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Posted

Could someone help me with implementing script that makes selected NPC follow player like in JS or SEU?

I got into point when I have NPC selected with Actor reference available in papyrus function. I saw other mods using AI Packages and factions etc. but haven't figured out how to make it work end-to-end.

Posted (edited)
6 hours ago, Oakern said:

Could someone help me with implementing script that makes selected NPC follow player like in JS or SEU?

I got into point when I have NPC selected with Actor reference available in papyrus function. I saw other mods using AI Packages and factions etc. but haven't figured out how to make it work end-to-end.

 

Simplest way is to add a ReferenceAlias to a quest, make the alias have that AI package, and then put the NPC in that alias using ReferenceAlias.ForceRefTo(Actor).  You can add packages to any number of Actors this way by using a RefCollectionAlias instead of a ReferenceAlias.

 

For example, here's an AI package that makes an NPC follow the player:

 

image.png

 

I want to be able to make NPCs use that package, so I have a quest that is always running.  I create a RefCollectionAlias in that quest and put that package in the Alias Package Data, along with factions, keywords to allow the Player to stimpak the NPC etc.  The Fill Type for the Alias is set to Specific Reference but left unfilled, and the Alias is flagged Optional so that the quest will run whether or not the Alias is filled:

 

image.png

 

Then in my code I have:
 

    RefCollectionAlias Property FreedCaptives Auto Const

    FreedCaptives.AddRef(akCaptive)
    akCaptive.EvaluatePackage()

 

If I want to stop this I just do:
 

    FreedCaptives.RemoveRef(akCaptive)
    akCaptive.EvaluatePackage()

 

The EvaluatePackage() isn't strictly necessary but it makes the package change take effect immediately, otherwise it might take a few seconds for the NPC to automatically evaluate its package stack.

 

Edited by EgoBallistic
  • 2 weeks later...
Posted (edited)

I have an ActiveMagicEffect script bound to a magic effect which is applied by consuming a potion. The script uses StartTimer() and OnTimer() events to try to be as asynchronous as possible. From time to time, I get errors in the Papyrus log about the script trying to start a timer while unbound, which seems to correspond with the potion being equipped while the effect is already active, refreshing it and starting a new instance of the script. The error seems benign, but I'm worried that it's a sign of unhygienic design on my part. I've tried wrapping the StartTimer() calls in If Self conditionals but this hasn't eliminated the logged errors. Is there a proper way to check whether an ActiveMagicEffect script has come unbound?

 

Edit: Should I be checking GetTargetActor() instead of Self?

 

Yet still moar edit: Yeah, I think checking GetTargetActor() solved it, though it's hard to say for sure other than continuing to playtest and monitoring papyrus logs for long enough that I feel like I should have seen it happen again. Fingers crossed!

Edited by vaultbait
Posted

Can someone tell me what my npc is doing?

I create a blank NPC but when i place them for example in vault 95, they just walk but don't act.

The test was if i can populate the vault with NPC's and get naughty there. But it's meh so far.

I did gave them a default sandbox package and so they talk a little and walk and do things but as far as AAF goes, they don't notice me. 

  • 3 weeks later...
Posted
On 3/28/2024 at 2:36 AM, TheFruitlessOne said:

Can someone tell me what my npc is doing?

I create a blank NPC but when i place them for example in vault 95, they just walk but don't act.

The test was if i can populate the vault with NPC's and get naughty there. But it's meh so far.

I did gave them a default sandbox package and so they talk a little and walk and do things but as far as AAF goes, they don't notice me. 

 

What does "they don't notice me" mean? AAF doesn't automatically initiate any scenes. You can use AAF's on-screen interface to manually put a scene together to make sure your NPCs are capable of those animations, but it sounds more like you're expecting some other mod to use the NPCs in some way and it isn't (like Sexual Harassment choosing them as approachers or something)?

 

Or are you saying they don't have any idle chatter and dialogue? You need to give them a voicetype with associated lines, and/or set up quest dialogue with an alias that gets filled with your actors. In many cases, it's easier to template an NPC from another one you're familiar with that already has all that set up than to make one from a base form and have to figure out everything it's missing.

  • 3 weeks later...
  • 2 weeks later...
Posted (edited)

Do you guys recommend Fallout 4 for sex gaming stuff or 76? Does either one of them have the advantage when it comes to sex+pregnancy+offspring raising? 

If the answer is Fallout 4, do I need to get the basic edition or is getting the GOTY edition recommended?

Edited by AzurWave
Posted
On 5/12/2024 at 11:48 AM, AzurWave said:

Do you guys recommend Fallout 4 for sex gaming stuff or 76? Does either one of them have the advantage when it comes to sex+pregnancy+offspring raising? 

If the answer is Fallout 4, do I need to get the basic edition or is getting the GOTY edition recommended?

 

You're asking in the Creation Kit topic. CK is a tool used for creating mods. You'll probably get a more timely response if you create a new topic on the forum.

 

As to your question, I play both Fallout 4 and 76. The latter can't really support mods that do more than cosmetic or utility type functions since it's an online multiplayer game,, so client-side alterations are all mods can get you. Anything more would require changes to the server and/or getting all other players to install similar client-side mods, which isn't going to happen.

 

And yes you want the GOTY edition of FO4 if you're going to be playing it with mods. Many mods reuse assets and other content from the various DLCs, so if you don't have them then it will limit your choice of available mods accordingly.

  • 1 month later...
Posted

FO4 CK CTD was Installed after the Downgrade.

The downgrade patcher just appears to not work for CK after the downgrade already took place, Several threads on that. In the downgrader thread.

 

Are there instructions to manually downgrade the CK or another way? if it was installed after the FO4 downgrade?

Posted
10 hours ago, Saint_Olaf said:

FO4 CK CTD was Installed after the Downgrade.

The downgrade patcher just appears to not work for CK after the downgrade already took place, Several threads on that. In the downgrader thread.

 

Are there instructions to manually downgrade the CK or another way? if it was installed after the FO4 downgrade?

 

Did you make any backups of your CK install folder? If so, you should be able to just replace the new files with the old ones.

Posted
4 hours ago, vaultbait said:

 

Did you make any backups of your CK install folder? If so, you should be able to just replace the new files with the old ones.

Unfortunatly no. I haven't had it installed for a year.

Posted
On 7/8/2024 at 5:25 AM, Saint_Olaf said:

FO4 CK CTD was Installed after the Downgrade.

The downgrade patcher just appears to not work for CK after the downgrade already took place, Several threads on that. In the downgrader thread.

 

Are there instructions to manually downgrade the CK or another way? if it was installed after the FO4 downgrade?

How do you rollback the update to FO4's Creation Kit? : r/fo4 (reddit.com)

 

Posted (edited)

Behavior package experts wanted!

 

I'm trying to create a package which will cause an NPC to follow a player within a set area, but disengage if the player is outside that area. I was hoping to do it with a linked trigger box primitive similar to how the linked area feature works for sandbox packages, but can't seem to figure out the right combinations of base package template and options. Setting a condition on GetWithinPackageLocation to check the linked triggerbox doesn't seem to work either.

 

Has anyone done this before? Is there an existing package template that already supports this, or am I going to have to define a custom procedure tree for this?

Edited by vaultbait
Posted (edited)
1 hour ago, vaultbait said:

Behavior package experts wanted!

 

I'm trying to create a package which will cause an NPC to follow a player within a set area, but disengage if the player is outside that area. I was hoping to do it with a linked trigger box primitive similar to how the linked area feature works for sandbox packages, but can't seem to figure out the right combinations of base package template and options. Setting a condition on GetWithinPackageLocation to check the linked triggerbox doesn't seem to work either.

 

Has anyone done this before? Is there an existing package template that already supports this, or am I going to have to define a custom procedure tree for this?

 

I would create a triggerbox as large as the delimited area. I would put an onExitTrigger and onEnterTrigger script, which will update a variable or global. 


PlayerIsInside = True

 

The FollowPlayer package should have as condition PlayerIsInside = True. 

 

Every time you change the variable make sure to kick an Actor.evaluatepackage() script 

Edited by JB.
Posted
1 hour ago, JB. said:

I would create a triggerbox as large as the delimited area. I would put an onExitTrigger and onEnterTrigger script, which will update a variable or global. 


PlayerIsInside = True

 

The FollowPlayer package should have as condition PlayerIsInside = True. 

 

Every time you change the variable make sure to kick an Actor.evaluatepackage() script 

 

Thanks! This was basically going to be my fallback if I'm unable to completely solve it with just package procedures and conditions, but it's good to know I'm not the only one who's struggled with this and ended up just relying on script events instead.

  • 6 months later...
Posted

In Outfit studio, when converting clothes to CBBE, can I somehow tie the mesh of the clothes to the body on top? Also, is it possible to copy the position of the mesh, already manually fitted clothing, to other clothes from another mod? Fitting each piece of clothing takes quite a long time; I’ve tried it myself so far without success.

  • 4 weeks later...
Posted
On 9/13/2022 at 3:29 PM, vaultbait said:

 

Doing it that way, you'd need the mod plugin which provides that component to be a "master" of your plugin. Unfortunately, the CK as released by Bethesda doesn't allow you to have any non-ESM masters in the plugin you edit (and if you add them through other means it will strip them on save), so if the other mod is an ESP you probably need a community patch for the CK. Alternatively, make your mod with FO4Edit instead of the CK.

 

do you know if this is still the case with the base creation kit for 163? I certainly can't seem to mark esp mods as masters, but if it's as simple as a patch for the CK, it would certainly prove that Bethesda ran it through their usual approval process.

  • 3 weeks later...
Posted

I have an issue where the boob physic only works with naked body.

 

I use CBBE, PCBPC Physics and Collision Prest,

 

Tried Alcater Presets but that didn't work either

 

Also mod managed by Vortex.

 

I also remembered to batch build

 

3881.png.640fdb6fb61aae764d2bc8b32634ef6f.png

I tried both Alcater  preset and the CBBE ones with and without "(outfit)".

but it just doesn't work.

 

Am I missing something?

 

  • 2 weeks later...
Posted (edited)

I am currently trying to learn how to do proper scenes and dialogue on the story part of my mod.


What could be causing a scene to start, but never correctly progress (stop at the first dialogue that never gets displayed) ?
What I know 


A. The initial Greeting line gets triggered just fine,  for sure it passes the initial checks.
B. I have determined that the scene also actually starts in earnest, because in the Scenes tab of the owning quest ,  I go under "Edit scene" button and I chose have a papyrus fragment run on very scene start and when on scene end generating a Message box, and that first message box does pop up.
I see the starting message box ,I never get the ending message box.
C The dialogue phase itself  ( phase 1) also starts (but never finishes), tested the same way with a message box that does trigger at the start, and another at the end. I see the one at the start going off, never the one at the end. 



I have looked at other scenes that work just fine, I have replicated as best as I could all settings, is just a difficult mystery. 
Does anyone have any insight on what could be the cause why the player dialogue in Phase 1 just refuses to ever show up, even though the phase itself starts just fine?
The phase starts, but never ends (and naturally, the scene never ends) I do not get the popups I have put at the end to trigger.
Is it an XDI bug or something,  or what causes  the player dialogue to just never display?

What puzzles me the most that there were some occurrences (rare) where it worked. But, mostly not. 
I can't figure out what the difference is.
Is the NPC or player stuck in a previous scene or something contextual like that? I feel like I am chasing my tail in vain.

 

 


 
 

image.thumb.png.725a6bc56034d057a69914a318236857.png

 

 

 

 

 

[Edit] By randomly trying things, I found out the one thing that does make it work  is if on the initial greeting line settings I used a " forced alias" other than none,  but I don't get why would I even need to do that (most other scenes from the vanilla game that work just fine - and whose settings I am trying to replicate -  don't seem to need that  at all)
 

 

image.png.60d7d346ded0ffa9a516e6065050664b.png

Edited by MSM_Alice
Posted (edited)
6 hours ago, MSM_Alice said:

I am currently trying to learn how to do proper scenes and dialogue on the story part of my mod.


What could be causing a scene to start, but never correctly progress (stop at the first dialogue that never gets displayed) ?
What I know 


A. The initial Greeting line gets triggered just fine,  for sure it passes the initial checks.
B. I have determined that the scene also actually starts in earnest, because in the Scenes tab of the owning quest ,  I go under "Edit scene" button and I chose have a papyrus fragment run on very scene start and when on scene end generating a Message box, and that first message box does pop up.
I see the starting message box ,I never get the ending message box.
C The dialogue phase itself  ( phase 1) also starts (but never finishes), tested the same way with a message box that does trigger at the start, and another at the end. I see the one at the start going off, never the one at the end. 



I have looked at other scenes that work just fine, I have replicated as best as I could all settings, is just a difficult mystery. 
Does anyone have any insight on what could be the cause why the player dialogue in Phase 1 just refuses to ever show up, even though the phase itself starts just fine?
The phase starts, but never ends (and naturally, the scene never ends) I do not get the popups I have put at the end to trigger.
Is it an XDI bug or something,  or what causes  the player dialogue to just never display?

What puzzles me the most that there were some occurrences (rare) where it worked. But, mostly not. 
I can't figure out what the difference is.
Is the NPC or player stuck in a previous scene or something contextual like that? I feel like I am chasing my tail in vain.

 

 


 
 

image.thumb.png.725a6bc56034d057a69914a318236857.png

 

 

 

 

 

[Edit] By randomly trying things, I found out the one thing that does make it work  is if on the initial greeting line settings I used a " forced alias" other than none,  but I don't get why would I even need to do that (most other scenes from the vanilla game that work just fine - and whose settings I am trying to replicate -  don't seem to need that  at all)
 

 

image.png.60d7d346ded0ffa9a516e6065050664b.png

 

Hi, I am just guessing because I also dont see what is wrong, so my comment might not be helpful :)

 

I would check two things:

 

Check if the alias is correctly filled for Sturges (ingame: SQV Questname). It happened to me more than once that i wrote a dialogue for a new Alias and tried to test it on a testsave in which the quest was already started before i added the alias. In such cases the NPCs only say the greeting (if they qualify to the conditions). 

 

Test what happens if you dont show the Debug.Messageboxes or replace them with a Debug.Notification. The PreNG XDI had issues with some dialog interrupts, like when you get a legendary weapon within a dialogue (although it just went stuck). I dont know if that happens with messageboxes, its just a guess.

Edited by Heinz01
Posted
3 hours ago, Heinz01 said:

 

 

Check if the alias is correctly filled for Sturges (ingame: SQV Questname). It happened to me more than once that i wrote a dialogue for a new Alias and tried to test it on a testsave in which the quest was already started before i added the alias. In such cases the NPCs only say the greeting (if they qualify to the conditions). 

 


Thank you!
I shall try.
It does make sense that that might be it, since when I use "Force alias" it works, and that force alias checkmark might force the alias to "re-fill" correctly ( even though the quest itself is not re-initializing).
The "symptoms" are identical to what you describe, the initial greeting triggers, but nothing else after (unless I use that " Forced alias" thing) 
 

Initially I too thought that the scene wasn't starting, and I spent a long while digging in the wrong direction but then I put the message boxes and I noticed that not only was scene actually starting, but it also progressed to the dialogue phase (only the phase with the dialogue was stalling) 

Will test on a brand new new game, if I can uncheck "force alias" and if it now works that way too, then that must be it.
I might have been too on a save where the quest had already started at a time before I had added the alias, so it wasn't going through its init phase  (again) to  re-populate the aliases. 

  • 2 months later...
Posted (edited)

So, I got CK+CKPE, downgraded versions of game exe, BA2 and CK itself to pre-NG. Everything works fine except render window: I got either blank black, wierd redd-ish or, if I turn on one of debug shaders, kind of something rendering but with severe bugs and no lighting in world wiev, and still plain black in NPC/object wiev.

 

Also, Markers appear to show normally too, it's shading that is bugged it seems.

 

I do have ENB installed, but I load via f4ck_loader, which in theory should fix end issues; also, removing ENB dll's from game folder do absolutely nothing to my issue.

 

Anyone got anything like that? Aside from render window, everything else appears to work just fine.

 

Spoiler

 

CreationKit_AVCMs0zCI3.png.dff5ca631da672efd5a66effbe7eabbe.png

 

CreationKit_i1kQhQYM9o.jpg.1a2dc81f7c001b3296aac84a4adafd21.jpg

 

CreationKit_xIb61VIT9x.png.d608c1ffd083fcd3f9950cc1b5e711c1.png

 

 

 

 

Edited by Allnarta
Posted

Found a culprit: it's old CKPE version on downgraded to pre-NG game. It was just not fully clear that latest CKPE works on downgraded game version too.

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