JB. Posted May 30, 2025 Posted May 30, 2025 (edited) It has to be an authentic, full clean version of Fallout pre NG, not patched. I used this ( 2. Downgrade by downloading depots), but from what I can see, it no longer works. But users are commenting on solutions. Edited May 30, 2025 by JB.
MSM_Alice Posted June 11, 2025 Posted June 11, 2025 (edited) Does anyone know how to work with voices types, specifically how to re-use the default ssounds from them? I know that the form script (that the actor script extends) has a GetVoiceType function to get the voice type of a certain Actor/NPC, so i can get that stored in a VoiceType variable in papyrus. However, I have no ideea how to get a list of the topics available to that voice type, that an actor using that voice type might be able to say (looking for standardized names, that most voice types might have). For instance, if I want to make that actor say or play its default hurt sounds or similar, usual shared sounds, how would I go about doing that? I am aware that most actors have some standard combat topics that can maybe be called with the myactor.Say(DialogueTopic) command, Does anyone know how to figure out in a papyrus script which default sounds/topics a certain actor/voicetype has, and what their IDs are so i may call them in a papyrus script? If I look in the CK in the quest list, I can find some default/generic quests with some topics, but some topics have IDs, while others, like combat grunts, have no id's, so I have no clue how to ask for those to be played. I am not looking into finding individual sound files, I just want to ask the Fallout engine to play the correct "hurt", the correct " affirmativbe" or " negative" sound for that actor race. I don't want to backwards engineer which individual sound files are used for each topic, just so I can call that indivdual sound manually. For instance, this is the combat grunt topic, it seems to have no discernable topic info ID, so I have no clue how I would call it manually from a papyrus script, even if I have the voicetype or actor variable already populated. Other topics have a discernable ID: Edited June 25, 2025 by MSM_Alice
MSM_Alice Posted June 11, 2025 Posted June 11, 2025 (edited) So far it looks that it might work if I would go in the let's say " Dialogue Generic" quest, combat tab, find the "hit" topic, write down its formID, and load that into a topic variable in a papyrus and have the humanoid actors "say" that via the Say function call? I had hoped to have something that would work across all races without going through and managing a bunch of different formids, since the game already knows that allocation better than me. Maybe do that individually for each individual race, and have the topics invidualized per race maybe it works ( but still pretty sure unique NPC's who had a different voice types won' t work, as they are found in different quests, and with different topic form id's for their "hit" equivalent) I had hoped to have something like MyActor.PlayMyHitSound(), and it would select his correct hit sound no mater if the actor was generic humanoid, a unique humanoid, or a critter. Edited June 11, 2025 by MSM_Alice
gamermk13 Posted August 26, 2025 Posted August 26, 2025 who can tell me what the error lines are? there are so many of them crash-2025-08-22-18-02-42-AUTOSCAN.txt
Darkening Demise Posted September 21, 2025 Posted September 21, 2025 Fallout 4 Creation Kit wants to save my new plugin as a Skyrim one. I'm about to lose all my progress. Fuck this shit. I even uninstalled the Skyrim SE CK once I saw this and it still won't let me save my file as a FO4 plugin.
Heinzelman Posted September 21, 2025 Posted September 21, 2025 56 minutes ago, Zombie_Expert said: Fallout 4 Creation Kit wants to save my new plugin as a Skyrim one. I'm about to lose all my progress. Fuck this shit. I even uninstalled the Skyrim SE CK once I saw this and it still won't let me save my file as a FO4 plugin. Reveal hidden contents You mean the filetype in your screenshot? If so, it should be fine. As far as I understand thats just how the filetype is generally named/registered as. It looks the same on my FO CK:
reflum001 Posted September 23, 2025 Posted September 23, 2025 Hey guys. I am having a hard time with CK. Even copilot is struggling to help me. I have the pre ng CK. I have the fixes mod from Nexus. I can't get any place to render in my render window. I am generally using SanctuaryExt because that is where I want to build my poc. I've tried to disable ENB (although I only used its performance features). Copilot is saying I need a shaders directory and that the version from steam didn't have everything. So...🤷🏻♀️ Thanks in advance if anyone can help. Apologies as I only skimmed this thread. Oh yeah, I spent a LOT of hours struggling with it. Posting here was my last desperate act. 🤣🥂
Darkening Demise Posted September 23, 2025 Posted September 23, 2025 On 9/21/2025 at 5:44 AM, Heinzelman said: You mean the filetype in your screenshot? If so, it should be fine. As far as I understand thats just how the filetype is generally named/registered as. It looks the same on my FO CK: I tried to save it but it wouldn't let me. So I just closed the CK. I'll see if it occurs again and if I can save it at all before I try to make a mod this time so I don't lose an hour of work.
Heinzelman Posted September 23, 2025 Posted September 23, 2025 5 hours ago, reflum001 said: Hey guys. I am having a hard time with CK. Even copilot is struggling to help me. I have the pre ng CK. I have the fixes mod from Nexus. I can't get any place to render in my render window. I am generally using SanctuaryExt because that is where I want to build my poc. I've tried to disable ENB (although I only used its performance features). Copilot is saying I need a shaders directory and that the version from steam didn't have everything. So...🤷🏻♀️ Thanks in advance if anyone can help. Apologies as I only skimmed this thread. Oh yeah, I spent a LOT of hours struggling with it. Posting here was my last desperate act. 🤣🥂 I never had this problem but i looked a bit for it. There are a lot of similar reports on that issue with solutions like limiting FPS to 60 and stuff like that. First thing I would try is this one (if you havent try already): https://www.nexusmods.com/fallout4/mods/51165?tab=description Its very popular (although I never needed that and have no experience with it). I hope you get it sorted and become able to work with that beast named CK. Its worth it
reflum001 Posted September 23, 2025 Posted September 23, 2025 (edited) Thank you, yes JB sent that to me. My FO4 exe is 1.10.163.0 with a date of 12/9/2019. It has never been NG. That fix version is 1.10.162.0. I can try and figure out how to do the 60 fps thing. I haven't tried that yet. Thinking it might just be best to quit at this point. I knew that CK was going to be a pain to make stuffs, but I had no idea the struggle just to get TO that point! 🤦🏻♀️ Maybe this is like a test. "If you can't even get to it, maybe you best leave it be." 🤣🥂 Thanks for your help though! I appreciate it. 😊 Update: It was ENB. I have rendering now. Now to do the hard part! 🤣🤣🤣 Edited September 24, 2025 by reflum001 Update
reflum001 Posted September 26, 2025 Posted September 26, 2025 Hi all - Hoping you can help. It seems I can't seem to compile fragments when using MO2. I prefer the clean Data folder so MO2 is preferable. Does anyone have a fix for me please? Thank you!
Heinzelman Posted September 26, 2025 Posted September 26, 2025 28 minutes ago, reflum001 said: Hi all - Hoping you can help. It seems I can't seem to compile fragments when using MO2. I prefer the clean Data folder so MO2 is preferable. Does anyone have a fix for me please? Thank you! MO2 shouldnt be a problem, I use it too. If i remember right you have to install FO4 source files. It should be an option when you install the CK. If this is done correctly and still not compiling, it may be an issue with the script you try to compile. Please post a screenshot of the script and the error message, maybe we can figure out, what the problem is
izzyknows Posted September 26, 2025 Posted September 26, 2025 On 9/23/2025 at 7:31 PM, reflum001 said: That fix version is 1.10.162.0. Just so you know, 162 is the last version of the Creation Kit before the NG patch. So your game version doesn't matter... as long as it's not the NG version. Even the CK Platform Extended 0.5-b202 works fine with 163.
JB. Posted September 28, 2025 Posted September 28, 2025 @reflum001 What message appears when you try to compile?
reflum001 Posted October 2, 2025 Posted October 2, 2025 Hey JB. Some background: This machine has never seen NG Creation Kit 1.10.162.0 Fallout 4 1.10.163.0 CK64Fixes installed Rev F4-BD9C595 11/06/2022 There are no messages. I have tried external to MO2 and it has words at least in the compile message box, but no actual message. They are very simple. I used the same command that seddon used in https://www.youtube.com/ watch?v=DlMYJ-QcyiQ (not sure if ok to use links, but just delete the spaces and it will take you to that. So I used that simple fragment. SetObjectiveDisplayed(10) Inside MO2, the compile box (after you hit compile is blank, nothing at all.) This is what is inside the compile box when I run it outside of MO2 (the exe in its own directory.) I was trying to get anything to work right. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Quests:QF_KLT_Test_Outside_MO2_070090A0"... No output generated for Fragments:Quests:QF_KLT_Test_Outside_MO2_070090A0, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Quests:QF_KLT_Test_Outside_MO2_070090A0 🤷🏻♀️
JB. Posted October 2, 2025 Posted October 2, 2025 (edited) @reflum001 It's a very simple script. If it doesn't compile, it's because you don't have the source code installed. Unfortunately, I don't know how it works with MO2, but the source code should be here. Data\Scripts\Source\Base Check it out. As you were told, the source code is installed only when you install Creation Kit for the first time. Edited October 2, 2025 by JB. 2
reflum001 Posted October 2, 2025 Posted October 2, 2025 I wish I could do a screen shot. Ok, in Data\Scripts\Source\Base I have: CreationClub (Folder) Fragments (Folder) Hardcore (Folder) <--- no idea what this is, but it sounds bad 🤷🏻♀️ And: I have all of those .psc files you have listed above What I DON'T have in that folder is DLC01 through DLC006. Those folders reside in Data\Scripts\Source I am looking at my creationkit.ini and think maybe the issue is there: [Papyrus] sScriptSourceFolder = ".\Data\Scripts\Source\User" sAdditionalImports = "$(source);.\Data\Scripts\Source\Base" Can you share your values for there Heinzelman since you use MO2? Thanks for the help. 😁
Heinzelman Posted October 2, 2025 Posted October 2, 2025 (edited) 29 minutes ago, reflum001 said: I wish I could do a screen shot. Ok, in Data\Scripts\Source\Base I have: CreationClub (Folder) Fragments (Folder) Hardcore (Folder) <--- no idea what this is, but it sounds bad 🤷🏻♀️ And: I have all of those .psc files you have listed above What I DON'T have in that folder is DLC01 through DLC006. Those folders reside in Data\Scripts\Source I am looking at my creationkit.ini and think maybe the issue is there: [Papyrus] sScriptSourceFolder = ".\Data\Scripts\Source\User" sAdditionalImports = "$(source);.\Data\Scripts\Source\Base" Can you share your values for there Heinzelman since you use MO2? Thanks for the help. 😁 They are the same. Here is my part of that ini: Like JB, my basegame source scripts are in the real FO4 data directory. Heres my source folder: And here is the folders inside my "base" folder: Edited October 2, 2025 by Heinzelman 2
reflum001 Posted October 3, 2025 Posted October 3, 2025 Thanks. Mine looks like yours. I copied the .psc to Data\Source\Scripts from Data\Scripts\Source\User to match yours above. I even added ;.\Data\Scripts\Source to the end of the sAdditionalInputs not trusting that $(source) was resolving properly. Same thing. Think I'm going to give up for now, but thank you both so much for your help. TL;DR: My dirs look like Heinzelman's I am running exe directly and outside of MO2 just to try to get it to work Very simple fragment Added another dir, just in case No error message, just says 0 succeeded, 1 failed Verdict: 🤷🏻♀️🤦🏻♀️☹️
JB. Posted October 3, 2025 Posted October 3, 2025 (edited) Same. Hardcore are the scripts for Hardcore mode. Like the functions for thirst, hunger, etc. Let's see, check if your compiler is where it should be. SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler PCompiler.dll Add your entire Fallout folder to your antivirus software's exceptions list. I don't know if you have F4SE installed, but if you do, the source code path is incorrectly configured. It should be: Data\Scripts\Source\User They forgot to add the User folder. Edited October 3, 2025 by JB.
Heinzelman Posted October 3, 2025 Posted October 3, 2025 (edited) 36 minutes ago, reflum001 said: Thanks. Mine looks like yours. I copied the .psc to Data\Source\Scripts ... JB was faster Spoiler I think thats the culprit. It must be in this order: Data\Scripts\Source The scripts folder must have all .pex files like: And the source folder must be inside the scripts folder and should have the .psc files and its subfolders as shown in my earlier screenshot. Edited October 3, 2025 by Heinzelman
reflum001 Posted October 4, 2025 Posted October 4, 2025 SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler PCompiler.dll ✅ Add your entire Fallout folder to your antivirus software's exceptions list. ✅ Data\Source\Scripts: I misspoke that one time in thread, they are like yours ✅ The scripts folder must have all .pex files like ✅ I do have f4se, thought it was a requirement. So, I should take the f4se *.psc files and overlay the ones of the same name that I put in Data\Scripts\Source\User? Spoiler I added that very last folder on sAdditionalImports, but it didn't make a difference
Heinzelman Posted October 4, 2025 Posted October 4, 2025 5 hours ago, reflum001 said: SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler PCompiler.dll ✅ Add your entire Fallout folder to your antivirus software's exceptions list. ✅ Data\Source\Scripts: I misspoke that one time in thread, they are like yours ✅ The scripts folder must have all .pex files like ✅ I do have f4se, thought it was a requirement. So, I should take the f4se *.psc files and overlay the ones of the same name that I put in Data\Scripts\Source\User? Hide contents I added that very last folder on sAdditionalImports, but it didn't make a difference And it is still not working? Can you show the generated psc file (if any). It should have the name QF_KLT_Test_Outside_MO2_070090A0.psc. Open with the editor and make a screenshot. MO2 stores them in the Overwrite\Scripts\source\ directory; if you started CK directly outside of MO2 it may be in your data\scripts\source folder
reflum001 Posted October 6, 2025 Posted October 6, 2025 Here is the location where the most current version resides. Ignore the other one. The "Location_Decision" one was from MO2 and I am not trying to make that work at the moment. QF_KLT_Test_Outside_MO2_070090A0.psc
Heinzelman Posted October 6, 2025 Posted October 6, 2025 2 hours ago, reflum001 said: Here is the location where the most current version resides. Ignore the other one. The "Location_Decision" one was from MO2 and I am not trying to make that work at the moment. QF_KLT_Test_Outside_MO2_070090A0.psc 413 B · 1 download I was guessing that something inside the fragment could have been the issue, but it looks fine. Unfortunally i dont have any more ideas, but I suggest to also ask at the nexus CK forums. There are a lot of creators active there: https://forums.nexusmods.com/forum/8923-creation-kit-and-modders/
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