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VirtualVictory

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    Fallout 3

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  1. I recently started using Outfit Studio after I learned you could replace any outfit in game with whatever mesh and texture you desire, I wish I could've known sooner. Anyways, I have easy questions so I am hoping someone could answer, 1. How do I load multiple meshes together? I see some CBBE outfits using multiple meshes for the body itself, a belt and other accessories, why is this? Can't they just use one mesh? 2. How do I add meshes and textures to my outfits in Outfit Studio? I want to combine some of these meshes, how could I do that? 3. Why is it that whenever I preview an outfit, it's textureless?
  2. I figured I would let everyone know how I reset this quest, along with many others. What you have to do is: 1. ResetQuest "Base ID of Quest" 2. ReloadScript "QuestScript" For this quest it's "MQ00MamaMurphyQuestScript" Again, together, it's: "ReloadScript MQ00MamaMurphyQuestScript" 2. ClearQuestAliases "Quest Base ID" 1 3. SetQuestAliases "Quest Base ID" 1 4. Save your game and exit to main menu. 5. StartQuest "Quest Base ID" You can type "sqv "Quest Base ID" to see if the quest is running and if it's not, repeat the steps. ResetQuest EBE71 ReloadScript MQ00MamaMurphyQuestScript ClearQuestAliases EBE71 SetQuestAliases EBE71 Save & Exit StartQuest EBE71 SetStage EBE71 10 Etc.. ClearQuestAliases EBE71 Note: After you have completed a quest in the way you want, you need to clear the quest aliases again! Multiple quests can't use the same aliases at once so when you would try to clearquestaliases in another quest that uses Mama Murphy or any npc for that matter, it will fail.
  3. I have that issue when I play around with "recycleactor" and "slm reference#" but it certainly doesn't crash immediately. If you have any .esp mods, I would suggest uninstalling them and testing it. I stick strictly with texture and meshes. If your mods aren't the issue, I recommend you trying to find the 1.1.29 original game files from somewhere. I'm having an issue where it won't let me edit an npc using slm, it just won't update their face.
  4. Say, does anyone now how to make this work on Scribe Haylen, Desdemona, Glory, or Proctor Ingram? When ever you spawn in a duplicate version of them, type tai, "slm ff00###," and try to edit them in any way, it won't work. Does anyone know a way around this? Obviously I desire to edit npcs exclusively with the console, no .esps.
  5. I'm talking about walls, doors, tables, elevators, bathroom stalls and much, much more. I am not talking about anything on this list. Using the help (name) 4 (category) command I've been able to find most of what I've been searching for but I was wondering if there is an easier way of finding base ids. In Fallout 3, New Vegas and Skyrim the wonderful people who created the script extender created a command that allowed you to type "gbo" on anything and find it's base id. Is there anything like that for Fallout 4?
  6. I'm trying to reset Mama Murphy's quest. She gives it to you upon first speaking with her. I told her she shouldn't continue taking chems before I crafted her chair and now I would like to reset it. It's been 2 weeks now and I'm still desperately searching for help as I don't want to continue with the story until it's reset. All I'm asking is for someone to explain to me how I would type some commands and variables into the console o The Information: The quest base ID for Mama Murphy's 'The Sight' quest is EBE71. The FormID for her quest is MQ00MAMAMURPHY. These are the quest objectives: 10 Bring Jet to Mama Murphy 20 Build Mama Murphy's chair in Sanctuary 30 Bring Mentants to Mama Murphy 40 Bring Med-X to Mama Murphy 50 Bring Buffout to Mama Murphy 60 Bring Psycho to Mama Murphy These are the quest stages that I currently have completed: (not set) 80 (not set) 85 (not set) 90 (not set) 200 (not set) 220 (not set) 225 (not set) 230 (not set) 240 (done) 500 (not set) 700 (done) 900 (not set) 1000 (not set) 2000 I clicked on Mama Murphy (her reference is 1a4d8) and typed "ShowQuestVars EBE71." Many variables came up relating to the quest that I am hoping someone can explain to me. This is everything that came up: ---papyrus---------------------------------- mq00mamamurphyscript: script state = "" Ungrouped Auto Properties: Mama Murphy = Alias Mama Murphy on quest MQ00MamaMurphy (000EBE71) NPCChairMamaMurphy = (184E5A) var_GoingCleanAttempt = 0 var_MamaInChair = 0 var_SightRest = 0 Workshop Parent Const: = WorkshopParent (2058E) Variables: GoingCleanTimer = 20 UsedSightTimer = 10 (9 Aliases for quest MQ00MamaMurphy (000EBE71) ---Quest State---------------------------- Enabled? No State: Stopped Current Stage 900 Priority 50 TYPING "RESETQUEST EBE71" AND "SETSTAGE EBE71 10" IS NOT WORKING FOR ME. When ever I try to reset it and set the stage to 80 or 10 (I'm unsure which one) it just won't set, I was hoping someone would know why. What I'm asking: 1.) I'm asking what the command or variable is that adds Mama Murphy's chair to the build menu. 2.) Is it possible to set a quest stage that's lower than the one you've completed most recently? 3.) What's the difference between quest objectives and quest stages? One is listed in the pip-boy and another is behind the scenes. 4.) Does it matter whether I use the base ID of the quest or the formID? Example: EBE71 or MQ00MamaMurphy 5.) How do I restart the quest to change "stopped" to "running?" The best case scenario would be having her reset as if I've never spoken to her before and start her quest again but you and I both know that's not going to happen. Thanks to Zeyphir, I found a global variable that allows you to get the special sight information: "set playerknowsthesight to 1/0." However, I would like to know the command to add Mama Murphy's chair to the building menu.
  7. Not stuff you pickup. You can easily type "Player.showinventory" to find that. I'm talking about containers: safes, footlockers, trunks, etc. Is there a mod available currently that does that? Please, let me know!
  8. I see a lot of mods in the works that add items to the crafting menu but what people don't realize that if you uninstall the .esp, everything you've built will be gone. I'm here to suggest to mod creators that instead of developing the crafting menu you should invest your hard work making items that are already in-game movable. For example, finding any item in the game, getting its base ID, using "Player.placeatme (base ID) (#) and then moving it wherever. Speaking of base IDs, would anyone happen to know the base IDs of safes, beds, that Vault 81 trunk, etc or at least how to extract the base IDs of these items from the game?
  9. Yeah! You can spawn anything in and move it to the reference of the item in your home. You can get everything and without a theme too. Shall you ever want to remove the items from your home and the game, simply teleport the items to the reference id of an NPC in a dlc, uninstall the dlc and reinstall it! ^_^
  10. Say, Purr4me, are you familiar with the theme items for your Megaton and Tenpenny house? Well, I was wondering of there would be a way to enable these objects to have them permanently in your home regardless of the theme you have. Every theme item in the room has an enable parent that prevents them from being enabled manually through the console. I made an .esp file that set their enable parent reference to none but unfortunately, it's only saved to the .esp and shall it ever be removed, all the items in the room will be disabled. Is there a way to have these items permanently in your game without an .esp file? The names of the cells are Tenpenny03Player and MegatonPlayerHouse. I know there's a command to place items at yourself using Player.placeatme (ref) (#) but is there a specific command to place the item at another location? Can I move that item around in the G.E.C.K. and place it on my shelf, organize it, etc? How would I remove it from the game entirely? Usually with an .esp file the reference is completely deleted but ... Actually, couldn't I just type Prid (Item's reference), Moveto Player and move it to Point Lookout, uninstall Point Lookout and have it deleted from the game, or would it still be there?
  11. Actually, no, I haven't been able to recreate what I did to re-mezz Arkansas. Does anyone know of the command to re-mezz Arkansas? I know it's in the MS13CollarEffectScript or the MS13MesmetronEffectScript.
  12. Thank you Kitty! However, I'm quite content with the patch work solution I came across. I have one more problem now: I found Arkansas missing in the Slave Pens in Paradise Falls. I typed "prid 2bd14," "enable" but that didn't work. So, I typed "resurrect" and found that he died. Now, he doesn't have his slave collar, and he's back to using his default guard package at Minefield. Unfortunately, when I reset the Strictly Business quest and try to mezz Arkansas after he had previously been enslaved, I can't mezz him; his head always explodes. There has to be something in the mesmertron script preventing you from enslaving the same NPC multiple times, I just can't find it. Do you think you can help me find it so that I can re-enslave Arkansas? Nevermind! I found it! You have to type "Set MS13Slaves.PlayerRemovedCollar to -1" That should allow you to mezz any NPC again and he'll/she'll make their way to the Slave Pen in Paradise Falls. You now have to type "MS13.ArkansasArrived to 1" so that Grouse is aware that you enslaved him. Lastly, if you Want Arkansas or any of the other slaves to return to their every day life activities, simply type "RemoveFromFaction 2F561" and they'll forget they were ever enslaved.
  13. Once again I've reached an impasse. I forgot to complete A Manhandled Manservant before completing Tenpenny Tower and now the dialogue to let Herbert know I found Argyle dead is unavailable. There has to be a way to re-enable the "DaringArgyleDeadTopic" dialogue topic to let him know but I simply don't know what command/script does it! I've tried resetting the Tenpenny Tower and MS12Fin quests but neither of them reset his dialogue. I've also tried "ResetDialogueFlags" and that didn't work either. If anyone knows, please, would you consider sharing it? EDIT: I found this on the Fallout Wiki created December 13th, 2009: Here's an .esp I created that allows you to let Hebert know. However, there's no dialogue. http://www.mediafire.com/download/zo2lmp1j6mdz1aa/Argyle.esp
  14. Fair enough, you've went above and beyond my expectations of any member here in the community, I cannot thank you enough for all the support and information you've provided. Regardless of my relatively brief inexperience with the G.E.C.K., the information is always available here should I or anyone else need it. I'm going to continue on through the game to to complete Galaxy News Radio, Stealing Independence, and start Gotta Shoot Em' In The Head. I know for a fact I'm going to need help in the not so distant future with resetting Red, Susan Lancaster and Flak in "Strictly Business."
  15. Well, in the mean time, I'm going to have to complete Tenpenny Tower and start "You Gotta Shoot Em' In The Head." Worst case scenario the script that makes him go to Tenpenny03 is directly tied to the detonation of the bomb and if it can't be changed, is there a way for me to change the priority of that sandbox AI package? More importantly, if I were to change the priority of that script, would it save to my game save? I mean, whenever you blow up Megaton he'll only say "You should be proud of your accomplishment" anyway, so I could just use the "Set MS11.Disarm to 3" command to have him say that I'll be sorry; it wouldn't make much difference to me. I would love for Burke to have a basic dialogue tree where I can say "I have to go," but I can live without it, for the time being. Would you be willing to teach me how to change the priority of that package? Thank you again for all your responses.
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