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Everything posted by AtomsChosen
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How to make permanent corpses disappear?
AtomsChosen replied to AtomsChosen's topic in Fallout 4's Creation Kit and Modders
Okay. Thank you for the info. Gonna experiment with these. -
I decided to make Workshop Robots unprotected in the creation kit. However a problem I am running into is that when these robots die, their corpses don't disappear. What determines if corpses are able to disappear and how would I go about making permanent corpses disappear with the corpse checks the game does?
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By default these file paths seem to match the ones I currently have (See attached). I posted that script you posted and saved it as SCRIPTCOMPILE.CMD. Still failing. It feels like script compiling should be working, but weirdly it isn't. Going to give this a try. The script I am trying to compile was created in the CK and I have it placed in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User Scripts outside of that folder simply don't show up at all.
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So for some reason no matter what I try to do I can't get the script compiler on my CK to work. I've tried reinstalling my entire fallout 4 folder outside of program files, adjusting the script numerous times, I've confirmed from outside sources that a script I was trying to make does work. Everything has failed so far. So I wanted to know if there is any other up to date script compiling that can compile scripts into Pex files.
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In the game there is a penalty for when settlers die of about -20 happiness. This is a problem since I am playing with a mod that makes settlers mortal and am using endless warfare to spawn enemies all over the place. I want my playthrough of Fallout 4 to feel very unforgiving and like all my settlements are in extreme danger at all times. Settlers die often during my playthroughs if you reach a certain amount of low happiness then settlements become unowned. Now I know its possible to make it so that workshops can't become unowned with low happiness but this requires going through each workshop and editing each which could take a while and add more conflicts. So I want to know if anyone knows how to edit the happiness penalty for when a settler dies? And I'd rather not raise the health of settlers as I have already done that and I want to be punished for not protecting the settlers properly and setting up good defenses.
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Will this damage scaling system work?
AtomsChosen replied to AtomsChosen's topic in Fallout 4's Creation Kit and Modders
I am first going to try to see if I can get this to work on another computer. Its unfortunate that even after reinstalling Fallout 4 in a new folder outside of program files its not working. -
Will this damage scaling system work?
AtomsChosen replied to AtomsChosen's topic in Fallout 4's Creation Kit and Modders
I was looking into that, but I am having a hard time understanding how to do that. I haven't seen any good tutorials on how to use Robco Patcher or SPID. Do you know any good tutorials for those? This might also be a good alternative to my scripts not compiling issue. -
Will this damage scaling system work?
AtomsChosen replied to AtomsChosen's topic in Fallout 4's Creation Kit and Modders
I managed to get it working. Turns out I didn't need to do something so convoluted to get it working. I made a spell referencing a magic effect with the magic effect pointing to a perk that adjusted damage. Tested it out and it seems to be working just as intended. I wanted this to be something that only affects Provisioners so I needed to put a spell under "Carvanactors" of the Workshopparent quest. It only accepts spells but not perks. Though now that I think about it I probably could have just put the spell directly on the actor and then as a condition stated"Has spell: Abprovisionerspell". In case you are wondering what the purpose of this is. I am have a self made mod that makes provisioners mortal and I am playing with Endless Warfare and multiple mods that make enemies tougher. However I quickly realized that if I want any of my provisioners to survive, I needed to find a way to make provisioners a lot tougher. But I also don't want them to be too op in 1v1 fights or smaller groups of enemies. -
What I am trying to do is making a spell that scales an enemies's outgoing damage by 25% for each each combat target they encounter. Previously I was trying to do this for health and resist. I was successful, but there is no actor value I am aware of that can be used to boost global outgoing damage by an x amount. So I want to know if this setup works. 1. I added a spell marked as an ability to the Human race. I use"Getgrouptargetcount" as a condition with it set to the subject. That subject being the human. And I have 19 conditions going up to 20 targets. Each to specify a new amount of group targets and they link to a different magic effect which links to a spell which then links to another magic effect that places a perk that adjusts damage based on how many initial combat targets were found. 2. Each effect links to a magic effect with effect archetype=Script, casting type=Common, Delivery=Self. Which then selects a perk that boosts damage by 25, 50, 75 percent and so on for each. Seperate perks and magic effects for each amount of combat targets. 3. For the perk I use Mod Weapon attack damage.Multply Value .25%. However I am not sure if this also applies to unarmed damage. And I also need to be sure that when the amount of enemy targets change that the perks also change.
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Maybe this has something to do with why I am getting this issue. This is a very old video, but it says that the CK can sometimes run into an issue where the Payprus compiler points to the wrong file. I am going to try doing what was done in the video and check my settings. Also going to try this on another computer. Maybe something is wrong with my CK configuration. I am not sure if it could be computer related. One of the first things I reinstalled the CK was to try seeing if script compiling would work. I verified it was not located in program files. Even set the CK to administrator. Same error. Gonna try a bunch of things.
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Hey there! I recognize you from the other thread. You mentioned that installing Fallout 4 outside of Program Filesx86 fixed this? I just tried reinstalling Fallout 4 and made a new custom folder outside of Program files then setting that as the location. The issue was unfortunately not fixed for me. Maybe the cause was different.
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Alright. So I decided to reinstall Fallout 4. I tried to move it, but I got an error"Action cannot be performed because this game has shared data". So instead opted to uninstall Fallout 4 and backed everything up. After reinstalling everything, I still get the same issue. I installed my new Fallout 4 Folder in C :>Steam Master(Custom Folder) Can anyone here try compiling that script in the CK to see if it works for any of you? This way I can rule out if it is a problem with the script itself.
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1. I started a quest called "Shipment Injects" 2. Created a script called"Shipment Injects" and left it on the default settings for when creating quests. I created it through the CK. 3. I went to the Script and edited everything so it looks like the script in the title, except I renamed it to the new name of the script file. 4. Saved and then went to "Compile Papyrus Scripts". 5. Kept trying again repeatedly. I am very nervous about moving that because I am afraid that something will get broken and I won't be able to use my saves, but Ill try it. Right now I am backing up everything important.
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I did that though. In my most recent version I made one directly form the CK called "Shipment injects". Same result. Now I want to know. If I just copy and paste my steam folder location to another and then update steam, should everything be fine once I do this? Provided I set the correct file paths in my mod manager.
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Ill give that a try. So far I've tried 1. Running the CK as Admin 2. I set the permissions for the CK and everything in the papyrus compiler folder to have full control and made sure they are able to read and write stuff. 3. I tried changing the items the script references. 4. I tried creating new scripts and compiling already existing ones. It always tells me what you see below.
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Interesting. I wondering exactly why BGSM were even used when this old method seems to work just fine. I had a feeling it had to do with material swaps, but I didn't think about all the time saving. In future mods Ill use BGSMs. Its also a relief to know that if I change the location of my steam folder then I can still have those nifs working. I am going to first try installing fallout 4 on another computer then entering the CK to see if the script compiles properly. What some other possible causes for why this script is not working? I tried compiling this directly in the CK then edited it with the existing script, but keeping the assigned name. Got the same result.