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RayoftheSun

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Everything posted by RayoftheSun

  1. Been looking for how to do this. Since I wanted to make make some new deathclaw npcs that are larger and more intimidating. Is there an in creation kit method of scaling the models and does it cause any issues if used?
  2. 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?
  3. When I create the script by Default it always ends up under "MyMod01". However when I try to find scripts from that folder they simply don't appear as options in the CK. Maybe this is the issue? How do I get scripts to show up from that folder?
  4. 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.
  5. Can you elaborate what you mean by game settings? I am going to give this a try soon as I can manage to get my script complier working or at least find a script compiler I can use.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. This is the exact message I got but with "ShipmentInjects" instead. The actual script was created, but can't be coverted to .pex
  16. This is what I meant. I renamed Z100_ShipmentInjectionsScr to ShipmentInjects. To be clear I didn't just rename the Z100 file. I renamed the file the script points to in the start. The name of the new script created through the CK.
  17. 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.
  18. 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.
  19. No. I just ticked the on for Z100_ShipmentInjectionsScr. Not sure what that other stuff is.
  20. 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.
  21. I am mostly a bit worried that if I try to move the fallout 4 location all kinds of stuff will break.
  22. 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.
  23. Well that is pretty bad news. If I have to change the location of my installation then this means I will have to go through all of the nifs in my custom mods and specify a new path for every single one of them. Is there a way to just give it permission?
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