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Anathorn

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  1. Hi Maybe you have delete a greeting topic. A deleted topic is invisible for you but the engine still using it. So if this topic is do not have a condition, this will be used by the npcs that.is the reason why they are not talking with you. Try using FO4Edit to analyze your.esp and then remove all the greetings topic that are not using any conditions. This will solve the problem. Greetings.
  2. Hey bro, Finally I solved the problem using FO4Edit. (There was still an invisible topic despite having deleted the mission), so I deleted this topic and that solve the problem xd. Thank you so much for the help. I will re-create the mod following your tips for the dialogues to avoid futere issues.
  3. #1 and #2 are different start of scenes. I will try using the Start Scene On End But I still having a question: I deleted the secuences, the I deleted the entire quest. Why does the problem persist if there is no quest or dialogue? Do I have to recompile something? or delete the .esp and then create it again? Thanks in advance.
  4. These are the old configurations that I were using. Then I deleted the sequences and finally the quest (The problem continued occurring after this.) http://prntscr.com/i8gm0k http://prntscr.com/i8gmdk http://prntscr.com/i8gmi9 http://prntscr.com/i8gmm8 http://prntscr.com/i8gms2 This is a video with similar configurations (I always create the dialogs in this way). https://www.youtube.com/watch?v=56cqDLxYAJU&feature=youtu.be
  5. Sounds to me like the dialogue is constantly in a ready state and the condition might not be set properly. But need more info to be certain. Would help to know how this quest is started and stopped. Is the dialogue set to ONE specific reference alias using condition GetIsAliasRef and pointing at the reference on the quest? In the dialogue, is the selected actor for the player dialogue set to this alias ref? Dialogue is tricky. Tell you what, show me screenshots of your reference alias attached to the quest with the dialogue. Also include a screenshot of the actual dialogue screen and then show me the GREETING for the NPC in question (where you add conditions and set flags pertinent to the spoken dialogue). With this, I may be able to narrow it down for you further. I will recreate the quest in another .esp and then I will post the pictures of the configuration of the dialogs. - In the previous I deleted everything, the sequence, the quest and the problem continued happening.
  6. Hi everyone!! I'm facing a issue with a mod in CK for fallout 4. I created a Quest with dialogues for a custom NPC and everything is working fine with this NPC. The problem is: I can not talk to any other NPC in the game (except followers). Some considerations: - I tried using getID and getAliasRef for every phase in the sequences.- Everything work fine in the dialogue with the custom NPC.- I can talk with the followers- I can talk with the NPCs when they have something special, like (I'm new here in this settlement, could you help you with something...)- I can't talk with any normal NPC like (Settlements, the principal NPC in sactuary and so on)- Disabling the mod, the game works perfectly. I treid deleting the sequence, then I tried deleting the quest but the problem continues. I don't know if this is a issue with CK or I'm doing something wrong. Do you know what the problem could be? Thanks in advance.
  7. Perfect, I think I have enought for now. I will try to implement a clean solution. Thanks for the help :D
  8. Thanks alot for the information. I tested many events and they are working now. I have only one question. Some events like this https://www.creationkit.com/fallout4/index.php?title=OnUnequipped_-_ObjectReference When I try to attach the function to the scrip the compiler is forcing me to add the word «native» With the word added the compile finish in sucess but the script do not work. What the «native» word mean? Thanks in advance.
  9. Thanks for the answer answering yor questions: yes. Is it something that the follower *has* to wear. (at least in the firsts quest stages) I'm new in the Fallout 4 creation kit and I have some questions: 1- Until this moment I know how to create Functions (Scripts) in the tab Scrips in the Quest ¿Can I create the Events in the same way? 2- If I create a Event like this OnItemUnequipped . I have to create this like a Script in a Quest? and ¿I have to call it like a normal function? or ¿The OnItemUnequipped will be always active for any unequipped event in the game? 3- Currently I'm calling the functions in the sateges of the Quest: For example FollowersScript.GetScript().SetCompanion(Companion.GetActorReference()). I have to call the Events in the same way? I think another solution could be something like the vaultSuit, trying to make the item invisible in the inventory, but I don't have any idea how can I make something like this D: If you could help with this I will be very greatfull. Thanks in advance.
  10. Hi everyone! I'm trying to add/Equip a non removal item to a Custom Follower. I'm using this script: Link: https://www.creationkit.com/index.php?title=EquipItem_-_Actor Function declaration: Function EquipItem(Form akItem, bool abPreventRemoval = false, bool abSilent = false) native Game.GetPlayer().EquipItem(TutuProperty, true) This is working fine with the player. I can't remove/unequip the item CustomFollower.getReference()..EquipItem(DressProperty, true) This is adding the item to my Follower, But I can still remove/unequip the Item. If this is not possible using this function. How can I make a non removable item using the creation kit?, something like a quest required item. Thanks in advance.
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