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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

307 profile views
  1. NPC AI troubles

    Yep. That's all there is to it. They're not true followers, just (temporarily, as in, until they die) summon-able helpers. I think the closest equivalent would be the various Antronachs from Skyrim, but just not time limited.
  2. [FO4 CK] General Help Thread

    Am I missing something extremely basic here? Scriptname Evan555alpha:LLAdder Extends ObjectReference ;properties n shit Container Property SCGSVendorChest Auto LeveledItem Property ChrysArmourSet Auto Event OnInit() If SCGSVendorChest.GetItemCount(ChrysArmourSet) < 1 SCGSVendorChest.AddItem(ChrysArmourSet, 1) Debug.Trace("Mod Initialised, adding items!") Else Debug.Trace("Vendor Has the book. Stopping!") EndIf EndEvent Even though this script extends ObjectReference, I'm being hit with LLAdder.psc(8,20): GetItemCount is not a function or does not exist LLAdder.psc(8,49): cannot compare a void to a int (cast missing or types unrelated) LLAdder.psc(9,18): AddItem is not a function or does not exist My other scripts, although they extend ActiveMagicEffect, also use AddItem, and they compile just fine. What the hell?
  3. NPC AI troubles

    Nope, the grenades are exactly how I want it to work. All intended. The 'nades are given to the player once some conditions have been met, though, namely perks and scripts related to said perks. All it should be is that, when the NPC is spawned in, they follow the player around until they happen to die in combat. Said NPC is supposed to fight the same way a feral ghoul does, but at the player's "command", so to speak. Speaking of combat, using some stand-in assets that were hastily reweighted to the ghoul skeleton, I've managed to see that, yes, they do now fight. However, it's just the bog-standard melee punch throwing, rather than the ghoul diving that I was hoping for. Don't really need any help with this at the moment here, just figured I'd note it. I'll be looking in to it more soon.
  4. Object mods not showing in crafting menu

    And so do I. But I still use it to manage my load order. Either way, NMM was giving me trouble, and if you use it at all, it may be giving you trouble, too. In any case, glad you've found the solution to your problem.
  5. NPC AI troubles

    I uh, wow. Okay. A lot of this is going over my head, to be honest. I haven't made any quests or anything, all scripts so far are tied to perks and magic effects/spells. Hell, the spawning system is literally a copy of the Synth Relay Grenade, but with changes assets/NPCs. What kind of quest do I need to make? How would I add them to the RefColAlias when they're spawned? I've never dealt with the AI or Quest parts of the CK before. I really do appreciate the help. Cheers.
  6. NPC AI troubles

    Welp, you were right. Simply going back and changing their race to the FeralGhoulRace was enough to fix that. However, because I didn't reweight their bodies, they ended up being invisible. Regardless, testing in QASmoke using a spawned in raider showed that they do indeed attack now, presumably with their respective animations. What this means is, I'll be reweighting their bodies at some point. Now, on to less of an issue, but more of an "I don't know how to do this" situation: I want these summoned NPCs to follow the player. Would making that possible be as simple as adding the "FollowPlayer" AI package, or is there more to it?
  7. Object mods not showing in crafting menu

    This is gonna sound silly, but have you restarted whatever mod manager it is that you're using? I had a very similar issue with my mod when I was doing that, and eventually found out that restarting NMM fixed it. YMMV, though.
  8. NPC AI troubles

    I could, but that would require going back to an older version of Blender, so I won't. Bodyslide ought to be enough, considering how alike both skeletons seem to be, proportion wise.
  9. NPC AI troubles

    That... Isn't something I had considered looking in to. I won't be doing anything in Max, though, as I do all my stuff in blender, or outfit studio. I'll give it a lookover, and see what the results are. Cheers!
  10. NPC AI troubles

    Splitting this off in to its own thread, in hopes of more responses. Right, so I've got an NPC, and I want it so that they're human, but they attack enemies of the player the same way that feral ghouls attack, generally lunging towards the enemy. I also want it so that they're spawned in much like how synths are spawned in via the Synth Relay Grenade. Now, I've got the whole spawning them in part down. That works. What doesn't work is that they won't attack enemies. They'll go in to the fighting stance, and even run up to the enemy, but they won't actually do anything beyond that. The way they're set up, is that their overall race is the DefaultRace, and their Attack Race is FeralGhoulRace. Their Combat style is csFeralGhoul, and their class is Citizen. They're set to be part of the PlayerAllyFaction, with a rank of one. I'm stumped as to why they're not attacking properly. Any ideas? Am I doing something wrong? Spoilered is screenshots of what I think is all relevant NPC pages in the CK.
  11. [FO4 CK] General Help Thread

    Another question, this time script related. I've extracted the "base.zip" in "Data\Scripts\Source\Base" folder, however line 35 of my script is throwing an error. More specifically: WhichEgg.SetValue(Utility.RandomInt(1, 100)) Attempting to compile in the CK spews out this single error: int is not a known user-defined script type Everything that I've looked up tells me that I need to have extracted the base source scripts, which I've done already. Any ideas on what could be causing this? Papyrus' syntax is new to me, and I'm not sure how to fix it. EDIT: I found the fix for it. Changing the snippet from what it was, to: WhichEgg = Utility.RandomInt(1, 100) leads to a successful compilation.
  12. [FO4 CK] General Help Thread

    Any other suggestions for this NPC not attacking anything? As I said before, they'll walk right up to the enemy, but they just will not attack. I'm at my wit's end trying to find a solution to all this. I just want them to dive at enemies, the same way that ghouls do. Spoilered is screenshots of what I think is all relevant NPC pages in the CK.
  13. [FO4 CK] General Help Thread

    Nope. The only faction that they're a part of is the PlayerAllyFaction. I've tried setting their rank from 1 to 0, and there was no difference.
  14. [FO4 CK] General Help Thread

    Aggression is set to Aggressive, and Confidence is set to Brave. Their Mood is Neutral, and they're set to help both friends and allies.
  15. [FO4 CK] General Help Thread

    Right, so I've got an NPC, and I want it so that they're human, but they attack enemies of the player the same way that feral ghouls attack, generally lunging towards the enemy. I also want it so that they're spawned in much like how synths are spawned in via the Synth Relay Grenade. Now, I've got the whole spawning them in part down. That works. What doesn't work is that they won't attack enemies. They'll go in to the fighting stance, and even run up to the enemy, but they won't actually do anything beyond that. The way they're set up, is that their overall race is the DefaultHumanRace, and their Attack Race is FeralGhoulRace. Their Combat style is csFeralGhoul, and their class is FeralGhoulClass. The template data is set up so that the NPC gets their AI Packages from POIWastelanderFemale01, and they get their Attack data from encFeralGhoul01Template. The Combat Override Package is set to DefaultCombatMasterPackageList. They're set to be part of the PlayerAllyFaction, with a rank of one. i'm stumped as to why they're not attacking properly. Any ideas? Am I doing something wrong? I've been at this for several hours, and I'm at my wit's end.
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