I was following this tutorial and could not get the papyrus scripts to run. I found that adding bInvalidateOlderfiles=1 under [Archive] in Fallout4.ini fixed the problem
Hey man how hard woul it be to make a terminal shop/marchant? basically a script that adds an item eg ammo (like you did with caps) and takes caps from the player, if the player has insufficient funds then the sale fails. Any ideas?
Man Seddon.. You can't even imagine how helpfull just 7 of your videos have been for me in my quest mod. Your tutorials, although super out of my league 3 weeks ago have enabled me to come so far and in really getting into it and expanding scenes and scripts and actions now. Would love to see you make a tutorial on cameras one day if you still are into these videos. Thanks for all the great help man. You made the difference for me.
on my computer, the window is literally so large that I can't even see the accept/cancel buttons. Good tutorial otherwise. Really gonna help me with a mod I'm making.
Whenever I press 'Properties' in the Terminal Object view I get a compiler error saying either that 'assembly failed - could not find assembler' OR 'Cannot open store for class'. Is that Anything you're familiar with? EDIT: Nevermind, had to do with the path my fallout 4 was installed, apparently had some "forbidden" characters.
Sorry to bother, but I have been trying to figure out how use a terminal to enable an object but for the life of me can't get it to work. I thought all I would have to do would be put ObjectReference.Enable() in the fragments, have all the properties in order and voila it'd work but no such luck. I have pretty limited knowledge on this so I have no idea what I'm doing wrong (and google hasn't helped much). Anyone able to help?
So this is actually exactly how you enable items with a terminal... it turns out that my Fallout4Custom.ini was missing two lines so none of my scripts were working.
I have question, what is Caps001 stands for? (All I know it will gives you caps) Is it the code that the game used or what? And then how to create a command that can link to turret systems, spotlight, etc? I'm hoping you gonna create a tutorial for this
Caps001 is the editor ID for the bottle cap object. Linking to turrets and spotlights requires the terminal to be linked to the objects via a linked reference with a specific key word but I'm not sure what it is off the top of my head. I can look tomorrow morning for you though.
Ok thanks. I did looking up the turret/spotlight terminal, I understand the basic idea where I need to link the terminal to the objects. And my new problem is I don't know what scripts is use for
So Seddon, i have been trying to make a unique fetch quest(from your tutorial), but the quest won't start. The quest giving script is in a dialogue action that starts after you agree to take the quest, but the dialogue won't start after the player agrees. I have tried another way by making a whole entire new scene for this piece of dialogue. Please reply and thank you.
Hi Seddon4494 Love your tutorials! They've really helped me. Not sure if you're still active, but I need help with the scripting part of terminals. Any chance I can run my idea past you in private?
Hi, any chance you can show us how to enable npcs in the game that are set to intially disabled I want to have a part where you unlock a door as shown above and it also enables some NPCs to ambush you, they start of disabled but simply enable. REF didnt work for me
Great tutorial, Thank you. This actually just solved a problem that I have been stuck with for hours. Also, at 4:23 you selected the quest name as the property name in the papyrus fragment. For some reason I tried doing that exact same thing and I would get compiler errors. Instead I chose a different name and pointed the property to my quest and it worked exactly as you described.
+Crew Nah, that's his signature jawn and I've grown to like it. As long as the rest is informative and comprehensive, he can start every video with vomit sounds for all I care.
I just want use the synth models, cause I hate the blue electric that sparks when my companion gets crippled but I don't want to remove that effect from the other synths.
Could you possibly publish a tutorial on how to create hackable terminals? In which you're required to hack them before you can access the newly created menu and/or sub-menu(s). Very informative tutorials, and I have watched many from this series, keep up the good work mate!
If you put a terminal into the world and double click it, a box comes up with a load of tabs on it. One of those tabs is called 'lock' and there you can select the level of difficulty you want the hack to be. Choosing any of those will mean the terminal needs to be hacked,
Great series, Quick question ... I created an interior workshop / player home. Using default embedded terminals for safe control, and door control. I even bothered with multi-page sub menus. Everything works, I get no errors checking the ESP. I archived it and sent it to some friends to test, and not one of them can open any of the doors or safes. It's as if all of the references are missing. I'm using nothing but vanilla assets in the mod, and it has no dependencies. Wiped out everything and started over with the same results. Everything works for me but no one else can open anything ... I must be missing something really basic. Any thoughts?
As a follow up, Can you use a script function called from a terminal to enable or disable items in game? My idea was to have a large complete player home/Workshop floor plan broken down to three size versions, and have the door into the "larger" section start the game disabled, and an identical blank wall section enabled by default. Depending on the players menu choice at the terminal, Id like to disable the blank wall, and enable the door and socket. This solves a multitude of issues, because I can navmesh the entire cell, and if the adjoining doorway is disabled by default the player can't get accidentally close enough to the wall to trigger the door. I wish you were still putting these out, they are by far the best scripting vids for the CK
There is a magical site called Google. www.google.com. It finds everything for you, like scripting. Just search Fallout 4 scripting Creation Kit. Have fun.
+vassatiny I completely forgot terminal could do that :/ :p I think I'll do that as its own tutorial. This is quite basic and now I can assume people know all the simple terminal functions I can go on to the more advanced ones.
+Seddon4494 Sounds awesome, looking forward to that then :D Mostly curious because the door linking method for example seems so simple the way Bethesda did it, but I can't for the life of me make it actually work properly