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F4MS - Fallout 4 Mining System - problems setting up.


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I'm having trouble getting these scripts set up because there is literally zero documentation anywhere on the net.

I can not for the life of me figure out how to create an instance of the skillcalculator for my skill tracker quest to use. I assumed like the skill tracker that the calculator needed to be attached to it's own quest however nothing appears in the property list when trying to assign an instance. this is the property dialog window in the script:

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also does anyone know how to edit varibles in a base script or is that not a thing? Skill xp gain and exhaustion property settings in the mineByplayer script are being ignored. again there is zero documantation with the mod or on the net other than this little nugget from niston.

Spoiler

Really very, extremely, totally basic usage information:

1) Create mining furniture
2) If you want NPC mining for your furniture:
   - Create quest (run once at game start)
   - Attach F4MS_EventScheduler to quest 
   - Configure script properties
   - Attach F4MS_MiningByNPC script to furniture
   - Configure script properties
3) If you want Player mining for your furniture:
   - Attach F4MS_MiningByPlayer script to furniture
   - Configure script properties
4) You can have both 2 and 3 at the same time for the same furniture
5) Done

In fact the only reason i knew to put the skill tracker in a quest is because it was partially setup in the file i'm editing so i guess he couldn't fiqure it out either.

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I think F4MS may be a lost cause. Niston uploaded a new version(.11) some time ago(3 months) but in the latest version nearly all of the mining scripts are missing from the ba2(had to download .9) and his comment thread is set to only show when he approves it. Given the fact that he has released the source, never released any documentation, is focusing on experimental stuff in the newest release and hasn't bothered to repair his upload it seems to me he doesn't care.

The skill tracker isn't the real problem, it's the exhaustion system, which after stripping it out of the MineByPlayer script. still continues to function despite not a lick of the code in the ByplayerBase script mentioning exhaustion at all. Tested on save that never saw these scripts and somehow there is an unseen redundancy producing exhaustion almost immediately. I've read every source file associated with the mining system that is included with the mod and no mention of exhaustion out side of the MineByPlayer script. I think the exhaustion mechanic may be part of the game engine's survival mechanics but honestly that is a bit beyond my skill level.

To be fair, I know you can relate to this, he probably doesn't even remember exactly how he did it all and so can't answer most of my questions without actually going back over it and i don't think he has any interest in doing so. Also let me be very clear here, i do not begrudge Niston for ANY of my perceived short comings because for one, I am not by any means a scripter(i can alter but can't write) plus he owes neither I nor this community anything. In fact i'm very grateful for his efforts because i do have access to viable and usable versions of his scripts created by El Ha and used in Basic Mining and Basic Fishing. The basic fishing scripts are what i am working with and while i don't have access to the source at least the exhaustion system in his scripts obey the max turns before exhaustion property variable. I just wish i could alleviate the exhaustion toll by drinking beer but other than that i think i can use those scripts to achieve my ends.

Full disclosure, i am creating a fishing compendium that combines several of the best fishing mods into one seamless experience. Now my ideal combination would be as follows:

Flashy/horizon fishing animation(sped up about 30%)

+GKX Gone fishing fish and water detection

+El Ha Basic Fishing fish and the MinebyNPC/MinebyPlayer scripts

+cVc fishery furniture and set dressings

Currently working on a patch that marries so far...Gone fishing/Basic Fishing/cVc Fishery. Also considering adding Fishers as well if i am unable to independently recreate their lobster trap flora object.

 

Edited by worm82075
Striking through an untrue sentence fragment.
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Huh, anyone can post to F4MS comments afaik?

IIRC, the skill calculator script needs to be attached to a miscobject (I used a synth component) and the property on the script can then be set to that miscobject. Creating new instances of a script/class is not really straight forward in Papyrus, hence the complication. That said, the base implementation of the skill calculator totally sucks as it was just meant as a cheap example, and you'd definitely need to extend the script (create a derived class) to write your own, better suited version.

F4MS was the very first mod I uploaded. I'd do a whole bunch of things different, esp. with regards to the player mining scripts, if I'd (re)write it today. Truth is, I never finished that mining mod I initially made the scripts for and sort of lost interest in them, as the only things I consistently found use for in F4MS are the scheduler and the menu system. Also nobody except Zorkaz showed any interest in using F4MS, literally for years. The NPC mining/factory scripts work fine, but I'd recommend not using the power connector supplicant. It's not broken, but also does not use the optimal approach for placing the connector.

Someone else asked me about the mining mod a while ago, and if making mods wouldn't take the insanely stupid amounts of time it actually does, I'd probably finish that mod by redoing it from scratch, including the scripts.

However, if you need specific support, you can find me on the collective modding discord. I have a channel there, nistonmakemod. Replies may take a while as IRL keeps me quite busy these days.

 

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First of all, I appreciate your time and apologize for assuming my post on your mod page was hidden rather than being erroneously discarded. That being said, having been here for 18 years, I can tell when someone has moved past their work and honestly I just didn't want to intrude on your DM's with complaints. I kinda figured that the scripts needed fleshing out before I can use them in my project and since I lack the skill to actually do so I'm going to use El Ha's versions and call it a day. Thanks again and good luck with your current endeavors.

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