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shatsnazzle

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  1. ben446 I'm bout to change your life! Ctrl C to copy things Ctrl V to paste!
  2. Does the script name EXACTLY match the file name? Manuellightswitch vs manualLightSwitch
  3. ScriptName manualLightSwitch ectends ObjectRefference ;I know you said you had to rewrite it from scratch but did you spell "extends" correctly and does the script name EXACTLY match the file name? Manuellightswitch vs manualLightSwitch ObjectReference Property EnableMarker auto ;Did you remember to put "auto" in your actual script? Sometimes I get a similar error if i forget the "auto" Event OnInit() If (Enabled.IsDisabled()) ;Again I know this is not a true copy paste of your actual script so this complicates the diagnosing but did you mean to write EnableMarker here vs "Enabled"? GoToState ("LightsOff") Else GoToState ("LightsOn") EndIf EndEvent State LightsOff Event OnBeginState() EnableMarker.Disable() End Event ; You have "End Event" vs EndEvent Event OnActivate (ObjectReference akActionRef) GoToState ("LightsOn") EndEvent EndState State LightsOn Event OnBeginState() EnableMarker.Enable() EndEvent Event OnActivate(ObjectReference akActionRef) GoToState("LightsOff") EndEvent EndState
  4. In FO4Edit or Creation Kit there are entries on each weapon for "On Hit" with options: Normal formula behaviour - body parts may explode or get severed Dismember only - body parts can only be severed No dismember/explode - self explanatory Explode Only - body parts can only explode into the gore pieces Creation Kit uses a drop down menu. FO4Edit you can either type out the words or type in numbers 0 through 3 corresponding to each choice With that you could change all the pistols and weapons to display whatever behavior you think is appropriate for each of them. This mod looks like it's trying to do what you want or you can make your own custom one with the above information. https://www.nexusmods.com/fallout4/mods/22505/
  5. Thanks kitcat81, that's what I suspected. Thank you Reneer, Kitcat81, and Reginald 001 for the good ideas and the good info :)
  6. Thanks for the idea Reneer, I'll look into that see if it fits in. :)
  7. Hello all! I'm trying to figure out if it's possible to get and set properties on a specific actor's ActiveMagicEffect ScriptA from some other ScriptB. Getting and setting the properties on the base object Magic Effect ScriptA is simple enough but is this possible to do for an individual instance of the effect? For example I have ActorA and ActorB. I have Spell01 ability with Effect01 magic effect. Effect01 magic effect has ScriptA on it. ScriptA has property01 on it. I add Spell01 ability on ActorA and ActorB. But what if I want Effect01.property01 on ActorA to be different than Effect01.property01 on ActorB? Is there some way to access this property from another script? Thank you guys and girls!
  8. I saw this in the SKSE section, maybe F4SE has a similar function. https://www.creationkit.com/index.php?title=GetFactions_-_Actor
  9. The DLC Black Face Fix download you linked to and Rusty Face Fix are the only ones I know of that offer actual permanent/preventative solutions like you're looking for. If they don't do the trick there are a few workarounds: You can try quicksave/quickloading, that fixes it sometimes although not reliably and waiting for load times gets old fast in my opinion. You can download LooksMenu, save your face as a preset, and then just switch to that preset to reset your face. Never tried this but a lot of people do it. Or you can check out an upload from me that does something similar to the LooksMenu approach but automates it. Brown Face Glitch Workaround There's a couple other workarounds but none of them really impress me. I prefer to either automate a workaround or just fix it outright.
  10. First line of defense: High Res DLC Black Face Fix If that doesn't work you can save/reload like strawburry12 said or install LooksMenu like thrax7545 said. If save/reload is not working reliably or you are just sick of loading, or you don't feel like installing LooksMenu you can try this workaround: (shameless plug to my own upload) Brown Face Glitch Workaround Edit: just found this looks way cooler than the Brown Face Glitch Workaround which was the first thing I ever uploaded: Rusty Face Fix
  11. AddInventoryEventFilter is a little confusing to use at first. Check out the parameters section on the wiki link that RedRocketTV posted to see how to use it. KitchenShelf1FoodClutter is a static you said. So with "AddInventoryEventFilter(KitchenShelf1FoodClutter)" you told the script "hey script whenever a KitchenShelf1FoodClutter static is added/removed into this container, I want you to take notice and receive an OnItemAdded event or OnItemRemoved event." Of course we can't add statics into containers so your container will never receive an event. I actually didn't even know you could put a specific ObjectReference into AddInventoryEventFilter's parameters since it's not in the wiki so that's pretty neat. The usable parameters in AddInventoryEventFilter from the wiki: Fun fact: it' not on the wiki but if you call GetItemCount() and pass in "none" as its parameter, it will count anything and everything in a container/inventory. I haven't tested this but give it a shot: Scriptname KitchenCounter1Script extends ObjectReference ObjectReference Property KitchenShelf1FoodClutter Auto Event OnInit() AddInventoryEventFilter(none) ;We passed in none here since we want to be aware when anything at all is being put in or out. ;You could filter for certain items in a formlist and then kick out any item that doesn't match but I'll leave that up to you. endEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) debug.messagebox("Item added event received!") KitchenShelf1FoodClutter.Enable() EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) debug.messagebox("Item removed event received!") int ItemCounter ItemCounter = self.GetItemCount(none) ;from the fun fact trick if ItemCounter == 0 KitchenShelf1FoodClutter.disable() endif EndEventEdit: Make sure you remember to initialize your KitchenShelf1FoodClutter property in the properties window!! I almost wish Creation Kit had a plugin that would interface with a cattle prod on my chair to stop me from forgetting to do this allllll the time. Edit2: RedRocketTV's post right below this will get you the behavior you're looking for. My post is just for informative purposes and will have some weird things if you copy paste it. Like adding a gun to the container will make your kitchen clutter appear etc.
  12. check out the AddInventoryEventFilter page on the wiki, gotta call that first
  13. check out this for a cool unit size comparison https://www.creationkit.com/index.php?title=Unit
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