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Evan555alpha

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About Evan555alpha

  • Rank
    Resident Lanky Git. Who likes boobs.
  • Birthday 02/26/1996

Profile Information

  • Gender
    He/Him
  • Location
    The most live-able city in the world, Australia. Otherwise known as not-Sydney
  • Interests
    Fallout, Overwatch, MLP, and PC-related stuff. Oh, and presumably porn of said things.

    Maybe Skyrim as well, though I've never played it.
  • Bio
    Just another pervert on the internet. Not much else to say.

    I can be found just about anywhere else under the same username. If there's anyone elsewhere using 'evan555alpha', it's probably me.

Contact Methods

  • Discord
    Evan#3735

Recent Profile Visitors

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  1. Evan555alpha

    Chrysalis' Armour

    Please see my earlier post: What I meant here is that I found absolutely no way to override the default jetpack sounds. At all. As mentioned on the Nexus page discussing this exact topic, the moment I find a way to use the already-existing jetpack functions, the current flight implementation will be discarded.
  2. Yeah, I meant the generic wall terminal, not the embedded or institute ones. Guess I'll start work on it, then.
  3. So you know how in Fallout 3 and New Vegas, the wall-mounted terminals were animated so that their keyboard slid out? Is there a mod out there that takes Fallout 4's wall-mounted terminal and animates it like that? From what I can tell, the mesh is already split up into the parts required for the animation to work, it'd just need to be, well, animated. Half-tempted to take These Two videos, and fuck about with it myself, provided something like it doesn't exist already.
  4. Evan555alpha

    [FO4 CK] General Help Thread

    I would like to avoid unnecessarily editing vanilla records, so I think that a script would be the best way to go about it. Have a perk of mine add the player to the insect factions (Said perk ties in to the armour set anyways), then have the MGEF script run on all suitable subjects within a certain radius,, with a % chance of attacking.
  5. Evan555alpha

    [FO4 CK] General Help Thread

    So, I want to add an enchantment (read:legendary effect) to a piece of armour that will make all insectoid NPCs have a % chance of not attacking the player/companions. My main question is: Is such a thing possible? I'll admit, I don't have all that much experience with magic effects, aside from getting them to run scripts. I know to use an object template alongside an object modification to have the modification be default to the object, and to then attach the enchantment to the object mod, but I'm not sure how to go about making the enchantment itself.
  6. Evan555alpha

    [FO4 CK] General Help Thread

    bAllowMultipleMasterLoads=1 Add that to the [General] section of CreationKit.ini
  7. Evan555alpha

    Chrysalis' Armour

    Figured you guys need an update. It's been a while. Progress on the asset side of things is mostly there; I just need to model a few more things, fix some textures, etc. Otherwise, assets are done. The hurdle here is the whole questline, worldspace, and other non-asset things, really. Quests are a whole new aspect of modding to me, and are going to be a pain to get working. Building in the CK is also new to me as well. Oh, and there's gonna be a whole load more scripting because I've decided to overhaul the start quest again. Here's a sneak peek at things: That's right, UI icons. There's gonna be perk icons that fit within Fallout's already existing perks, too. Oh, and there may or may not be something in relation to a new set of power armour, too.
  8. Evan555alpha

    [FO4 CK] General Help Thread

    Well that was almost the entire point of trying to use the GetBaseObject() function, which wouldn't compile. Because, as I said before, the debug notification for "Slot33.Item" just returns "Armor". Also, for maximum compatibility, I'd also have to make the if statement checking whether or not it is the naked skin an OR operand, alongside some "IsPluginInstalled()" and "GetFormFromFile()" functions; Looksmenu's skins will direct the naked body to be a different ARMO record, and I've already made another mod that does exactly that. I'll try Game.GetPlayer() instead of the property, and see if there's a difference.
  9. Evan555alpha

    [FO4 CK] General Help Thread

    There's dozens of videos on Youtube that explain and show how to enter and edit cells within the CK. I suggest giving them a watch, as they could explain infinitely better than text, how to use the cell editor in the CK. @Carreau and @Halstrom I've managed to get my script to fire each time something is equipped now, but now I'm at a different hurdle. Using the following script, it is unable to tell the difference whether or not slot 33 is actually occupied. I tried adding in a "GetBaseObject()" line, to try and prevent the naked body from being allowed as an armour that occupies the slot for this context, but the script would just fail to compile, stating that "GetBaseObject is not a function or does not exist.". I should probably also note that the last two debug notifications, Slot33.Item and akBaseObject, show in the notification as "Armor" and "Form", which is what led me to trying to use GetBaseObject.
  10. Evan555alpha

    [FO4 CK] General Help Thread

    You would load up the DLC itself into the CK and then proceed to edit the cell "DLC06VaultWorkshop". I don't recall if you'd need to for editing a DLC itself, but I suggest going into the CK's "CreationKit.ini" file, and adding the following line under the [General] tab: bAllowMultipleMasterLoads=1 Now, when you do go to load up that vanilla cell, it's highly likely that the CK will crash. There's not much you can do to prevent these crashes, they just happen. Personally however, I found something that said to also append/edit the following lines to the same ini file: [Audio] bEnableAudio=0 Which has allowed me to see some vanilla cells without crashing. As for your idea of a button that places some objects, I think that the best way to go about it would be to place all those items in the cell, but making sure that you set them all to be "initially disabled". You can probably add them all to their own layer if you want, but that isn't needed beyond making it easier for you to place your stuff whilst hiding a lot of the other vanilla stuff. After you place all your things, you can add their references (you may need to give them RefIDs for this) to one giant script that is attached to your button. This button script would essentially have all those objects listed, and when the button is pressed, it would enable all the objects so that they can be seen.
  11. Evan555alpha

    [FO4 CK] General Help Thread

    I'll give that a try, sure. Gave this a try, loaded up a save from before I created this plugin, so it's likely clean, and the same errors happened. I'll do what Carreau suggested as well, and see what happens.
  12. Evan555alpha

    [FO4 CK] General Help Thread

    Shit, so I did. You'd think that with non-native events, it wouldn't compile, but I guess not. Switching so that it extends ObjectReference got the events to fire now. However, a new problem has come up: The script fires properly, but it is unable to attach the object mod: "error: Cannot call AttachMod() on a None object, aborting function call" "warning: Assigning None to a non-object variable named "::temp7"" Both of which point to line 27 of the script, "(Myself as ObjectReference).AttachMod((Enabler as ObjectMod), 1)": I'm not sure how "Myself" is being made into a "none object" when I've set it as a property in the plugin.
  13. Evan555alpha

    [FO4 CK] General Help Thread

    Nope. This script is attached to every ARMO record that is meant to be affected by the object mod. I do not touch actors with this little plugin. I had imagined that by doing so, I would be able to use the "OnEquipped" event. Here, you guys are using the "OnItemEquipped" event, which is different.
  14. Evan555alpha

    [FO4 CK] General Help Thread

    What are "kwPOTC_ButtPlug" and "armFusionCoreButtPlug" in this context? Are they properties that you set beforehand? What are they supposed to be? Or does papyrus automatically fill them to fit the event that that if statement is in? What is this script attached to? Is it a manager quest? Or is it the item itself? I just made the player an Actor property through the Properties window in the CK. I didn't do anything with that particular property beyond that. I'll remove "Const" however.
  15. Evan555alpha

    [FO4 CK] General Help Thread

    Well that's the thing. I enabled papyrus logging ages ago, and I have dozens of scripts, some of them also my own, that will put out debug traces just fine. I will do a run with Debug.Notification() however, and see if there's a change. Edit: As I suspected, nothing. The event isn't firing. Any suggestions on how else I could go about this?
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