SAC Posted January 12, 2018 Posted January 12, 2018 16 hours ago, MegaGryphon said: Guys, your companions are still 'essential'. As essential as they've ever been! Nothing in the game can kill them - except YOU. Don't forget that it is you who are killing your companions with these crosses... right? You should probably stop right away (bad karma) LoL Precisely :)) The update might not remove the essential flag anymore (don't know, haven't checked), but it won't restore the flag if you crucified them already with the previous version. The change is persistent in your savegame.
notdoctercorgi Posted January 12, 2018 Posted January 12, 2018 8 hours ago, SAC said: Precisely :)) The update might not remove the essential flag anymore (don't know, haven't checked), but it won't restore the flag if you crucified them already with the previous version. The change is persistent in your savegame. well what do I need to change in f04 edit or whatever to fix that? The 1.7 update said essential flags where restored and them being removed was fixed. And I have made them get in and out of crx furniture which should have restored them. Someone said that when there was a quest blocking them from being set essential, would using console to finish it work?
SAC Posted January 12, 2018 Posted January 12, 2018 4 hours ago, mrlolguydude said: well what do I need to change in f04 edit or whatever to fix that? The 1.7 update said essential flags where restored and them being removed was fixed. And I have made them get in and out of crx furniture which should have restored them. Someone said that when there was a quest blocking them from being set essential, would using console to finish it work? No idea. Which follower is that? Find their base id (google) then setessential <based>. Other than that, put a bullet through their head yourself. Or load a save game previous to crucifying them in the first place. If it's Piper, do yourself a favor and shoot her in the head yourself. Twice
notdoctercorgi Posted January 12, 2018 Posted January 12, 2018 3 hours ago, SAC said: No idea. Which follower is that? Find their base id (google) then setessential <based>. Other than that, put a bullet through their head yourself. Or load a save game previous to crucifying them in the first place. If it's Piper, do yourself a favor and shoot her in the head yourself. Twice The problem is that set essential does not work, something is blocking them from being essential. Oakern, can you please help?
Oakern Posted January 14, 2018 Author Posted January 14, 2018 On 28/12/2017 at 8:19 PM, BufusTurbo said: I have a couple of issues here: After I assigned Cait to a cross she became silent, as in her subtitles are shown but no audio or lip movement play. The same happened with MacCready after he accidentaly crucified himself while sandboxing. Silly man. This happens with assigned settlers also, but that bothers me only when the game engine selects the only crucified settler in the whole town to be a minutemen quest giver. Screams have a tendency to either not play at all or play all together (imagine what 4-5 victims would sound like and weep for my ears). Besides that, sometimes restraint do not appear unless one fast travels twice at the location the cross is, but that's really a minor thing. Original voice should be restored on exit if it is not for any reason use console command to restore it. E.g. for Cait do the following: Type in "help cait 0" in console it returns all items with word cait in the name. Find item of type VTYP and note down it's id (Cait's voice type id is 0007924A) Then get id of Cait character instance (click on her while in console mode) Run command: caitid.SetVoiceType voiceid replacing caitid and voiceid with obtained values.
Oakern Posted January 14, 2018 Author Posted January 14, 2018 On 12/01/2018 at 10:02 PM, mrlolguydude said: The problem is that set essential does not work, something is blocking them from being essential. Oakern, can you please help? In version 1.7 values of Essential and Protected flags are saved in variables when NPC sits on the cross and then restored to original values on exit. As SAC wrote if flag was removed in previous version it won't be restored now as game doesn't know what the original value was... If you use SetEssential command in console this command only sets value flag on base actor it won't change existing instance. So if you set that flag on the base and create new actor from that base (calling player.PlaceAtMe) new actor will be essential but existing one that lost that flag value before won't be... It 's just because console SetEssential is different from Papyrus SetEssential function. I fix that issue in next version and make essential/protected flags removal an option under 'Assigned Character' rather than removing these automatically. I can also add SetEssential and SetProtected options so these values can be restored on demand.
BufusTurbo Posted February 2, 2018 Posted February 2, 2018 I keep getting monstrously huge papyrus logs fillled with lines like these: "[02/02/2018 - 09:27:13PM] error: Object reference has no 3D stack: [ (0014D084)].Sound.PlayAndWait() - "<native>" Line ? [CrxInitQuest (A1012171)].crxinitquestscript.PlaySound() - "C:\Games\Fallout 4\Data\Scripts\Source\User\CRXInitQuestScript.psc" Line 303 [ (FF003557)].crxcrworkshopobjectscript.CreateSpHandsForm() - "C:\Games\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 141 [ (FF003557)].crxcrworkshopobjectscript.OnTimer() - "C:\Games\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 112 [02/02/2018 - 09:27:13PM] error: Object reference has no 3D" What does it mean? How can I fix it?
Roggvir Posted February 2, 2018 Posted February 2, 2018 1 hour ago, BufusTurbo said: I keep getting monstrously huge papyrus logs fillled with lines like these: "[02/02/2018 - 09:27:13PM] error: Object reference has no 3D stack: [ (0014D084)].Sound.PlayAndWait() - "<native>" Line ? [CrxInitQuest (A1012171)].crxinitquestscript.PlaySound() - "C:\Games\Fallout 4\Data\Scripts\Source\User\CRXInitQuestScript.psc" Line 303 [ (FF003557)].crxcrworkshopobjectscript.CreateSpHandsForm() - "C:\Games\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 141 [ (FF003557)].crxcrworkshopobjectscript.OnTimer() - "C:\Games\Fallout 4\Data\Scripts\Source\User\CRXCrWorkshopObjectScript.psc" Line 112 [02/02/2018 - 09:27:13PM] error: Object reference has no 3D" What does it mean? How can I fix it? Same here. No clue as to what might be the cause.
Oakern Posted February 4, 2018 Author Posted February 4, 2018 Seems to me like there are some assets missing. Try to re-install the mod, make sure that there is CRX folder in Data/Meshes with 3 folders - Actors, Effects and Furniture. Check line numbers provided in log in CRX scripts and see which object mod tries to load, make sure it is not missing. I'm not getting similar errors so can't really tell more...
BufusTurbo Posted February 4, 2018 Posted February 4, 2018 I'll try, thanks [edit] How do I check the lines in the scripts?
BufusTurbo Posted February 4, 2018 Posted February 4, 2018 no matter, I reinstalled on a clean save and it worked
Oakern Posted February 5, 2018 Author Posted February 5, 2018 Glad to hear that. Must have been missing models or animations files.
BufusTurbo Posted February 5, 2018 Posted February 5, 2018 Well since I'm here, may I ask if you're planning to make more poses/types of cross?
Oakern Posted February 6, 2018 Author Posted February 6, 2018 12 hours ago, BufusTurbo said: Well since I'm here, may I ask if you're planning to make more poses/types of cross? Yes, new version - 1.8 is almost ready with new cross type and new restraining furnitures. Then I have to decide how to develop mod further - whether add new poses to existing crosses or add new types of furniture/new restraining furnitures or work on misc items and details...
command88+ Posted February 7, 2018 Posted February 7, 2018 how can i remove npcs from the cross? and what is the correct procedure for upgrading to2.8 when it comes out?
BufusTurbo Posted February 7, 2018 Posted February 7, 2018 9 minutes ago, command88+ said: how can i remove npcs from the cross? Enter workshop mode and command them to go somewhere, or assign them to something else
Oakern Posted February 7, 2018 Author Posted February 7, 2018 2 hours ago, BufusTurbo said: Enter workshop mode and command them to go somewhere, or assign them to something else Yes, for NPCs that belong to the settlement you can reassign them for any other NPC go to Configure menu (R key) select Assigned Character and Command then point the NPC to sit on other furniture (e.g. chair). That assumes you are running latest version - 1.7
Oakern Posted February 7, 2018 Author Posted February 7, 2018 3 hours ago, command88+ said: and what is the correct procedure for upgrading to2.8 when it comes out? In general best way is to uninstall previous version first using mod manager and then install new one. There shouldn't be any files to override if previous version is uninstalled correctly but if they are always overwrite then with files from new version. If after upgrade particular furniture placed while running prev version doesn't work as it should simply scrap/store it in the workshop and place it again.
Oakern Posted February 18, 2018 Author Posted February 18, 2018 I've just uploaded new version 1.8 - enjoy! 1
bardbear Posted February 18, 2018 Posted February 18, 2018 Just found this mod today. Quick question: I've tried the cross with the seat and the new "X" cross, and while i can use them, i can't get any of my settlers to use them. The cross shows someone assigned in workshop mode. But when i click on the cross and select show assignments, it says no one is assigned. And the settlers show as unassigned as well. I've tried scrapping and replacing both crosses, but this still happens? Am i missing something obvious?
SAC Posted February 18, 2018 Posted February 18, 2018 7 hours ago, Oakern said: I've just uploaded new version 1.8 - enjoy! Thank you for the new version. A question before installing, have you updated the scripts logic and/or previous animations or furnitures, or is it just the new furnitures with their own (new) anims? 1
BufusTurbo Posted February 18, 2018 Posted February 18, 2018 Yay! X-crosses and other goodies, here I come!
Oakern Posted February 19, 2018 Author Posted February 19, 2018 20 hours ago, bardbear said: Just found this mod today. Quick question: I've tried the cross with the seat and the new "X" cross, and while i can use them, i can't get any of my settlers to use them. The cross shows someone assigned in workshop mode. But when i click on the cross and select show assignments, it says no one is assigned. And the settlers show as unassigned as well. I've tried scrapping and replacing both crosses, but this still happens? Am i missing something obvious? There shouldn't be any difference between crosses types. Did you assign the same settlers to different cross type and did it work? Assigned Character menu from cross Configure menu only shows if there is NPC on the cross it has nothing to do with workshop assignment. Try using console command setcommandstate 1 and order settlers to sit on the cross.
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