Jump to content

Carreau

Members
  • Content count

    92
  • Joined

  • Last visited

3 Followers

About Carreau

  • Rank
    Member

Profile Information

  • Bio
    A semi-noob modder for Fallout 4.

Recent Profile Visitors

1,202 profile views
  1. I must have missed that. Cool deal then.
  2. I didnmt think you could add actor scripts through aliases. According to the wiki, you can only extend ReferenceAlias, so he’d still be back to square one with Actor Script events.
  3. i’ve had issues with getting the compiler to accept certain events. It’s primarily due to the first passed variable not being cast the same as the script the function comes from.
  4. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    BGS pretty much missed the mark in a lot of ways with this game. It could potentially be interesting, but the die hards don't want a game where we're ganked while just trying to enjoy the fucking game. There's nothing fun about that. The nukes really do have me worried beyond belief.
  5. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    Sounds like they're using shards to divvy up the userbase and keep instances of the game limited to a dozen or so players.
  6. You can call out actor functions in any other script. Since you’re mre than likely applying stuff to the actor that would receive the perk, any script called against it would inherit functions native to actor. Any function you want to use that isn’t inherited, you can either preceed it with Actor.FunctionName() or import actor script in your header.
  7. I ran into an issue with template NPCs that may help you here. With template NPCs, you can't add scripts to them. My work around was to make my script an active magic effect and apply it via perks. Perk->Ability->MagicEffect. Since I was building the NPCs, it was easy to add the perk to them. Since you're wanting to avoid editing the NPC, you can always make a quest to add a perk to your selected actor. But I'm not aware of any way to add a script to an actor other than directly editing.
  8. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    Am I missing something? Do the consoles get record locked on the amount allowed even for ESPs? The point I was getting at was that previous versions of the Creation Engine were locked into 32-bit due to console limitations. Now that consoles are natively 64-bit, I expect FO76 to be 64-bit enabled out of the box.
  9. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    It was available for preorder following the teaser trailer drop. That was Jason Schrier’s big reason for writing his article regarding his anonymous contacts in Bethesda dropping some gameplay info. He felt obligated to make sure people knew FO76 might not be what they expect before they drop money on a pre-order. But I’m also waiting to see what kind of limited edition will be ran. I need something to go with my FO3 lunchbox and FO4 Pipboy 4000.
  10. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    The limitation is due to the code base being originally designed as 32 bit. While FO4 and SSE run fine on 64-bit machines, they don’t take advantage of the additional addressing. Each form is basically a memory address where the final 16 bits are typically the form ID. 2^16=65536 forms. But, the CK locks out the use of forms from 0x000 to 0x7FF, which is the first 11 bits (2048 forms). These are reserved for hard coded forms. ESLs lock in the plugin part to 0xFE and merge all ESLs into one ESP during game load. The rest of the address gets chopped up and disperses less bits to the form id portion. Out of the number of forms from the remaining 12 bits, half of them are reserved, that leaves only 2048 forms for an ESL. regardless. Since FO4 uses a slighyly upgraded engine from Skyrim, the 32-bit lock was inevitable. Hopefully, whatever version of the CE FO76 uses has been upgraded to take advantage of 64 bit architecture since 32-bit support is basically legacy support at this point.
  11. Carreau

    Adding Keywords by script?

    I added keywords to base armors for fallout vore, but to do it required manually adding the keyword in a bridging plugin. That way i didn’t create armor dependencies on the core mod for people who didn’t want the optional functionality I was adding through the keywords. I’m thinking the cleaner way to do it would be to use getformfromfile to load a formlist with base IDs. Then, you can watch if the item being used is in the list through onequip and do your magic that way. That’s basically how survival works when using food and drink.
  12. Carreau

    Adding Keywords by script?

    Addkeyword() only works on references whereas you’re trying to add the keyword to the base object. To make it work, you would need to get the reference id of the potion.
  13. Bethesda just released an update to the game, so F4SE is out of date currently. It usually takes a day or two for the script extender team to recompile and release a version correct F4SE.
  14. Carreau

    Help with scripts not binding

    So, the problem was resolved. I had the user install HUD Framework, and the script binding errors cleared up, and all scripts began to work properly again.
  15. Carreau

    Help with scripts not binding

    I accidentally put some of my post behind the spoiler tags and it won't let me edit it very easily. Sorry ^_^
×