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"No viable alternative at input"
securitywyrm replied to securitywyrm's topic in Fallout 4's Creation Kit and Modders
Thanks, that code worked and I got the debug just about working, but I decided to can the project. This creation club garbage has killed any motivation to do Fallout 4 stuff. It's not that what they've done is THAT bad, but you know it's only going to get worse. I'm getting off this train now before it crashes. -
"No viable alternative at input"
securitywyrm replied to securitywyrm's topic in Fallout 4's Creation Kit and Modders
My objective for the moment is to get that debug message of "player has fired weapon" and make it a shot counter. From there, I'm going to be making a mod called "viable institute weapons" which give institute weapons a chance not to use ammo. First prototype is going to be a flat 50% chance to not use ammo (add one to magazine). Thus institute weapons are still weaker than laser weapons, but use half as much ammo and thus have a role. Later I'll adjust properties on the receivers so that different receivers have different ammo conservation amounts. So the objective is to make "Did player just fire gun? If so, is player using institute weapon? If so, is random number 1-100 greater than 50? If so, add one to magazine of current weapon." -
"No viable alternative at input"
securitywyrm replied to securitywyrm's topic in Fallout 4's Creation Kit and Modders
I understood about 10% of that. Remove native, got it. However "register for remove even ton player" is new to me. Is this what you're talking about? https://www.creationkit.com/fallout4/index.php?title=Remote_Papyrus_Event_Registration -
"No viable alternative at input"
securitywyrm posted a topic in Fallout 4's Creation Kit and Modders
I've made a script with a very basic code from https://www.creationkit.com/fallout4/index.php?title=OnPlayerFireWeapon_-_Actor The code so far is Scriptname ViableInstituteWeaponsScript extends Quest ; Event is sent to the player Event OnPlayerFireWeapon(Form akBaseObject) native Debug.Trace(akBaseObject+ " weapon fired by player.") endEventOf course, I get errors copying directly from the tutorial. I added the word "native" to get around the "Not flagged as native" error, but now I get the following Starting 1 compile threads for 1 files... Compiling "ViableInstituteWeaponsScript"... C:\Users\Robert\AppData\Local\Temp\PapyrusTemp\ViableInstituteWeaponsScript.psc(4,7): no viable alternative at input '.' No output generated for ViableInstituteWeaponsScript, compilation failed.There's no if variable in there, so why the hell is it asking for alternate at input? Please help. -
When I last compiled my mod, somehow I overwrote the uncompiled version, and had no luck running the decompiler. How do I backup or otherwise save the mod I have created in an uncompiled format? I realize this is probably a silly question, but attempts to save the mod elsewhere result in "invalid directory" and all I see is a single TINY .esp file that is smaller than the main script as a text file.
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Multiple conditions on IF sequence?
securitywyrm replied to securitywyrm's topic in Fallout 4's Creation Kit and Modders
It works!... I think... time to test! -
If (PlayerRef.GetLevel() >=2) && If (PlayerRef.HasPerk(Armorer01) == False PlayerRef.AddPerk(Armorer01, False) EndIfDoesn't work. Says C:\Users\Robert\AppData\Local\Temp\PapyrusTemp\AddPerksOnLevelUp.psc(133,33): no viable alternative at input 'If' C:\Users\Robert\AppData\Local\Temp\PapyrusTemp\AddPerksOnLevelUp.psc(133,74): missing RPAREN at '\\r\\n'What is the correct way to have a multi-conditional IF?
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The problem is, there is no "gunslinger01 rank 2." And considering the mod added it every time someone leveled up, we got a problem. Right now the only way I see to fix it is, upon leveling up, it removes all of the possible perks (So remove Gunslinger01", and then adds them back. It would obviously be much better if I could do "Does player have Gunslinger01 rank 1?" and then do relevant commands. So the question remains: How do I query what rank of a perk someone has?
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My mod, Automatic Boring Perks, has probably broken several thousand save games, and I need to fix it ASAP. The problem: Each level of a perk also has ranks. So if you have Gunslinger01, and then tell it to addperk Gunslinger01, you get Gunslinger01, rank 2. What is rank 2? Nothing. Your perk menu only shows levels, not ranks. Ranks is a vestigial element from the Skyrim leveling system. Thus you're not getting the +20% damage from Gunslinger01. So I need to fix this ASAP, because most people don't realize it's not working, because it shows they have the perk, but they don't realize that their weapon damage hasn't gone up. What I need: I need a command that will add a perk at a specific rank. OR... I need the command to remove a perk completely. The new version has to be coded from scratch (lost my base file, yes I'm a dumbass), and I need to make it ASAP to fix everyone's save game before they realize I broke them and do weird Internet people things to me!