wapeddell Posted July 10, 2016 Posted July 10, 2016 Before I pour out my eyes I will give a little background on me. I'm an experienced modder, however, the CK for Fallout 4 has me tearing out my hair. I thought since I've modding Fallout New Vegas and Skyrim it would be easy but that isn't the case. Here's some of my work for Skyrim, http://steamcommunity.com/profiles/76561197977765379/myworkshopfiles/?appid=72850. Here's some of my work for Fallout New Vegas, http://www.thepcmasterrace.com/red-hood-fallout-new-vegas-mod/. Now that is out the way I need help making an item spawn in your inventory upon the game start up. I've done this in New Vegas and Skyrim but it's not so easy with Fallout 4, in my case. I've tried making a quest but the quest never starts when I load up the mod nor does the script work either. I've tried going off other people code but nothing works. If anyone with experience in either making quest or scripting could help I will credit you on my first mod. All I'm trying to accomplish is make a simple quest that starts as soon as you load the game then it completes and give you an item.
Guest Posted July 10, 2016 Posted July 10, 2016 Create a quest Add a reference alias to it Set the ref alias to be specific to the player Add a script to the reference alias Use the event OnPlayerLoadGame Something like: Event OnPlayerLoadGame() PlayerRef.AddItem(theItemIWantToAdd, 1) EndEvent
wapeddell Posted July 10, 2016 Author Posted July 10, 2016 Create a quest Add a reference alias to it Set the ref alias to be specific to the player Add a script to the reference alias Use the event OnPlayerLoadGame Something like: Event OnPlayerLoadGame() PlayerRef.AddItem(theItemIWantToAdd, 1) EndEvent Would you mine adding me on Steam by any chance? If you help me with this first mod I will add you as contributor. Here's how the quest is set up. Quest Data ID = Somename Quest Name = Somename Priority = 10 Start Game Enabled Run Once Quest Stage 10 20 30 = Complete Quest Not my script I tried to use it but it doesn't work. Scriptname aaaGiveArmorQuestScript extends Quest ; ----------------------------------------------------------------------------- ; PROPERTIES ; ----------------------------------------------------------------------------- Armor Property MonsterArmor auto ; ----------------------------------------------------------------------------- ; EVENTS ; ----------------------------------------------------------------------------- Event OnPlayerLoadGame(Actor Target, Actor Caster) Game.GetPlayer().AddItem(MonsterArmor) Game.GetPlayer().EquipItem(MonsterArmor) EndEvent ____________________________ Error Script throws out. ______________________ Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "aaaGiveArmorQuestScript"... C:\Users\Admin\AppData\Local\Temp\PapyrusTemp\aaaGiveArmorQuestScript.psc(12,0): new event onplayerloadgame cannot be defined because the script is not flagged as native No output generated for aaaGiveArmorQuestScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on aaaGiveArmorQuestScript
spoonsinger Posted July 10, 2016 Posted July 10, 2016 CPU Lives!!!!!!!!!! (Actually knew that already.... but....) ps What they said is correct. (but, What do I know?). Anyhow... what is your final aim for your mod?, (i.e. lots of api's from other mods which can be accosted in Skyrim which can achieve things which you might want do when used in combination. However, admittedly, you do need them to be a base mod to get access to their api).
wapeddell Posted July 10, 2016 Author Posted July 10, 2016 CPU Lives!!!!!!!!!! (Actually knew that already.... but....) ps What they said is correct. (but, What do I know?). Anyhow... what is your final aim for your mod?, (i.e. lots of api's from other mods which can be accosted in Skyrim which can achieve things which you might want do when used in combination. However, admittedly, you do need them to be a base mod to get access to their api). Well basically I'm trying to make the armor spawn as soon as you start game. Here's an example of what I'm referring to in a previous mod I made on New Vegas and Skyrim. New Vegas Skyrim
spoonsinger Posted July 10, 2016 Posted July 10, 2016 CPU Lives!!!!!!!!!! (Actually knew that already.... but....) ps What they said is correct. (but, What do I know?). Anyhow... what is your final aim for your mod?, (i.e. lots of api's from other mods which can be accosted in Skyrim which can achieve things which you might want do when used in combination. However, admittedly, you do need them to be a base mod to get access to their api). Well basically I'm trying to make the armor spawn as soon as you start game. Here's an example of what I'm referring to in a previous mod I made on New Vegas and Skyrim. New Vegas Skyrim Sorry I'm old and take every post to be Skyrim related rather than there is a 'new' thing. If Skyrim, I'd of done something additem'thingy under 'Event OnInit()" if for only once or If everyload "Event OnPlayerLoadGame()", with a call to 'OnPlayerLoadGame()' from OnInit not to duplicate code. However this question isn't for Skyrim. Ho hum, new world order, bla bla bla. Sorry! - ignore. (well everything apart from CPU's stuff). Have a picture of a black pudding.
Guest Posted July 10, 2016 Posted July 10, 2016 You have a script for a Quest. You should use a script for a Reference Alias. Create a Quest. Inside the Quest create a Reference Alias and set it to the Player Attach a script to the ReferenceAlias with this code: Scriptname abcdAutoEquipArmorOnLoad extends ReferenceAlias Actor Property PlayerRef Auto Armor Property MonsterArmor Auto Event OnInit() if PlayerRef.getItemCount(MonsterArmor)==0 PlayerRef.addItem(MonsterArmor, 1) endIf PlayerRef.equipItem(MonsterArmor, False, False) EndEvent Event OnPlayerLoadGame() if PlayerRef.getItemCount(MonsterArmor)==0 PlayerRef.addItem(MonsterArmor, 1) endIf PlayerRef.equipItem(MonsterArmor, False, False) EndEvent
wapeddell Posted July 10, 2016 Author Posted July 10, 2016 You have a script for a Quest. You should use a script for a Reference Alias. Create a Quest. Inside the Quest create a Reference Alias and set it to the Player Attach a script to the ReferenceAlias with this code: Scriptname abcdAutoEquipArmorOnLoad extends ReferenceAlias Actor Property PlayerRef Auto Armor Property MonsterArmor Auto Event OnInit() if PlayerRef.getItemCount(MonsterArmor)==0 PlayerRef.addItem(MonsterArmor, 1) endIf PlayerRef.equipItem(MonsterArmor, False, False) EndEvent Event OnPlayerLoadGame() if PlayerRef.getItemCount(MonsterArmor)==0 PlayerRef.addItem(MonsterArmor, 1) endIf PlayerRef.equipItem(MonsterArmor, False, False) EndEvent Thanks will give this a try and if all is well I will add you as contributor to my first mod. EDITED: THANKS IT WORKED YOU'RE THE BEST!
wapeddell Posted July 11, 2016 Author Posted July 11, 2016 Figured out the issue it was Nifskope, for future modders if your game crashes it's because you didn't zero out bounding sphere in nifskope. Here's the mod and I credit you as I promised CPU. http://www.thepcmasterrace.com/fallout-4-crysis-2-nanosuit/
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