and base game examples of how to do that. What I have not figured out what to do is apply and switch between them using script code. Do you have any ideas or examples of how that could be done? -
Apply Makeup Snippet
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
Thanks steve40, glad to hear from you! I have been researching this week to find any way to change the overlays (i.e. makeup, blemishes, damage, etc.). I agree that I don't think there is any way in the vanilla game to do it. I have been seeing if there is some way to do it with LooksMenu, but it only has functions to change body overlays. I may have to take this discussion to the other Lovers site where there are mods applying all kinds of tattoos and other overlays on characters. Someone there may know a way... -
Hello fellow modders! Hope you are all staying well during these times! Can someone reply with a small snippet of how to change via script the player's makeup like Warband or damage like scars? Those might be two different questions possibly as it may be different systems. I am thinking that this may involve LooksMenu and Overlays, but I have not found an example. Once I get the idea of the main imports/classes/methods involved, then I should be able to expand on it. I just wanted to check in anyway and see what others have been working on. Take care.
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When items DropObject() they're stealing?
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
Answering my own question: this function works for dropping and adjusts if you pass an item reference or base form: ObjectReference Function DropItem(ObjectReference akSenderRef, Form akBaseItem, Int aiItemCount, ObjectReference akItemReference) Actor actorOwner = akSenderRef as Actor ObjectReference droppedObject If akItemReference != None akItemReference.Drop(true) droppedObject = akItemReference Else droppedObject = akSenderRef.DropObject(akBaseItem, aiItemCount) EndIf If droppedObject != None droppedObject.SetActorRefOwner(actorOwner, true) EndIf return droppedObject EndFunction -
I have the player drop an item and a companion pick it up. When I have that same companion use DropObject() on that item, the item is marked as stealing for the player. Why? This has something to do with the Owner of the item I think. If that is not the proper way to drop an item to keep the correct owner as not stealing, then what would be the proper way?
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Finding a random container near actor
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
Actually, this may be something that I will use for v2.0 of the mod I have been working on. It requires several other changes in addition to finding containers around an Actor. At least I will have time to look into it. SKK50, do you release your mods with only compiled script or with source code? I was looking into packaging for mods that have scripts. My previous one was only textures/meshes, but this one has only scripts. -
Finding a random container near actor
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
SKK50 - I can believe it! I should have poked around to find "GetIsObjectType" which will work perfect! I am only interested in finding base game objects like trash cans, file cabinets, etc. Nothing new or fancy. I am going to poke around with what is possible a bit more now that you gave me the thought about using quest aliases. I want to randomly pick a nearby container to an actor. I'll research what's possible with the quest aliases, but totally believe it's the faster way to go. My upcoming mod is very tight on the script code and I want to keep it that way, so I appreciate the tips on performance. Thanks for another great answer, SKK50. -
Hello there, hope everyone is doing well. I am researching a way to find a random container near an Actor. Any recommendations? Could the following method in the Game Script be used? ObjectReference Function FindRandomReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius) Create a FormList with all the container Form objects and pass in the Actor reference. That's my thought. Regards, -louisthird
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Hello Papyrus Gods, Is testing for a legendary weapon or legendary armor easy? Is it a one-liner? It looks like there are several legendary tags. I bet it is easy, but not sure of simplest and most reliable method. I am not concerned what legendary effect it is... just that it has one. Anyone know the best way? Regards, -louisthird
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Script help, how to monitor NPCs inventory
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
SKK's way of not using Story Manager worked smooth for tracking the companions for a mod like I am working on that is more script based (i.e. not a quest mod like talking to a character or finding a grasshopper statue). As a side note: the whole stopping and starting the quest did not work. This was the reason that I tried the non-Story Manager approach which is working well. I'm almost done... just dealing with a little more scope creep on my part. Gotta stop myself before the mod description is: "this mod replaces the entire Fallout 4 engine..." Take care, -louisthird -
Script help, how to monitor NPCs inventory
louisthird replied to louisthird's topic in Fallout 4's Creation Kit and Modders
IDontEvenKnow - Do you have a short example of how you would periodically start and restart the quest? I imagine it would involve the use of StartTimer(), but I have been having trouble getting it to reliably work. How would you do it? ... Looking for some best practice advice here because how I am doing it is likely not. This is what I was trying below. Maybe I need to be doing SecretFormula_QuestScript.Reset(), etc.? Or maybe my script code extending Quest needs to match the Quest name: SecretFormula_Quest ? LMK. Thanks! Scriptname SecretFormula_QuestScript extends Quest import MCM Quest Property SecretFormula_Quest Auto Const int timerId = 8675309 Const Function CheckRunning() If SecretFormula_Quest.IsRunning() Debug.Notification("Secret Formula is running") Else Debug.Notification("Secret Formula is not running") EndIf EndFunction Function ForceRestart() SecretFormula_Quest.Reset() EndFunction Event OnQuestInit() Debug.Notification("Secret Formula Initializing") EndEvent Event OnReset() SecretFormula_Quest.Stop() SecretFormula_Quest.Start() StartTimer(MCM.GetModSettingInt("louisthird_SecretFormula", "iSecretFormulaRefreshTimeInSeconds:Main"), timerId) EndEvent Event OnQuestShutdown() CancelTimer(timerId) EndEvent Event OnTimer(int aiTimerId) If aiTimerId == timerId SecretFormula_Quest.Reset() EndIf EndEvent -
Thanks SKK. Excellent answer. Impressed with your knowledge of the inner workings of the game.
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Hope you're all doing well out there in the Wasteland... Pretty simple question: how to test for a particular type of item given a 'Form' or 'ObjectReference' like a Stimpak? Probably has a pretty simple answer that is eluding me right now. For Stimpak I tried: form.HasKeyword(ObjectTypeStimpak) which didn't work. Seems awkward, but maybe I need to do something like: form.GetFormID() == Stimpak.GetFormID() ? I'll let the experts chime in. -louisthird
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I have a RefCollectionAlias that is a Quest Alias of a Quest that has a script function I want to call from a MCM menu button. I am sure this is easy, but there is some small Michael Bolton detail that is hanging me up. "01001732" is the Form ID of the Quest. Here is the function: ScriptName louisthird_SecretFormula_Script extends RefCollectionAlias Quest Property louisthird_SecretFormula_Quest Auto Const ...... lots more script code ...... Function CheckRunning() If louisthird_SecretFormula_Quest.IsRunning() Debug.Notification("Secret Formula is running") Else Debug.Notification("Secret Formula is not running") EndIf EndFunctionHere is the MCM JSON snippet: { "pageDisplayName":"Debug", "content":[ { "text": "<p align='center'><b><font size='24'>louisthird's Secret Formula <font size='10'>(v1.0.0)</font></font></b></p>", "html": true, "type": "text" }, { "text": "Debug", "type": "section" }, { "text": "Mod Running Check", "type": "button", "help": "Checks if the mod is currently running", "action": { "type": "CallFunction", "form": "louisthird_SecretFormula.esp|01001732", "script": "louisthird_SecretFormula_Script", "function": "CheckRunning" } } ] }What did I miss?