izzyknows Posted February 28, 2020 Posted February 28, 2020 1 hour ago, Dazdraperma said: Lads, need help! I aint stupid, I heavily googled, but I have no solution for a very basic function. I gaged NPC (settler) and whenever I try to speak with her, she moans. Thing is, I want to acces NPC's inventory to take off the gag, but I cannot. Please, tell me how can I take of gag from NPC! Thanks a lot! use the command openactorcontainer 1 that will open the trade menu. And Better Console is a life saver. 3
Dazdraperma Posted February 29, 2020 Posted February 29, 2020 18 hours ago, Elsidia said: Answer are in that forum a few pages before) At this moment legally you can't take gag off. You can open console - select gagged NPC and write command removeallitems - NPC lost their inventory but you can speak with him after all. But if you select wrong NPC or yourself - you can lost all items. Second version is open fo4edit (xedit) and remove dd mod dialogue NPC gag talking. Then you can unequip gag without loses. How it can done later when i be home i can show in pictures there in forum. Edited: i add link on my post in that forum where you can make NPC gag talking period by fo4edit - You need only wait dialogue end and then next time you can speak with NPC and take gag off. You have 10 sec. before new Mpph! appears. Thank you! I will use option, recomended in next post. There's a comand to open NPC inventory regardles gag.
Dazdraperma Posted February 29, 2020 Posted February 29, 2020 18 hours ago, izzyknows said: use the command openactorcontainer 1 that will open the trade menu. And Better Console is a life saver. Thank you buddy so much! 1
Elsidia Posted February 29, 2020 Posted February 29, 2020 18 hours ago, izzyknows said: openactorcontainer 1 Soo many commands - how you know all?) When i'm end the Fallout 4 quests i are prepared to start new game in survival mode and with dd difficulty 0 - what is hardest one to accept the challenge. And disabled fast travel and console is a part why i want to do survival mode) But before i need found combat surrender bug when you teleported to vault111 - i think i found it and repaired but need deeply tests. And install better PC because i have ctd sometimes. But without save it will be hard in survival mode)
izzyknows Posted February 29, 2020 Posted February 29, 2020 1 hour ago, Elsidia said: Soo many commands - how you know all?) When i'm end the Fallout 4 quests i are prepared to start new game in survival mode and with dd difficulty 0 - what is hardest one to accept the challenge. And disabled fast travel and console is a part why i want to do survival mode) But before i need found combat surrender bug when you teleported to vault111 - i think i found it and repaired but need deeply tests. And install better PC because i have ctd sometimes. But without save it will be hard in survival mode) I leave the console enabled in Survival, because well.. it's a Bugthesda game and sometimes the console is required to fix shit. LOL And I put a door in Vault 111 that leads to Sanctuary. Rarely use it anymore because I haven't ran DCW in a long time, other than testing something.
Elsidia Posted February 29, 2020 Posted February 29, 2020 1 hour ago, izzyknows said: I haven't ran DCW DCW is my favorite mod after dd) I fixed mostly bugs in combat surrender, added some anti cheat functions, fixed chance to drop accidentally most of dcw quest items. Make some changes in belted quest vault111 part, rework Jack the belted quest end. Add one more cursed loot drop type. Seems i'm prepared for better dcw functionality)
Boondockroberts Posted February 29, 2020 Posted February 29, 2020 Did I miss something on how to skip dialogue with Kimy? Everytime you need to buy a key you have to sit through the whole meet her the first time babble.
darkon74slayer Posted March 1, 2020 Posted March 1, 2020 is there a way to limit the number of items that are randomly added to character or is that controlled by the mod adding dd items.
izzyknows Posted March 1, 2020 Posted March 1, 2020 11 hours ago, Boondockroberts said: Did I miss something on how to skip dialogue with Kimy? Everytime you need to buy a key you have to sit through the whole meet her the first time babble. There are no voice files, so no you can't skip through the dialogue. You can edit Kimmys dialogue... but I just use a bat file if I need keys. player.additem xx44e9f player.additem xx04c57 xx being your load order of DD.
izzyknows Posted March 1, 2020 Posted March 1, 2020 1 hour ago, darkon74slayer said: is there a way to limit the number of items that are randomly added to character or is that controlled by the mod adding dd items. Roggvir's DD Items Manager will allow you control "what" is equipped. But the number is controlled by the mod applying them.
Elsidia Posted March 1, 2020 Posted March 1, 2020 5 hours ago, darkon74slayer said: is there a way to limit the number of items that are randomly added to character Deviously cursed Wasteland is dd addon and there i think rogg manager can't control because dcw call functions instead from dd. Other mods use dd rog manager array to get items.
darkon74slayer Posted March 1, 2020 Posted March 1, 2020 6 hours ago, Elsidia said: Deviously cursed Wasteland is dd addon and there i think rogg manager can't control because dcw call functions instead from dd. Other mods use dd rog manager array to get items. ok, thank you, I don't have DCW, but I do use AAF Violate and Rogg manager, Violate has a Device device option. Just trying to find which mod calls the number of devices.
Boondockroberts Posted March 4, 2020 Posted March 4, 2020 On 2/29/2020 at 7:13 PM, izzyknows said: There are no voice files, so no you can't skip through the dialogue. You can edit Kimmys dialogue... but I just use a bat file if I need keys. player.additem xx44e9f player.additem xx04c57 xx being your load order of DD. fantastic solution. Thanks!
Tazcada Posted March 5, 2020 Posted March 5, 2020 Has anyone found a solution to DD objects being UN-equipped/unlocked when showering with Cwss? Is there a patch somewhere I'm missing?
Elsidia Posted March 6, 2020 Posted March 6, 2020 On 3/5/2020 at 4:32 AM, Tazcada said: Has anyone found a solution to DD objects being UN-equipped/unlocked when showering with Cwss? I take a short look on that cwss. I don't hear about any fix of it and unfortunately this mod don't have a source files. It uses for strip command unequipall - that means in theory you must catch unequip procedure, got info that is call from cwss mod and prevent unequip if it's dd item. I'm newbie in scripting but in my sight it's mission impossible. I think cure will not be written without cwss source files. If you have source files you can rewrite strip procedure - if you have at least 1 dd item on player do not strip. But NPC even with this fix takes off dd items in shower. At this moment only cure is use cwss configuration module and set strip to off. It can be done in cwss mod legally.
Elsidia Posted March 7, 2020 Posted March 7, 2020 I need fresh view from others modders. I make in fo4edit dialogue from start. It's complicated but all works. Only one thing. In condition getvmquestvariable all parameters is set correct but that condition not works. I compare all details with similar working condition from another mod but not found where i make error. When i load that mod into creation kit it show that quest name is set wrong - but in fo4edit looks fine. I can set that quest name in ck but i fear to save mod - maybe ck damages him completely. Any ideas what i do wrong or that thing can't be done in fo4edit?
EgoBallistic Posted March 7, 2020 Posted March 7, 2020 1 hour ago, Elsidia said: I make in fo4edit dialogue from start. It's complicated but all works. Only one thing. In condition getvmquestvariable all parameters is set correct but that condition not works. Are the quest itself and the quest property both marked as Conditional, e.g. Scriptname MyScript extends Quest Conditional Int Property MyQuestVar Auto Conditional FO4Edit will let you put anything you want in the String field for GetVMQuestVariable, but it won't actually work if the quest and property are not Conditional.
Elsidia Posted March 7, 2020 Posted March 7, 2020 2 hours ago, EgoBallistic said: Are the quest itself and the quest property both marked as Conditional, e.g. Scriptname MyScript extends Quest Conditional Int Property MyQuestVar Auto Conditional Quest wasn't conditional but i try both - conditional and not conditional - both not work. And in CK when i select quest from list it allow select property too. But property always was conditional because at first it not change a value by script and then i found that need be conditional all. I think somewhere in esp is hidden info about that what i not set. But where and what i don't know. Maybe Fo4edit use another method to define quest variable what it needs for getvmquestvariable ... And Yes i use your mod Raider pet as compare part for that variable) And i want to make new dialogue in dcw. Maybe i can do it without quests variables using only keywords. I heard that keywords work faster that condition with quests variables. Is it true?
EgoBallistic Posted March 7, 2020 Posted March 7, 2020 2 hours ago, Elsidia said: Quest wasn't conditional but i try both - conditional and not conditional - both not work. And in CK when i select quest from list it allow select property too. But property always was conditional because at first it not change a value by script and then i found that need be conditional all. I think somewhere in esp is hidden info about that what i not set. But where and what i don't know. Maybe Fo4edit use another method to define quest variable what it needs for getvmquestvariable ... And Yes i use your mod Raider pet as compare part for that variable) And i want to make new dialogue in dcw. Maybe i can do it without quests variables using only keywords. I heard that keywords work faster that condition with quests variables. Is it true? Raider Pet is not my mod But you can certainly use keywords for dialog conditions, and they are more flexible. I am not sure if keywords really work faster, but the difference would be too small to notice for dialogs.
Elsidia Posted March 7, 2020 Posted March 7, 2020 1 hour ago, EgoBallistic said: I am not sure if keywords really work faster Ups. I was sure that is yours) Ok I was only in planing mode but i need all checks as can faster. In future i need trigger NPC dialogue with player if player have in inventory dd items. But as i think only way is by using itemcount(DD_kw_InventoryItem)>0. And after dialogue trigger in process greeting speech i need check all dd items in inventory and if those not on player. That's a lot time. I think do it in two steps - first check by groups and then in first dialogue allow new speech options. Because i need variables - script check and set chast=true - if player have chastity items to open new dialogue. But now i think i can use say "dcw_kw_chast" keyword and add it to player when dialogue starts)
EgoBallistic Posted March 7, 2020 Posted March 7, 2020 34 minutes ago, Elsidia said: In future i need trigger NPC dialogue with player if player have in inventory dd items. But as i think only way is by using itemcount(DD_kw_InventoryItem)>0. And after dialogue trigger in process greeting speech i need check all dd items in inventory and if those not on player. You should be able to do this with GetKeywordItemCount and WornHasKeyword: The above will trigger if the player has a vault suit in inventory but they are not wearing a vault suit.
Elsidia Posted March 8, 2020 Posted March 8, 2020 9 hours ago, EgoBallistic said: You should be able to do this with GetKeywordItemCount and WornHasKeyword: I think about this variant but dd items so many different types i need condition if getitemcount(DD_kw_InventoryItem)>getitemcount(dd_kw_rendereditem). But not sure that type of conditions can be make in dialogue condition. Because player can wear as suit but not wear a plugs in inventory. or something like this: if getitemcount(dd_kwsuits)>0 and playerhaswear(dd_kw_suits)==0 or getitemcount(dd_kwsuits)>1 and playerhaswear(dd_kw_suits)==1 and getitemcount(dd_kw_plugs)>0 and .... for condition is too much because i think trigger dialogue if player have dd_kw_inventory items and then in dialogue process filter what dd items wasn't equip on player and show this in next dialogue. Of course dialogue can trigger if player have no available dd items then in dialogue will be only 1 option "Bye!" ) And of course i need filter dwc quest items too as from jack, belted and alice quests) Funny was when i test dcw surrender in concord after surrender trigger my dialogue too (at this moment it triggers with no conditions - only npc and womans) That mean if you have patience you can equip raiders too )
Elsidia Posted March 11, 2020 Posted March 11, 2020 I need simple help or maybe complicated help again. How to force player arms always animate arms in fists as in picture? I need this because when you wear bondage mittens on catsuit, fingers are visible thought mittens. I need add those type of animation to mittens to hide player arms when wearing catsuit.
izzyknows Posted March 11, 2020 Posted March 11, 2020 2 hours ago, Elsidia said: I need simple help or maybe complicated help again. How to force player arms always animate arms in fists as in picture? I need this because when you wear bondage mittens on catsuit, fingers are visible thought mittens. I need add those type of animation to mittens to hide player arms when wearing catsuit. Could you use a modified version of the spell the armbinder uses to shrink the just the "hands".. and not the entire arms?
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