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Everything posted by youbetterwork
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Hello all! I was making myself busy by rewriting some old mods I had to learn how to make followers who like you after you beat them in a brawl. I figured it out and even made my own quests that don’t touch the vanilla favor or intimidate quests. Woohoo. Everything works. I can brawl anyone I like and those in a certain faction become followers afterwards. No problems. however. During the actual brawl, the bystanders are not “energetic” or as vocal as the vanilla quests. They do make the outbursts and call out things like “snow back” and such, but sometimes they just send the subtitles or just go about whatever they were doing. I think it must be something with the aliases or packages, to make them more active as in vanilla, but since I copied everything from vanilla, I’m just lost. any suggestions?
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[LE] How to create a new Static Object
youbetterwork replied to youbetterwork's topic in Skyrim's Creation Kit and Modders
Cool! Thanks! -
[LE] Script to dismiss a follower
youbetterwork replied to youbetterwork's topic in Skyrim's Creation Kit and Modders
I fixed it. I should have had a property for the quest - not the script. I feel like Fallout 4 handled this differently... Anyway - Here is the script that works: Scriptname EricStoneScriptedBoss extends ObjectReference Actor Property ESSB_Boss1 auto Actor Property Wifu1 auto Actor Property Wifu2 auto ObjectReference Property PlaceThatSellsWifus auto Faction Property CurrentFollowerFaction auto Faction Property DismissedFollowerFaction auto quest Property pDialogueFollower Auto Event OnDying(Actor killer) Wifu1.StopCombat() Wifu2.StopCombat() Wifu1.Kill(ESSB_Boss1) ;This is the Boss killing the girls when he dies Wifu2.Kill(ESSB_Boss1) Utility.Wait(5) Wifu1.Moveto(PlaceThatSellsWifus) ;This moves the girls to the place Wifu2.Moveto(PlaceThatSellsWifus) Wifu1.Resurrect() ;obviously resurrects them Wifu2.Resurrect() If !(Wifu1.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) Wifu1.ModFactionRank(CurrentFollowerFaction, -2) Wifu1.AddtoFaction(DismissedFollowerFaction) EndIf If !(Wifu2.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) Wifu2.ModFactionRank(CurrentFollowerFaction, -2) Wifu2.AddtoFaction(DismissedFollowerFaction) EndIf ;This sets the girls to not follow you anymore, follower overhaul mods might override this. IDK Wifu1.EvaluatePackage() ;because moving and resurrecting can mess with the AI, this "wipes the memory" Wifu2.EvaluatePackage() endEvent -
Hey all - I'm trying to Dismiss a follower after a boss kills her by accessing the vanilla follower script from my script, but it doesn't work. Look below: Scriptname EricStoneScriptedBoss extends ObjectReference Actor Property ESSB_Boss1 auto Actor Property Wifu1 auto Actor Property Wifu2 auto ObjectReference Property PlaceThatSellsWifus auto Faction Property CurrentFollowerFaction auto Faction Property DismissedFollowerFaction auto DialogueFollowerScript Property ESSB auto Event OnDying(Actor killer) Wifu1.StopCombat() Wifu2.StopCombat() Wifu1.Kill(ESSB_Boss1) Wifu2.Kill(ESSB_Boss1) Utility.Wait(5) Wifu1.Moveto(PlaceThatSellsWifus) Wifu2.Moveto(PlaceThatSellsWifus) Wifu1.Resurrect() Wifu2.Resurrect() ESSB.DismissFollower(Wifu1) ;type mismatch on parameter 1 (did you forget a cast?) ESSB.DismissFollower(Wifu2) ;type mismatch on parameter 1 (did you forget a cast?) Wifu1.ModFactionRank(CurrentFollowerFaction, -2) Wifu2.ModFactionRank(CurrentFollowerFaction, -2) Wifu1.AddtoFaction(DismissedFollowerFaction) Wifu2.AddtoFaction(DismissedFollowerFaction) Wifu1.EvaluatePackage() Wifu2.EvaluatePackage() endEvent
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I have put off buying this game, because I really like the modding aspect of Bethesda games. So does anybody know how moddable it is? What can we change? I gather that there is no official Creation Kit at all, but what about something like TESVEdit? Can that be adapted? Even if it takes a year or two to get mod support, it makes a huge difference.
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Hey all. I'm making a mod that opens a menu to force any actor to follow you or wait or trade or go work at a settlement (if they can). One problem I'm having is the delivery. To open the menu you hit them with a modded lead pipe. That isn't especially immersive, but it is easy and quick. I'm having trouble thinking of an easy immersive way to open a menu to affect the NPC in crosshairs. I don't want to affect any native dialogue they might already have. Any suggestions?
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Travel Package act inconsistent.
youbetterwork replied to track1044's topic in Fallout 4's Creation Kit and Modders
How do you attach this package to the actors? Through the base id in CK, or through filling an alias in a quest? -
Clicking to pictures could lead to the mods, making them easy to find.
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Endless hours of trying to create a scene. When I create the scene, it's fine. But when I go back to the mod and reload it, the scene view is shrunken. I tick show all, I scroll up and down, I use the plus and minus buttons, nothing changes the view. Any suggestions?
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Any way to force NPC exit current furniture
youbetterwork replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
That really helped me. Thanks! Here is my final script. It ends the animation, but kinda quickly. It's not 100% smooth, but it works and that is enough for me. scriptName aaaaMineScript extends objectReference LeveledItem Property Ore Auto{what you get from this Ore Vein} LeveledItem Property Goodies auto{Optional: goodes that may be mined along with ore} Idle Property IdleStop auto event onActivate(objectReference akActivator)(game.getPlayer()).addItem(Ore, 1)Utility.Wait(2)(game.getPlayer()).addItem(Ore, 1)Utility.Wait(2)(game.getPlayer()).addItem(Goodies, 1)Utility.Wait(2)(game.getPlayer()).PlayIdle(IdleStop)Self.DamageObject(50.0)endevent The furniture plays the animation on activate, it pays out goodies, the animation stops, and finally the ore view transforms into an inert object that respawns when the cell respawns. -
Any way to force NPC exit current furniture
youbetterwork replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
I also want to do this. If there were some way to target the furniture with damage (like mines in Skyrim) they could use destruction data to explode/disable/disappear and hopefully end the animation when it goes. I tried this script: scriptName MineScript extends objectReference LeveledItem Property Ore Auto{what you get from this Ore Vein} LeveledItem Property Goodies auto{Optional: goodes that may be mined along with ore} event onActivate(objectReference akActivator)(game.getPlayer()).addItem(Ore, 1)Utility.Wait(2)(game.getPlayer()).addItem(Ore, 1)Utility.Wait(2)(game.getPlayer()).addItem(Goodies, 1)Utility.Wait(1)akActivator.DamageObject(50.0)endevent The furniture worked, The PC played the animation, I got all the ore/goodies, but at the end, the akActivator turned out to be the PC. The script hurt me. If you could point the script to the furniture, you could damage it and use destruction info to end the animation. I just don't know how. -
Ok. I got it to open nifs in the import window, but now I'm getting a python error. This is a steep learning curve just to open files...
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uggggh. I used to have Blender set up for nifs, but now I can't do it. There is no option to add user preferences. ctl+alt+u doesn't do anything... I'm losing my mind.
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Possible to get AI to ignore combat?
youbetterwork replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
The game does this in a couple of places. Look at the markers in the Museum of Freedom. The last two raiders kicking in Preston's door don't actually exist until the last minute. This keeps them from reacting to the combat below them and makes sure they are still there kicking in the door when you show up. -
I have a question. You know how the load screens are really static objects in the CK that you can place in the game, right? How do they do that? I want to make a statue of an NPC and have it be a static object in the CK, but I don't know how. An NPC in a quest I'm making is a taxidermist.
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You could populate your cell (workshop) with duplicate bushes, so you would only affect the things touched by your mod. Thanks so much for this by the way - I had the same question a week or so ago, and you found the answer! :) :)
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Hey you guys. I'm turning the Museum of Freedom into a settlement, and it's mostly working. Except, now hardly anything scraps. I have all the scrapping mods, but in custom settlements (even ones I download from the Nexus) scrapping mods seem to get turned off. I added a scrap recipe for all those display cases in the MoF, but they still don't scrap. Anyone have any ideas?
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When a mine kills you and you go back to that place, the mine is gone. I hate this. How do I stop it from disappearing?
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I predict High Rock.
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That's what I thought. Too bad. It sucks though, because that means you can tie into the vanilla radiant system but not add your own. That makes mod conflicts very limiting. To achieve the same effect, I could make my own dead adventurer journals and place them in my own dungeons, but they won't have the same pizazz as finding Bethesda's. Thanks for the comment/advice.
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LE Ambush doesn't working
youbetterwork replied to Shurugar's topic in Skyrim's Creation Kit and Modders
When I Isolated one of these ambushes in an apocrypha cell, it had 5 references and a bunch of what looked like blue connections leading to somewhere I couldn't see. http://imgur.com/a/Yijyt Also, when I look at the tutorial for ambushes, it says that you should have 5 references, but I only see 4 in your image. http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Traps_and_Prefabs Maybe those invisible blue links lead to some animation reference I don't know how to see...