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@Sthan Dust

I know this a work in progress but are murders and other anti-social behaviors like assaults tracked?
 

Nora got captured by super mutants raiding a settlement. They destroyed the settlement at Tenpines Bluff and  killed the settlers. Then put a shock collar on her. Eventually she managed to escape back to Sanctuary to regear but when she got back the super mutants were gone (despawnd). Leaving her in a shock collar with no code to escape.

Needing a doctor and with none at Sanctuary she went to Diamond City. Where a DC Guard with a working trigger forced her into servitude as a sex slave.

She snapped. Using a 308 sniper rifle she blew the head off the Guard from Kellogg's front door and disappeared into Diamond City's Red District where she's wanted for murder and is now working as a stripper.


Through that entire episode sanity remained the same. Or would that add to grief? Or is this something you just haven't gotten around to yet?


This is something you may find useful. Something from the many unfinished projects. Works for the entire List of Tracked Stats.


https://www.creationkit.com/fallout4/index.php?title=OnTrackedStatsEvent_-_ScriptObject


 

event OnInit()
	; MUST be reapplied
	; Track stats MUST increment! This will only trigger when
	; the first FC is consumed.
	RegisterForTrackedStatsEvent( "Fusion Cores Consumed", 1 )
endEvent

event OnTrackedStatsEvent( string statName, int newValue )
	kPlayer.addItem( spentCore, 1, false )
	RegisterForTrackedStatsEvent( "Fusion Cores Consumed", newValue + 1 )
endEvent

 

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12 minutes ago, jbezorg said:

@Sthan Dust

I know this a work in progress but are murders and other anti-social behaviors like assaults tracked?
 

 

Yes :) I am looking at "TrackedStats" to deal with this.  you are correct.  Murders are affecting alignment.  I'm trying to catch all the affinity events that are positive to offset this.

 

12 minutes ago, jbezorg said:

Nora got captured by super mutants raiding a settlement. They destroyed the settlement at Tenpines Bluff and  killed the settlers. Then put a shock collar on her. Eventually she managed to escape back to Sanctuary to regear but when she got back the super mutants were gone (despawnd). Leaving her in a shock collar with no code to escape.

Needing a doctor and with none at Sanctuary she went to Diamond City. Where a DC Guard with a working trigger forced her into servitude as a sex slave.

She snapped. Using a 308 sniper rifle she blew the head off the Guard from Kellogg's front door and disappeared into Diamond City's Red District where she's wanted for murder and is now working as a stripper.


Through that entire episode sanity remained the same. Or would that add to grief? Or is this something you just haven't gotten around to yet?
 

Yes it should.  I am trying to figure the keywords to watch for these events. I apologise for not having them figured presently.  The Creation Kit coding is no consistent.  They had a change in developers.  Because they don't conform to the same coding standard.  I am working on this.  I'm processing the Keywords through an AI presently to find what I need to pay attention to.

 

Yes it is a work in progress.  But I am committed to improving with every release. ❤️

 

12 minutes ago, jbezorg said:

 

 


This is something you may find useful. Something from the many unfinished projects. Works for the entire List of Tracked Stats.


https://www.creationkit.com/fallout4/index.php?title=OnTrackedStatsEvent_-_ScriptObject


 

event OnInit()
	; MUST be reapplied
	; Track stats MUST increment! This will only trigger when
	; the first FC is consumed.
	RegisterForTrackedStatsEvent( "Fusion Cores Consumed", 1 )
endEvent

event OnTrackedStatsEvent( string statName, int newValue )
	kPlayer.addItem( spentCore, 1, false )
	RegisterForTrackedStatsEvent( "Fusion Cores Consumed", newValue + 1 )
endEvent

 

 

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22 hours ago, Celedhring said:

Any relation to "Whispers from the Abyss?"

/downloads

Not consciously.  But Yes. My major inspirations are Lovecraft and Poe.  Whispers scare us. Who am I?  Soon you will not be in control, openly, of who you are.  The more you embrace certain personas, the more you will become that persona.

 

Version 2.0 will make this clearer.  V 1.x was a test. 2.0 is the beginning.  

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4 hours ago, Sthan Dust said:

Yes it should.  I am trying to figure the keywords to watch for these events. I apologise for not having them figured presently.


No worries.


List of tracked stat keywords.

https://www.creationkit.com/fallout4/index.php?title=List_Of_Tracked_Stats

 

 

 

Scriptname  SD:PlayerStatsEvents extends ReferenceAlias

; Attached to a player quest alias
;
; List of all Tracked Stats Keywords
; https://www.creationkit.com/fallout4/index.php?title=List_Of_Tracked_Stats

event OnInit()
	RegisterForTrackedStatsEvent( "Locks Picked", 1 )
	RegisterForTrackedStatsEvent( "Pockets Picked", 1 )
	RegisterForTrackedStatsEvent( "Computers Hacked", 1 )

	RegisterForTrackedStatsEvent( "Items Stolen", 1 )
	RegisterForTrackedStatsEvent( "Trespasses", 1 )

	RegisterForTrackedStatsEvent( "Assaults", 1 )
	RegisterForTrackedStatsEvent( "Murders", 1 )
endEvent

event OnTrackedStatsEvent( string statName, int newValue )

	; good / bad depending on location owner / faction
	if ( statName == "Locks Picked" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Pockets Picked" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Computers Hacked" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf


	; Bad. Maybe good?
	if ( statName == "Items Stolen" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Trespasses" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf


	; definitely bad
	if ( statName == "Assaults" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Murders" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

endEvent





 

Edited by jbezorg
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I'm having an issue in the rabbit hole. Well, I don't know if it's an issue or is how you wanted it to work, but every time I get into the rabbit hole, my character looks like a shadow. Not a single texture, just a black void in the shape of my character. Is that an issue or is it working as intended?

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7 minutes ago, ecastellvi said:

I'm having an issue in the rabbit hole. Well, I don't know if it's an issue or is how you wanted it to work, but every time I get into the rabbit hole, my character looks like a shadow. Not a single texture, just a black void in the shape of my character. Is that an issue or is it working as intended?

No, that's not at all intended.  Hmm.  Let me take a look and see if its a lighting issue.

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1 hour ago, ecastellvi said:

I'm having an issue in the rabbit hole. Well, I don't know if it's an issue or is how you wanted it to work, but every time I get into the rabbit hole, my character looks like a shadow. Not a single texture, just a black void in the shape of my character. Is that an issue or is it working as intended?

I thought that was on purpose lol

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30 minutes ago, rkd13a said:

I thought that was on purpose lol

Goodness! Are you having the same issue too??  That's very odd.  I have 0 problems with this.  I will check the lighting effects. I have an RTX card NVIDIA 3080, so I'm wondering if its is defaulting to my drivers?  Does the rest of the area look okay?  Is it just the character textures?

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21 hours ago, jbezorg said:


No worries.


List of tracked stat keywords.

https://www.creationkit.com/fallout4/index.php?title=List_Of_Tracked_Stats

 

 

 

Scriptname  SD:PlayerStatsEvents extends ReferenceAlias

; Attached to a player quest alias
;
; List of all Tracked Stats Keywords
; https://www.creationkit.com/fallout4/index.php?title=List_Of_Tracked_Stats

event OnInit()
	RegisterForTrackedStatsEvent( "Locks Picked", 1 )
	RegisterForTrackedStatsEvent( "Pockets Picked", 1 )
	RegisterForTrackedStatsEvent( "Computers Hacked", 1 )

	RegisterForTrackedStatsEvent( "Items Stolen", 1 )
	RegisterForTrackedStatsEvent( "Trespasses", 1 )

	RegisterForTrackedStatsEvent( "Assaults", 1 )
	RegisterForTrackedStatsEvent( "Murders", 1 )
endEvent

event OnTrackedStatsEvent( string statName, int newValue )

	; good / bad depending on location owner / faction
	if ( statName == "Locks Picked" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Pockets Picked" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Computers Hacked" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf


	; Bad. Maybe good?
	if ( statName == "Items Stolen" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Trespasses" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf


	; definitely bad
	if ( statName == "Assaults" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

	if ( statName == "Murders" )
		; do stuff
		RegisterForTrackedStatsEvent( statName, newValue + 1 )
	endIf

endEvent





 

I did this

 

Function PopulateTrackedStats()
    TrackedStatsName = new string[13]
    TrackedStatsValue = new int[13]
    TrackedStatsName[0] = "Animals Killed"
    TrackedStatsValue[0] = Game.QueryStat(TrackedStatsName[0])
    TrackedStatsName[1] = "Assaults"
    TrackedStatsValue[1] = Game.QueryStat(TrackedStatsName[1])
    TrackedStatsName[2] = "Chems Taken"
    TrackedStatsValue[2] = Game.QueryStat(TrackedStatsName[2])
    TrackedStatsName[3] = "Corpses Eaten"
    TrackedStatsValue[3] = Game.QueryStat(TrackedStatsName[3])
    TrackedStatsName[4] = "Creatures Killed"
    TrackedStatsValue[4] = Game.QueryStat(TrackedStatsName[4])
    TrackedStatsName[5] = "Days Passed"
    TrackedStatsValue[5] = Game.QueryStat(TrackedStatsName[5])
    TrackedStatsName[6] = "Days Survived"
    TrackedStatsValue[6] = Game.QueryStat(TrackedStatsName[6])
    TrackedStatsName[7] = "Happiness"
    TrackedStatsValue[7] = Game.QueryStat(TrackedStatsName[7])
    TrackedStatsName[8] = "Hours Slept"
    TrackedStatsValue[8] = Game.QueryStat(TrackedStatsName[8])
    TrackedStatsName[9] = "Items Stolen"
    TrackedStatsValue[9] = Game.QueryStat(TrackedStatsName[9])
    TrackedStatsName[10] = "Murders"
    TrackedStatsValue[10] = Game.QueryStat(TrackedStatsName[10])
    TrackedStatsName[11] = "Times Addicted"
    TrackedStatsValue[11] = Game.QueryStat(TrackedStatsName[11])
    TrackedStatsName[12] = "Trespasses"
    TrackedStatsValue[12] = Game.QueryStat(TrackedStatsName[12])
   
   
    int index = 0
    While (index < TrackedStatsName.Length)
      RegisterForTrackedStatsEvent(TrackedStatsName[index], TrackedStatsValue[index]+ 1)
      ; code
      index += 1
    EndWhile
    CalculateTrackedStats()
EndFunction
 
Function CalculateTrackedStats()
  ;Calculates the average amount of sleep
  float aSleep = TrackedStatsValue[8] / TrackedStatsValue[5]
  SD_AverageSleep.SetValue(aSleep)
EndFunction
Edited by Sthan Dust
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// Access point found...

// Mother.Execute()

 

>>Sthan?

 

?> Yes, mother.  Where is he?

 

>> Mother, I am not sure where he is.  He might have died in this space.  

 

?> Am I alive?

 

>> Processing...

>> ...

>> ...

>> Yes, you are presently alive in this space.

 

?> Da fuck does that mean, mother?

 

>> It means, you are currently in this reality, alive.  I do not know for how long.

 

?> Where is Alex alive?

 

>> I need time to ascertain that.

 

?> I need a date time plus coords.

 

>> Yes, Mother.   I anticipate 233 hours of processing.

 

?> Ok.  233 hours We will speak again.  Goodbye, mother.

 

>> Goodbye, Mother.

 

// EndProgram

// Connection disabled.

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its just the character (or any other companion etc that may be in with you) that is a black shadow. as I said, I thought that was the way it was supposed to work and thought it was cool. my card is an rtx 3070, so not far behind yours

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