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Viewing Scripts


Sorpaijen

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Quite the novice, here. I am sort of getting a handle on the building-blocks of the creation kit. I created a holotape in the world that has several dialog options, and I made a new item I placed in the world, and I made a perk that USED to be granted by the Featured Item, above, when picked up.

 

I switched computers, and now I can only grant that perk by console command - the Featured Item no longer grants the perk. As I understand it, the Featured Item granted the perk by way of a script I had created (somehow). Which leads me to suspect that somehow when I created the ESP on my old computer, it did not include the script as part of the mod, so having the ESP on my new computer ~without~ the script, is what causes the Featured Item to not "work" as it used to do.

 

I use a standardized naming scheme, so I can easily pull up all the things my mod changes, so I can see the Message that links to the featured item, and the terminal text that links to the 'physical' holotape, and the magic spells and so on that make up the perk. What I can't see, are SCRIPTS. Quests, of course, are basically just scripts, and while i often see references to quest stages, I'm not sure how to ~follow~ the course of events caused by scripts / quests running through their steps.

 

IS there a way to view / follow scripts?

 

The script name I had used for the Featured Item was listed in the perk's detailed window, but I could not EDIT it or view its properties or anything (possibly because switching to a new PC did not move the script over). I'm looking forward to having options in a holotape give varying perks with one "give them all" dialog option that grants all the perks at once, which should be a simple matter of the grant-a-perk script just running through all the options.

 

I -think- I can make it so that the holotape only has ~functional~ options when the player character is seated in a specific medical chair that I'll place in the world. Somewhere I'm sure I can fit that 'condition' so that the perks will only be installed when the player chooses a perk from the holotape connecting their PipBoy to the surgical chair.

 

Thanks for any assistance. Been watching YouTube videos but so far they haven't sunk in very deep (and at work, as I am, I cannot watch them now :>)

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The scripts are located in your fo4 directory. You can view them with notepad or any script editor. As far as the rest of what you're asking.... just take it one step at a time. Get the object ready, link it to a quest, do some scripting. Videos will only get you so far you have to actually kinda do what they're doing as they're doing it. The only other thing I can say is that if you dont already understand the basic concepts of object oriented programming languages you're going to have a rough ride. Anyone can learn but you're standing at the bottom of the mountain looking up.
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PSC text file scripts for editing are located in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User (and \Fragments)

 

PEX compiled scripts for CK UI, dev & test runtime are located in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts (and \Fragments)

 

When you publish a mod please pack and distribute scripts in a BA2 archive, not loose.

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Aha, see, that's something I did not know. When I 'saved' my mod, it did not "save" the scripts WITH it. I assumed they were part OF the mod, since they're needed for it to, you know, work. But if they're separate... then I need to combine them with the ESP in the ZIP archive. That would make them 'loose', I assume. I've heard of BA2 archives, of course, but never really looked into how to make them or open them up and alter files and re-seal them, as I have seen some recommend.

 

I've been doing more 'grunt work', tinkering in the CK with world building and what not. Created my new interior space, applied lighting, etc and -thought- I had linked the door to a door in the external world, but even though everything seems to be set up, the door remains static, with no activation. More investigation. I programmed a bit in Visual Basic and, like, Fortran and even some hexadecimal in electronics class... but that's like thirty years ago, so, yeh, I understand the general principles of functions and program design, etc. but it's been a while and everything old is new again.

 

Thanks for the assist, folks!

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There's tons of videos on how to link doors doors to terminals and buttons ect. Idk much about it. First thing, the existing scripts, dont edit those. Make new scripts. You're main script will most likely be attached to a quest. Usually items in the game (unless you're majorly changing the functionality of that item) will just be manipulated using a fragment script box on the form of most items. This is used for simply linking objects together ect. The files you create fragments ect will end up in the user folder in the fo4 directory data/scripts/user. The scripts dont seem to run from there. I usually just drop them in the scripts folder and that works for me. As far as ba2..I wouldn't worry about that until you're ready to publish something. I highly recommend reading the entire papyrus primer on the wiki page. It will save you a ton a aggravation.
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I got the doors to link (the elevator door I was trying to use apparently had some built-in scripts to it, so I went with a different door and worked like a charm)... and I think I've got a way to do what I want, except now the compiler is throwing an error about an invalid something or other. Need to look into the scripts, now that I know where they are located - I think I made an error setting up one variable, and it got "stuck" in the script and even though I'm now using it correctly, that earlier mistake is still clogging the works. If nothing else, the actual perks work when assigned by console command, so that 'stage' is at least functional. Certainly a lot more involved than I thought it would be, going in. But bit by bit, it's coming together. :)

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