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MadGodMods

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  1. I'm doing an awesome enclave remnant bunker player home, but I've hit a small roadblock that is halting progress. I have written a script that is supposed to force the player to sit down a piece of furniture whenever they press a specific button on the Auto-doc I made. Everything compiles correctly but for some reason the player does not actually sit down. I've played around with it quite a bit but still can't get the script to make the player use the furniture. What should be a very simple script is becoming a serious issue. I'll put the script snippet below. If you can identify the problem or know an alternative please comment below, like I said I'm totally stuck on progress until I get past this little issue, please and thank you. This simple question here is: Why isn't this script snippet forcing the player to sit in the chair? MyChair.Activate(Game.GetPlayer())
  2. Where were you back when I needed you lol. You knew that off the back of your hand, and it took me like two weeks to figure out on my own that I could do that when I needed it for a mod. xD
  3. You are right, I went back to look, I was thinking of OnPlayerLoadGame.
  4. If I remember correctly the OnLoad event is only called on the player character. If this script is attached to another actor or NPC it may not work. An alternative event to use is OnInit.
  5. I've attached this script to an Actor, and I want it to fire up as soon as the game loads up, but for some reason it does not. I've tried using OnInit(), OnLoad(), and OnPlayerLoadGame() as events, and none of them seem to do the trick. Just from looking at the script can anybody tell me why it won't fire up when the game starts? Scriptname ICOM_FindMySquadScript extends Actor Faction Property ICOM_AlphaFaction Auto Faction Property ICOM_BravoFaction Auto Faction Property ICOM_CharlieFaction Auto Faction Property ICOM_DeltaFaction Auto Faction Property ICOM_EchoFaction Auto Faction Property ICOM_FoxtrotFaction Auto Faction Property ICOM_GolfFaction Auto Faction Property ICOM_HotelFaction Auto Faction Property ICOM_IndiaFaction Auto Faction Property ICOM_JuliettFaction Auto RefCollectionAlias Property AlphaCollection Auto RefCollectionAlias Property BravoCollection Auto RefCollectionAlias Property CharlieCollection Auto RefCollectionAlias Property DeltaCollection Auto RefCollectionAlias Property EchoCollection Auto RefCollectionAlias Property FoxtrotCollection Auto RefCollectionAlias Property GolfCollection Auto RefCollectionAlias Property HotelCollection Auto RefCollectionAlias Property IndiaCollection Auto RefCollectionAlias Property JuliettCollection Auto Event OnInit() If IsInFaction(ICOM_AlphaFaction) == 1; Alpha AlphaCollection.AddRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) Debug.MessageBox("Alpha is working!") ElseIf IsInFaction(ICOM_BravoFaction) == 1 ; Bravo AlphaCollection.RemoveRef(self) BravoCollection.AddRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_CharlieFaction) == 1 ; Charlie AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.AddRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_DeltaFaction) == 1 ; Delta AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.AddRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_EchoFaction) == 1 ; Echo AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.AddRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_FoxtrotFaction) == 1 ; Foxtrot AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.AddRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_GolfFaction) == 1 ; Golf AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.AddRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_HotelFaction) == 1 ; Hotel AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.AddRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_IndiaFaction) == 1 ; India AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.AddRef(self) JuliettCollection.RemoveRef(self) ElseIf IsInFaction(ICOM_JuliettFaction) == 1 ; Juliett AlphaCollection.RemoveRef(self) BravoCollection.RemoveRef(self) CharlieCollection.RemoveRef(self) DeltaCollection.RemoveRef(self) EchoCollection.RemoveRef(self) FoxtrotCollection.RemoveRef(self) GolfCollection.RemoveRef(self) HotelCollection.RemoveRef(self) IndiaCollection.RemoveRef(self) JuliettCollection.AddRef(self) EndIf EndEvent
  6. I have posted in every other forum I can think of, Bethnet forums, Loverslab, GUNetwork, some Facebook groups, hell I even tried to reach out to DarkFox127 for help, and so far nobody is responding. So hopefully somebody here will >.< Okay straight to the point here, I'm using a RefCollectionAlias to group certain Actor refs together, but every time I reload a save the RefCollectionAlias seems to be empty. I'm able to go into the game, and add my actor refs to the collection, but if I save, the collection is empty after I reload. At least I assume that it's empty because the actors stop behaving the way they are supposed to. Does anybody know why this happens, or how make it stop losing the refs? I really need some help here people, so I'll be watching this age like a hawk lol. Hopefully somebody here can help me get to the bottom of my issue. Thanks.
  7. Straight to the point: I am trying to find a way to give dialogue to an Actor Base, rather than to a unique actor or a unique reference. Instead I want the dialogue to show up on every single copy of a particular actor. So far all my efforts to do this have failed, but surely there is a way... right? As far as I can tell you can only create aliases of unique actors, thus you can only give dialogue to unique actors, instead of to every Reference of an Actor base like I'm trying to do. Does anybody know of a way to do this, or think they can figure one out??? I can't publish the mod unless this issue gets worked out, and I really need some help.
  8. Honestly, I'm still not sure. Now it looks like the problem wasn't with the script at all, but the quest itself. I went to my quest and removed the "script event" box and ticked the "on start enabled" box, and then added a stage "0" to the quest, and then set stage 0 to "run on start". Then I went in the game and suddenly the damn thing works. But now there's a different problem. After I got that working I moved on to the next part: Aliases. I haven't changed anything to the script or the quest, all I did was add my aliases and now the quest isn't firing up again. >.< no idea why the CK is giving me so much trouble.
  9. Thank you! I've gotten past this issue already now. What's giving me trouble now is that the quest won't fire off via script like I've told it to. DeployForces.Start() DeployForces.SetStage(10) "DeployForces" is my quest property. For some reason this isn't starting the quest or setting the stage to 10, nothing happens at all. It compiles right though. I'm pretty damn stuck until I get past this little problem.
  10. Somebody do me a solid and please PLEASE (I'm completely stuck until this is resolved) and take a look at my script. It compiles correctly, so no problem there. I'm trying to set it up so that when the button is pressed the Quest begins and sets the stage to 10.Everything looks right to me but when I press the button in-game the quest does not start. I know the problem isn't on the Quest's end because when Icheck the "run on start" box everything works smoothly. So what is wrong with the script? Why will my quest (property "DeployForces") not start? Scriptname FCOMCommandRadioTokenScript extends ObjectReference Armor Property CommandRadio Auto Const Actor Property Player Auto Message Property Message1 Auto Message Property Message2 Auto Message Property Message3 Auto Message Property FirstMessage Auto Quest Property DeployTroops Auto Event OnEquipped(Actor akActor) Menu() Player.RemoveItem(CommandRadio, 1) Player.AddItem(CommandRadio, 1) EndEvent Function Menu(Bool abMenu = True, Int aiButton = 0) While abMenu If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus) aiButton = FirstMessage.Show() ; Main Menu abMenu = False ; End the function If aiButton == 0 ; TESTBUTTOMAIN aiButton = Message1.Show() If aiButton == 0 ; TESTBUTTONbeginsQuest DeployTroops.Start() DeployTroops.SetStage(10) ElseIf aiButton == 1 ; null ElseIf aiButton == 2 ; null EndIf ElseIf aiButton == 1 ; null aiButton = Message2.Show() If aiButton == 0 ; null ElseIf aiButton == 1 ; null ElseIf aiButton == 2 ; null EndIf ElseIf aiButton == 2 ; null aiButton = Message3.Show() If aiButton == 0 ; null ElseIf aiButton == 1 ; null ElseIf aiButton == 2 ; null EndIf EndIf EndIf EndWhile EndFunctionThe specific bit I'm having the trouble with is If aiButton == 0 ; TESTBUTTONbeginsQuest DeployTroops.Start() DeployTroops.SetStage(10) For some reason the above bit is not starting the quest or setting the stage to 10. My guess is that I am not using the Quest property correctly, but I don't know how else to do it. I can't find anything helpful on the wiki either. :/ Help a modder out
  11. As always straight to the point: I'm trying to find a way to get an NPC, like a companion for example, to use the "Intimidation" perk to attempt to make hostile NPCs surrender. So far I've not been able to figure out how to do this. Any bright ideas?
  12. Already on it. Not sure if I'll finish it, but I'm trying. It's a mod I really wanted too.
  13. Straight to the point: I have no idea how actors/NPCs work with Vertibirds. Can anybody give me a simple rundown on the technical steps to get an actor/NPC to ride and disembark from a Vertibird? Vertibirds seems to be a "creature" now of their own. The Pilot seems to just be their for aesthetic purposes, and my guess is that the pilot and passengers somehow attach themselves to the Vertibird like an NPC would to any piece of Furniture, but that's just my intuition about it. Really I have no idea how the Vertbirds actually work now (they were simple Activators in the GECK in FNV and Fo3) so I really need some help here. I still struggle with Papyrus quite a bit so please be mindful of that in your responses. Any assistance would be much appreciated, please and thank you.
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