Jump to content

louisthird

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by louisthird

  1. Tried the constant interval loop and it actually works pretty amazing.
  2. Thanks IDontEvenKnow (of which it appears you know much...) ! Funny as it is I noticed last night that it said 'PL' on Creation Kit but didn't update this post... but yeah, duh that never would have worked! I also added to conditions: S GetInFaction Faction: 'CurrentCompanionFaction' == 1.00There is no non-vanilla script data attached to my mod in any way... yet! Having some custom data will depend if I have to save something to update the RefCollectionAlias. IDontEvenKnow, you mentioned to periodically stop/restart the quest... I agree and currently I am researching a way to find out when companions are ADDED. OnCompanionDismiss() is available, but no Event for added. I found this old (but gold) post by SKK about the topic https://forums.nexusmods.com/index.php?/topic/6067668-get-reference-to-current-companion/ but it does not consider non-vanilla companions. Options I have been pondering: Being notified in the RefCollectionAlias script when a companion is added like OnCompanionAdded(ObjectReference) and calling AddRef() with the reference -- the missing Holy Grail :sigh:Saving a count of the previous number of companions and running a persistent loop that checks the current number of companions -- if the counts differ, then refresh the questRunning a persistent loop that refreshes the quest on a constant interval -- exposes a window where the data may be out-of-dateHooking to other companion events that indicate they are there and track the receiving actors (they talked, they got hit, etc.) -- if they ever differ, refresh the questI really appreciate all your responses! -louisthird
  3. Excellent answers. I wondered if Papyrus had casting. Something like a reinterpret_cast or dynamic_cast in C++. Thanks for the answers and I will give the casting a try. Just for your reference of my outside-of-modding experience: BSCS/MBA Professional full-stack software developer since 1994 working mostly in C++, Java, Spring, Angular. Only through a good community have you guys been able to pull all this off. Thanks for that.
  4. Given you have an ObjectReference that you know is an Actor (i.e. matched in a RefCollectionAlias), is there a way to get actor values?
  5. Quest Aliases > Reference Collection Alias > Find Matching Reference, In Loaded Area, Actors Only, Closest To Player Match Conditions: PL GetPlayerTeammate == 1.00
  6. You are correct that it will not be creating the NPC actors - just monitoring their inventories. Sounds like the Quest Alias is the best route to be generic for all NPC actors. Absolutely will want that as you recommended (where do I send the money?) It does sound like a challenge to get the RefCollectionAlias populated with an Actor that is not from the base game. Any recommendations on this?
  7. Thanks SKK50! Is there any way to make it generic for any actor that may be in my mod or one from the base game? Would the Reference Collection Alias route accomplish this goal? By the way, thanks for the many hours of fun with SKK Combat Stalkers. Pitting maxed out Combat Stalker enemies vs. maxed out NPCs Travel friendlies has resulted in some epic battles. :cool: Thanks for your help, -louisthird
  8. Hello Fallout 4 mod community, Huge respect for all of you! The mods that y'all have been able to pull off with little-to-no documentation is amazing. For a mod I am working on I need to be able to constantly monitor an NPCs inventory i.e. AddInventoryEventFilter(), OnItemAdded(), etc. Where do I hook into to get these Event messages? A Quest? or more likely an ObjectReference? I'd love some help and wouldn't mind a mentor if you don't mind answering some occasional questions. Thank you! -louisthird
×
×
  • Create New...