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How do I make holotapes with entries that execute certain actions?


AtomsChosen

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In many mods I have seen they have these holotapes that people can press buttons and the holotapes do something. I am aware to make a holotape and setup the menus. However when I look to actually making the holotape do something such as add a spell to an npc or change certain settings, it seems to be asking for some kind of fragment script? Problem is I am not too knowledgable on scripting and while I would like to learn how, it seems a bit daunting. Can anyone give me a rundown on how I am supposed to set things up so holotapes can do things like add spells to npcs and different kinds of actions I often see many of these mods do?

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A few example scripts for to learn from would be great. I mostly just want to learn how to do. I wanted to learn how to do this because being able to make holotapes perform certain actions seems like a very useful thing to do for Fallout 4 modding. There is a few main things I wanted scripts to do with terminals.

 

1. A script that applies a global spell, enchant or perk to npcs globally. 

2. A script that spawns enemies in a certain location.

3. A script that can be used to activate a package that sends an npc to a certain location. 

4. I wanted to add circuitry shipments to the Eyebot Pods in game. 

 

Mainly for those 4 purposes. However I also want to learn how to do it so I can do it for things not listed here in case I need to.

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They don't and are not supposed to work all alone, even if much can be scripted, still much needs (or is more reasonable to) be done outside. Something can be found among game script sources, tons of examples about nearly everything.

1. Possibly can do from a script, not sure how necessary or trivial that is, but probably a Quest Alias with a Spell would be more simple and native, also Quest is quite powerful tool either way. While holo should only start/stop the quest. It's simple - SetStage() and such. Spell can be deficient for Ghost actors, then OnAliasInit() might add Perks at least (do Ghosts accept perks though? dunno).

2. Well, still might be a Quest alone doing all the hardest work just by plain Alias fill. Although if spot is a known Ref, then something Ref.PlaceAtMe(myActor).

3. Still need a Package, Scene/Quest be prepared first or in worst case - attach a Package directly to an Actor in esp. Package may have GlobalVar being tested in Conditions, Global is set by holo then and controls behavior. Script fragments would be like myGlobalVar.SetValue(xxx). Althoug it could be better to start Quest, then AddRef()/RemoveRef()/ForceRefTo() to Alias or RefCollection with said Package, unless quest is configured to fetch suitable actors just by itself.

4. Shame, i don't remember who's that? Depends on what source list they have.

If some long task needs be started after exiting Pip-Boy, then should use StartTimer(0), e.g. similar to here Fragments:Terminals:TERM_DN084_Terminal_MassFusi_0015EF44

Well, just in case it was bypassed somehow  https://www.creationkit.com/fallout4/index.php?title=Category:Papyrus

And this \Fallout 4\Data\Scripts\Source\Base\Fragments\Terminals , basic things Terminals do.

Edited by hereami
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