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Everything posted by PoliteRaider
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I want to be able to sleep in vault 111
PoliteRaider replied to rotwhip's topic in Fallout 4's Mod Ideas
Oh, sorry I forgot all about this. It should just be this setting in the creation kit. I can't see any script called Vault111 bed. http://i.imgsafe.org/c74890b212.png -
Maybe but Codsworth is set to aggressive, so it doesn't sound like a companion needs to be set to unaggressive. I'm sorry I haven't made a companion yet myself so I'm not sure on the exact details.
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This is why you're failing at persuading people. If you want to state a position write a pamphlet or a poster. If you want to discuss with others, it's going to be an interaction and you'll have to consider their reactions just as much as your own opinions. However, you have more than enough people to respond to in this thread, so I'm going to head off. Good luck, and I do hope for your own sake that you take some consideration for your own emotional wellbeing as well. Taking a break from a thread doesn't mean admitting defeat, and I think you'll benefit from trusting the audience to understand your position without simply being swayed by what they see as the majority stance. As much as I'm defending the feelings of others here, that doesn't mean you should sacrifice your own either.
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Not really likely to be related to what's going on. Have a look at the AI Data tab for him. Especially either Aggression or the Agro radius behaviour checkbox. It sounds as though he's attacking everyone who isn't in the 'Ally' category which suggests a very high aggression setting.
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I absolutely agree that you shouldn't be insulted as part of the discussion. However when your reaction to others feeling insulted is to completely disregard their opinion and blame their interpretation rather than accepting any responsibility for causing them offense, it becomes difficult to condemn others for insulting you. They could as easily present some defense as to why their insults were appropriate. The degree to which you choose to uphold a civil conversation will influence how people talking to you is interpreted. Also in the hopes of lightening the mood. http://i.imgsafe.org/c3be86181d.jpeg
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Well it certainly sounds as though something is wrong with their faction settings. Each character can be either Ally, Friendly, Neutral or Enemy with other particular factions. Since the Synths are generally hostile in game it's not surprising that they may well be set to Enemy or Neutral with some of them as a default.
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In what way has your right to a position been challenged? You have stated your position, others have stated theirs. You, they and I have all continued to express our opinions despite them being different to one another. Other people disagreeing with you is no worse than you disagreeing with them.
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Well I suppose that's one way of approaching social interaction, however I have serious doubts as to its long-term efficacy. If perhaps at some point in a hypothetical future you're wondering "Wow, why does everyone seem to react so badly to everything I say?" Please, think back on this moment and consider that perhaps you may need to re-examine this approach. Because to be honest, if after 15 pages of the thread you keep on having to say "But I'm not saying X" to everyone else involved then your communication strategy is clearly ineffective. Your words are not conveying what you wish them to. Regardless of who you choose to blame for this failure of communication, it might well be time to pick some other words.
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Mitigate, use of the subjunctive or future imperfect tenses doesn't make insults disappear. If I say "people with verbs as usernames are blah", especially when I know that you're going to be reading this thread, I can't then say that it's because the shoe fits that you're potentially insulted. I may have never called you "blah" directly, but I set up a situation in which "blah" will clearly be applied to you. That's still an insult. If I say "people who disagree with this post I just wrote are too blah to understand it" then I'm either attempting to compel you to agree with me at the threat of an insult if you don't, or I'm just pre-emptively getting my insult in to those who disagree with me, or both.
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Drop rates and formlists
PoliteRaider replied to spacefiddle's topic in Fallout 4's Creation Kit and Modders
Yes. Up until there are 128 items on the formlist (the maximum) any mods adding to them via script will be compatible with any other mods. (Well it may still be incompatible for other reasons, but not because of this factor in particular). However if your mod adds to the formlist by changing it directly, while you'll still be compatible with any scripted mods you won't be compatible with any mods that also directly changed the formlist itself. -
Script help for a CK Noob
PoliteRaider replied to ozziefire's topic in Fallout 4's Creation Kit and Modders
I'm sorry but you should start a new thread for this problem, as otherwise the advice may get mixed up and become more confusing that way. -
Script help for a CK Noob
PoliteRaider replied to ozziefire's topic in Fallout 4's Creation Kit and Modders
Two problems I can spot here. 1. Apologies, I've steered you down the wrong path. It should be GetActorValue like you originally had, I just got confused about what we were doing with my last bit of advice. My bad and that's why you're getting all the type mismatch errors. 2. Add the SuperRing as a property to the script. In programming there's what's known as "namespace", which is where the same name can refer to different things based on where it is called. While the Creation Kit and game as a whole knows that there's something called a SuperRing, the script itself does not. It's not going to be able to search through the entire game to find the item referenced, it needs a local instruction to link it in to the SuperRing in the game. -
Just for clarity, from what I've seen it was the unofficial patch that has had this problem. The Bethesda devs are aware of this problem and working on a solution. Smkviper (the person at Bethesda who made papyrus scripting) has described that this was an unexpected interaction between the unofficial fallout4 patch and some old code that isn't meant to be used anymore but the unofficial patch inadvertently triggered. With Arthmoor and Smkviper working on this from both ends, I really would expect that this problem can be solved. Maybe you should hold off from putting too much expensive equipment on your settlers just for the moment and keep your eyes and ears open for more information as this bug is resolved.
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Who is more foolish, the modder who is an 'idiot', or the person who fills their hard-drive with the intellectual work of 'idiots' while begging them to stay? Oh, thankyou. I actually thought I'd been a bit harsh at some points, but I've gotten a bit worked up over the topic.
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*laughs* Which half of my name? :)
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Well, you're certainly free to express your opinion. Just don't be surprised when other people disagree or disapprove of how you choose to express it. Best of luck with your crusade. I should get back to actually doing some modding and get started on that whole fame and fortune thing.
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You may wish to consider how the sentiments you express come across to the reader, if you're concerned about being misjudged. I understand, there's been some changes to a hobby you enjoy. Naturally you're concerned. However you have no right to decide that everything must stay exactly as it is simply because you're conservative and driven by your own self-interest. You're lecturing and berating the creators of mods, despite denying that you're taking them for granted. You're trying to decide yourself, unilaterally how the future of modding will proceed and structure it according to your whims. Your long-term involvement in the hobby and your financial contributions are laudable but they do not give you the right to decide the actions of others.
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Damn, reading this makes me want to put all my mods on Bethesda's site. I can't stand that web-site, but I don't want to be part of this sort of elitist exclusionary clubhouse stuff. (Yeah, yeah, I know you're talking to the famous guys but whatever).
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Vault Tec Workshop Release Date
PoliteRaider replied to Stargazer09's topic in Fallout 4's Discussion
To be perfectly honest, I'm not very excited about this DLC but that's okay. Not everything's going to be everyone's cup of tea. Under normal circumstances I probably wouldn't buy this one, but I've got the season pass so I'll get to try it out. There are some positives. The quest looks like a bit of fun, I'm interested to see what the 'experiments' are about and it looks like a large build area to play around with which could be interesting. The settlement DLCs have been fun and all, I've certainly enjoyed them but they have made up most of the DLC so far. I'd have liked a slightly larger range of different sorts of DLC content but personally I'm not complaining about what we got. As it is, I'm perfectly happy with getting Far Harbour + Nuka World for the season pass, especially since I bought it early enough to get that last-minute change discount, and having these other mods as little extra bonuses to round out the bundle is a nice bit of icing on the cake. -
Some settlement changes occurred in the latest patch, this may be a result of one of your older mods which affect settlements no longer being compatible with the base game. Can't guarantee that's the cause but it's a possibility.
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Random cat appearing then vanishing next to me
PoliteRaider replied to LeonTubrok's topic in Fallout 4's Discussion
That would makes sense. I'm still a little surprised, it's a strange thing to add to the mod but fair enough. -
Papyrus Activate Container
PoliteRaider replied to AquariusMods's topic in Fallout 4's Creation Kit and Modders
The activate command causes an object capable of activation to activate. It counts as being activated by the character that you specify. In this case since it is a container, the normal activation would be to open the container and access its inventory. However, you're attempting to use this command from a holotape. In the game you can't click on a container while using a holotape, so the function does nothing because you're in a circumstance under which the container cannot be activated.