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securitywyrm

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Everything posted by securitywyrm

  1. 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.
  2. 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."
  3. 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
  4. 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.
  5. The script could easily be written to compensate for rapid-fire. Just saying. And the only other working method is to use weapon animations. Well, what triggers the weapon firing sound? Perhaps I could piggyback on that.
  6. As I understand the restrictions on PS4 modding, you can't add any NEW scripts. What about modifying existing scripts? With my current mod, I think I could piggyback the entire mod into another script. Does the PS4 allow you to modify existing scripts with mods?
  7. That might be tricky, because the mod would be modifying remaining ammo. That also seems like it's running a constant "while" script, which isn't that reliable if a gun is rapid-fire. I'll keep digging.
  8. I want to add a script to certain receivers for a certain weapon that runs when the weapon is fired. For simplicity sake, I want to run a debug message every third shot. I've drilled down to the receiver properties for the weapon, but where would I go to attach the script?
  9. I just want to "backup" my plugin. It seems like the creation kit stores a lot of files in a lot of locations, is there some way to say "Put everything related to this mod in X folder" so I can save it? When I last did a "compiled" version so I could actually run the mod, it overwrote my ESP.
  10. 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.
  11. 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?
  12. 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?
  13. 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!
  14. NEVERMIND! Answer: I had uploaded only the ESP to Nexus, but the creation kit automatically uploads the ESP and BA2 as a zip to Bethesda.net. I created a mod, Automatic Boring Perks. It's pretty simple, it just automatically gives you certain perks at certain levels, so you can focus on taking 'fun' perks. However, the version I uploaded to the Nexus does not work for anyone, even me. The version you can get from Bethesda.net works flawlessly. My mod on Bethesda.net: https://bethesda.net/en/mods/fallout4/mod-detail/4026359 My mod on Nexus: http://www.nexusmods.com/fallout4/mods/24972/? I uploaded the exact same file to both sites. I saved the version to upload to Nexus, then did "Publish to Bethesda.net" for PC and Xbox versions. Here's the messed up part: I downloaded the version from Bethesda.net, tried to open it in the creation kit, and it has an aneurism with "unable to load script" and "Failed to load fragment" errors! So despite working flawlessly, the creation kit can't open it! Any help figuring this out would be much appreciated.
  15. Okay ... I have made a plugin that runs a script on level up, at the moment it's a debug message saying "OMFG player leveled up" HOWEVER... the adding perks part is where I'm stuck. Here's my code. Scriptname WyrmMods01:RunOnLevelUpScript extends Quest Form Property Armorer01 Auto Const Form Property Basher01 Auto Const Form Property BigLeagues01 Auto Const Form Property Blacksmith01 Auto Const Form Property Commando01 Auto Const Form Property DemolitionExpert01 Auto Const Form Property GunNut01 Auto Const Form Property Gunslinger01 Auto Const Form Property HeavyGunner01 Auto Const Form Property IronFist01 Auto Const Form Property LocalLeader01 Auto Const Form Property Rifleman01 Auto Const Form Property Science01 Auto Const Function LevelUpFunction() ; your code here Debug.Notification("OMFG Player Leveled up") if PlayerRef.GetLevel() == 2 PlayerRef.AddPerk(Armorer01) PlayerRef.AddPerk(Basher01) PlayerRef.AddPerk(BigLeagues01) PlayerRef.AddPerk(Blacksmith01) PlayerRef.AddPerk(Commando01) PlayerRef.AddPerk(DemolitionExpert01) PlayerRef.AddPerk(GunNut01) PlayerRef.AddPerk(Gunslinger01) PlayerRef.AddPerk(HeavyGunner01) PlayerRef.AddPerk(IronFist01) PlayerRef.AddPerk(LocalLeader01) PlayerRef.AddPerk(Rifleman01) PlayerRef.AddPerk(Science01) EndIf EndFunctionFrom what I understand, that should add all those perks when player reaches level 2 (The trigger for quest is in SM event node level up). However, the auto-fill properties button is still greyed out. What do?
  16. Okay, but then what does it do? As I understand it, the debug message will run on its own. Is the phelloworld.show() affecting the debug message?
  17. I'm trying to learn scripting, and I don't understand part of the basic "Hello world" tutorial at https://www.creationkit.com/fallout4/index.php?title=Hello_World . I want to understand this so I can do some debug message boxes in a script I'm (trying) to make. The script code is Event OnInit() pHelloWorld.Show() Debug.MessageBox("Hello from a Debug MessageBox!") EndEventThe part I don't understand is the "pHelloWorld.Show()". From what I understand it doesn't do anything because there's nothing in the (), so what does it do?
  18. It would be but for now we get him used to using basics. OP: Make sure everything mentioned in the script, especially the properties, are exact name (EditorID) as they are in CK. I think I've figured out where I'm going wrong. The "Editor ID" is different from "Base ID" listed on http://fallout.wikia.com/wiki/Fallout_4_perks , isn't it? My current plan: I'm trying to make a script using the SM event for 'on level up' to activate the quest, and then run through a long if-then, so like... If game.GetPlayer() == 4 add perks you should get at level 4 If game.GetPlayer() == 5 add perks you should get at level 5 End if Would that work?
  19. As someone who worked with voice actors on a few projects, you need to put a lot more into your recruitment ad if you want to get any kind of talent. A few tips. 1. Anyone "Getting into voice acting" will have completely unreasonable expectations on what is expected of them. You want people who have a voice acting reel on youtube or soundcloud. 2. Show, don't tell. If your mod is "everything ready except the NPCs are mute" then make a video showing it. Post a file of the dialogue. Simply put, a lot of people looking for voice actors lie their asses off about how far along they are, and voice actors quickly get jaded about producing work for something that never actually gets published. 3. For your mod, I'd suggest recording "placeholder" dialogue and have the mod available for download (unlisted). Even if it's just you and your webcam, having placeholder dialogue shows you at least know how to link the voice acting to the NPCs. Yes, I've seen "Just need VAs!" followed by "Just need someone to attach the VAs to the characters." Remember, lip sync files don't auto-generate, so unless all characters either wear a mask or talk like fish, you'll need to show that you can make those too.
  20. That does indeed seem to be what I'm looking for. I'll give it a try tomorrow, any more trying to build this today and I'll be losing hair. FYI, here's what it's for: http://www.nexusmods.com/fallout4/mods/24972/?
  21. I'll try this tomorrow. This seems like it would be prefect for what I'm trying to make, but I can't add perks with scripts because they "aren't defined" in the script properties.
  22. It's a separate issue that may have a simple answer, I felt it deserved its own thread.
  23. https://www.dropbox.com/s/aihf5t3rkyd8z0m/Untitled-1.png?dl=0 seems to be the answer for filling in the perks. I'll see what I can do to get that to auto-fill.
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