carcharhinidea Posted July 12, 2016 Share Posted July 12, 2016 (edited) EDIT: problem solved. I never realized you need to modify your .INI files for geck mods as well. okay, I'm trying to build a mod that allows me to have an object i can use to summon a BOS vertibird for travelling, initially I'm going for a fixed activator at the boston airport (since it's most silly to have to throw a signal flare there). now, I've tried a few times with differing events (have the activator call the vertibird script directly, have the activator spawn a vertibird smoke grenade projectile). but adding debug window/messaging to the script to find out where it doesn't work makes me think that the very event onactivate isn't triggering. currently my script looks like this:Scriptname MODVertibirdBeaconScript extends ObjectReference message Property VFTInProgressMessage Auto ConstQuest Property VFT Auto ConstProjectile Property BoSVertibirdGrenadeProjectile auto const event onactivate(objectreference akActionRef) Debug.notification("Activated by " + akActionRef)game.getplayer().placeatme(BoSVertibirdGrenadeProjectile)endEvent I've assigned the script to the activator in question and filled in the properties appropriately, also tried different activators (tried evelevator buttons, tried radio towers), but I don't even get the debug notification, no windows, tried adding stack traces. in other words. I'm stuck. nothing in the papyrus resources seems to tell me what's going or on going wrong here, but I can press activate on the object in question and it just won't work. Edited July 14, 2016 by carcharhinidea Link to comment Share on other sites More sharing options...
KataPUMB Posted July 12, 2016 Share Posted July 12, 2016 (edited) Like this one?http://www.nexusmods.com/fallout4/mods/14729/? I think is better if you just do it with a potion and add it an effect so you can use OnEffectStart in the effect of the potion, it will run inmediately, then instead of place the Grenade projectile just call to the SMEventNode and handle how to start VFT quest, read BOSVertibirdSmokeGrenadescript to see how you can do so. Edited July 12, 2016 by KataPUMB Link to comment Share on other sites More sharing options...
carcharhinidea Posted July 12, 2016 Author Share Posted July 12, 2016 (edited) well. slightly like that one? what I wanted was a way to have only a fixed structure doing this. just being able to summon them anywhere from a radio dampens the enjoyment i'd get from them a bit. it's not just getting this to work though. also trying to figure out the scripting more. I did some scripting in skyrim and new vegas, probably going to be doing some in fallout 4, I'm mostly just wondering why the hell it's not working. Edited July 12, 2016 by carcharhinidea Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 12, 2016 Share Posted July 12, 2016 The way i have been doing activators is as follows: pick an existing activator and duplicate it give it a recognisable name.place your new activator where you want itclick on the little cube with a T in it at the top of the CKin the screen that pops up select your activator.it should now place a see tough reddish cube on it double click on that and under the primitive tab mark the box marked with player activation(or something similar). under the script tab make sure your script is there and the properties are filled.Now it should trigger. Link to comment Share on other sites More sharing options...
carcharhinidea Posted July 12, 2016 Author Share Posted July 12, 2016 I missed the primitive screen, thanks for that. still no effect though. Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 12, 2016 Share Posted July 12, 2016 Strange for me that works. have a look at this https://drive.google.com/file/d/0B95f6GOMUCxHMGl3b0s4V2lnWFU/view?usp=sharing . Coc to 0Cell and have a look. source script included. Link to comment Share on other sites More sharing options...
carcharhinidea Posted July 13, 2016 Author Share Posted July 13, 2016 Strange for me that works. have a look at this https://drive.google.com/file/d/0B95f6GOMUCxHMGl3b0s4V2lnWFU/view?usp=sharing . Coc to 0Cell and have a look. source script included.yeah, that's the problem. I get nothing. no messagebox, no effect. onactivate just doesn't seem to trigger? Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 13, 2016 Share Posted July 13, 2016 Silly question maybe but you did modify your Fallout4presf.ini right? Link to comment Share on other sites More sharing options...
carcharhinidea Posted July 13, 2016 Author Share Posted July 13, 2016 (edited) isn't that just for the pre-GECK mods....? Edited July 13, 2016 by carcharhinidea Link to comment Share on other sites More sharing options...
LoneRaptor Posted July 13, 2016 Share Posted July 13, 2016 I don't think so just try changing them can't do any harm Link to comment Share on other sites More sharing options...
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