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thingy123

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    Fallout series, Elder Scrolls series, Halo, Warhammer, CS

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  1. G'day, I'm just working on the next version of Experimental perk version. Just out of curiosity, does anyone happen to know what code to use to actually have a script scan the formlist for the new ammo? (Meaning mod ammo) so the player doesn't have to keep updating formlist when they keep adding new custom arrows. These steps would be as follows below: 1. Player loads the game.2. Script to scan the ammo list for new added mod ammo, else if the esp is uninstalled and ammo is no longer found ingame...3. For the former, add the ammo to formlist, and for the latter, remove the ammo from the formlist. Or.1. Player loads the game.2. Script to scan the ammo list for new added mod ammo, else if the esp is uninstalled and ammo is no longer found ingame...3. if ammo has been removed from the game due to uninstallation of one mod, then reset the formlist automatically, and scan for ammo again, adding only new ones. Something like this. Is it possible?
  2. Turns out putting in % in your formid name by mistake can cause CK to crash. Took it out and put in the new version of same mod with the P replacing % and it works. Man, it crashed when I put % in the formid by a mistake and went to rename it only for it to continually crash. So folks. Check the name of formID before you start working on the rest of the mod. Just change % to P or something, and your CK won't crash. Bloody hell, I wish I had known about this. Hopefully it'll save everyone time when they have similar issues to mine. Good luck!
  3. Hey everyone. Have you ever had issues with Creation Kit crashing when you selected the perks or magic effect? Something like this: 1. Load your .esp and make it an active file 2. Select either perks or Magic effect 3. Select one of the formIDs or anything. Then it causes the crash. Hell, even right clicking them can cause crash. When rarely you select right and it doesn't cause a crash, you just select "edit" and it crashes your CK This is what I have done so far: 1. Messed around with compatibility. From Windows Vista SP2 to Windows 7. Doesn't work 2. Started as an administrator. Doesn't work. 3. Did a mixture of 1 and 2 solutions. Doesn't work. 4. Went to CreationKit.ini and scrolled down to [Display] and I set the following: - bDynamicObjectQueryManager=1 - bMultiThreadedAccumulation=1 - bMultiThreadRenderingINP=1 That didn't work 5. Reinstalled CK. Didn't work 6. Verified CK. Didn't work 7. Restarting my Pc. Didn't work 8. Verified Fallout 4 files. Didn't work Even starting CK straight from the directory instead of bethesda launcher doesn't fix it. So my Custom Legendary Modifications Remade doesn't mess around with meshes or anything like that. It contains Explosion, Projectiles, Magic Effect, Spell, Enchantment, Object Modifications and Constructible Objects. In total, I'm atleast at maybe 70-80+ mods in before I hit that error. I did a test on just loading Fallout4.esm. My CK didn't crash then, when I messed with perks and magic effects. I'm convinced my mod is the cause of that issue. I'm wondering if that's why. Is there anything else I need to try out? as I'm pretty sure there are some things I haven't tried out just yet, but I'm not sure what. Edit: I should also note that I have bAllowMultipleMasterLoad=1 active in my .ini
  4. Hey guys. I've been looking over the scripts. I'm not sure, but is there a way to attach a second projectile to your existing projectile without overriding it? Have that second projectile leap out from your first projectile as it passes by enemies and strike at them? This is something I want to make similar to the BFG's projectile seen in DOOM. Something goes like this 1. You shoot. Your plasma projectile slowly travels compared to other projectiles. 2. When your projectile passes by, near the enemies, the lightning arc jumps out of the projectile, just like electrical traps' arc. 3. When your projectile impacts a target or against an object, like a wall, it explodes. Something similar to what's shown in TheRelaxingEnd's DOOM(BFG9000) video at 2:21. I figure it's to do with the scripts. What I already got: > My version of a slowed down plasma projectile > My version of the electric projectile with bouncing explosion > Magic Effect that shocks your targets and causes their bodies to explode after death. What I'm doing: > Studying the trap arc scripts to have them apply to projectile so when the enemy is within range, it'll get attacked by the lightning arc. > Looking into projectile scripts. I'm just wondering if anyone else here has experience with scripts, especially related to the projectiles. Also I would like to know if this thing is possible.
  5. Hi everyone, So I'm setting up the custom menu in terminal and added these lines Form Property CLMAFREE Auto CLMAFREE.SetValue(1) This is to allow a player to select that menu option that sets the global value of CLMAFREE to 1 so people can make CLM mods. Then I get these errors like this: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_6"... C:\Users\xxx\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_01CLMTerminalConfig_0202AF0A_6.psc(7,5): no viable alternative at input 'Property' No output generated for Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_6, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_6 So .. I'm not sure how I can get this working. I removed the existing fragments as they asked for source file and was preventing the compile. Is there anyway to get it working? Still using the Papyrus Fragment within the Terminal section.
  6. Hey everyone, So according to some people that've used my mod and have reported this issue to me, I've also seen this issue but that happened rarely and I thought initially that came from some other mod. Apparently my mod is causing this issue. So according to this user REV365. I hope you can fix it, I absolutely love this mod! :( Here's just one example: http://i.imgur.com/YrFYQ0Y.jpg http://i.imgur.com/mgPZuOi.jpg Now imagine every other NPC with their crazy blemishes lol. I've cleaned my mod through Fo4edit, checked the CK, removed some of the redundant stuff. Nothing seems to be working and I'm racking my brain. Is there something I have missed? I'm really wondering if making a copy of "power armor" perk caused it, because I put that in on 0.0025 or so if I remember right. Is it known to cause issue?
  7. Hey guys. I've been trying to get the pain train mod going but nothing seems to be working (The effect is to get the combined pain train perk to work without the need for power armour and have it as part of a legendary modification. This is what I've done so far. (You can find more details on my google doc as linked on my mod page) > Made a copy ofPowerSprintPainTrain ID animation and fixed up conditions. > Fixed up the copies of Power Armor explosion, Impact, Knockbacks and bot knockback > Linked these effects to the copy of a combined pain train perk > Experimented with the effects. > Tested it on bots, deathclaws, raiders. Nothing worked out. You can find more details on the CK doc, but yeah. Has anyone come across an issue like this and were able to resolve it?
  8. Hey guys. I'm trying to get something like "Set CLMAFREE to 1" papyrus kind of script for my mod. So I got this in my notepad, and tried experimenting with these. But nothing came out of it. My global value is: CLMAFREE Determines whether your Custom Legendary modifications will be free or not CONSOLE: CLMAFREE.SetValue(1) // FREE CLMAFREE.SetValue(0) // NOT FREE CLMAFREE.SetValue(2) // CAN'T CRAFT, HAVE TO FIND IT ScriptName GlobalVariable extends Form Native Hidden float function GetValue(CLMAFREE) float function SetValue(CLMAFREE 1) I have a feeling I might have screwed up something from somewhere, or did it in a wrong way. Is there any right way of doing it? Update 1: Tried something like this earlier: like globalvar property CLMAFREE auto CLMAFREE.setvalue( 1 ) then I get errors like this: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2"... C:\Users\xxx\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_01CLMTerminalConfig_0202AF0A_2.psc(7,10): no viable alternative at input 'property' No output generated for Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2 This solution didn't work. Update 2: Tried this way: Scriptname CLMConfig extends GlobalVariable float Function GetValue(CLMAFREE) Function SetValue(1) Got this: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2"... C:\Users\xxx\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_01CLMTerminalConfig_0202AF0A_2.psc(7,0): no viable alternative at input 'Scriptname' C:\Users\xxx\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_01CLMTerminalConfig_0202AF0A_2.psc(0,0): error while attempting to read script Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2: Object reference not set to an instance of an object. No output generated for Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Terminals:TERM_01CLMTerminalConfig_0202AF0A_2 I really can't figure this out. Is there anyone that know the proper script for setvalue for globals?
  9. So this dude's request on Bethesda.net osiris1120 Name: The NornFang Weapon or armor: weapon Cost: 20 nuclear material, 10 steel, 30 fertilizer Effect: when enemies die they blow up like a mini-nuke Do you know if there's a way to make it possible? I'm at the script name ashes and trying to attach nuke but nothing worked so far. I gotta look for some other special effects. I've looked at enchants and magic effect and I'm not quite sure how to pull this off as it has me stumped at the moment. I'm convinced it's gotta be something to do with the scripts. I'd like to make it so that when you hit your targets (Using contact), they'll have the health-drain effect or something to keep it going (Or something like attaching duration of effects) so then the mod's condition activates when the enemies die, they blow up. I'd like to use missile or nuclear explosion to attach to their deaths, similar to what I've done with the disintegration mods. The health drain would be there so that it would give players enough time to scoot outta there, like a ticking bomb.
  10. Hey guys, Is there any possibility of getting legendary mobs to actually use the legendary weapons? I'm beginning to think the game overall might be more interesting to play if legendary mobs actually used both vanilla and modded legendary weapons or armour since CK Beta is out. I'm still getting used to it. Still.. any possibility at all?
  11. Would be possible if you've had high tech buildings like institute stuff from NovaCoru's mod. I wonder if there will be a mod that'll have "radiation-free" zone with a certain item built in a room, like... lights or something. Would be an interesting idea.
  12. My apologies for a late reply. I just woke up. @registrator2000 Okay, so.. I'm trying out this condition function shouldattackkill. I'm confused on what actor value I need to look for. enemy and target does not appear to exist. http://i.imgur.com/SxIZcYb.png - I've found my effects do not activate because I have yet to point the condition to. Where do I find it? @DDProductions cloak effect? What mod did you make cloak effect on? By the way, your solar panels mod were f***ing awesome. I absolutely loved that and some of your other mods too. Keep your awesomeness coming, especially when Creation Kit hits. Some of us might need it like crack addict needs it's fix. Update 1: DDProductions83's solution and Registrator2000's solution aren't working. I've messed and changed up numbers, added SPEL to the associated list and it causes crashes for me. I'm still experimenting but I'l lhave to take a break for now, I need to figure this out. I feel like I'm getting close. It's either waiting for Creation Kit or gettin' this done now.. hm.
  13. Hey guys. Does anyone know how to get effects to apply on instant kills? So far I've been unable to find anything regards applying effects. I might have screwed up.. somewhere. It's for the disintegration effects for my mod I can't seem to figure it out. Does anyone know or have any ideas how to get the effects to actually activate upon instant kills, I've noticed so far, that when you hit them once, the effect activates and once you kill them in subsequent hits, they die and their corpse disintegrate as intended. It does not appear when you instantly kill someone. I tested this by boosting my character's strength to 9k and used a baton to kill the NPCs. Nothing seems to work so far.. and I can't work out the conditions that I can apply that might get this effect to work on instant kills. I'm just now posting this, wondering if anyone has come across similar issues on other mods, and has anyone ever found a solution to that issue? Things tried so far: - IsDead,HasDied,InstantKilled does not appear to be an actual condition. They are NON-EXISTENT. Would be good if they did exist. - GetHealthPercentage or something similar doesn't seem to affect instant kil. - changing duration and magnitude doesn't affect the instant kill
  14. Hey guys. Does anyone know how to get effects to apply on instant kills? So far I've been unable to find anything regards applying effects. I might have screwed up.. somewhere. It's for the disintegration effects for my mod I can't seem to figure it out. Does anyone know or have any ideas how to get the effects to actually activate upon instant kills, I've noticed so far, that when you hit them once, the effect activates and once you kill them in subsequent hits, they die and their corpse disintegrate as intended. It does not appear when you instantly kill someone. I tested this by boosting my character's strength to 9k and used a baton to kill the NPCs. Nothing seems to work so far.. and I can't work out the conditions that I can apply that might get this effect to work on instant kills. I'm just now posting this, wondering if anyone has come across similar issues on other mods, and has anyone ever found a solution to that issue?
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