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Lyndi
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Risewild wrote:

Risewild wrote:

Damn I got distracted and forgot this was Beantown Interiors thread... Well I do have a few questions for Chuck though :

Will you be making more explosives for the Mad Bomber?

Will you be making more custom furniture?

Do you think it would be possible and somehow still in the scope of this project to be able to make a new settlement place in the Commonwealth (I mean a new place where the player can make a settlement)?

Make it a mad bomber themed settlement with explosive gnomes everywhere.

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To address your questions

To address your questions Rise, 

"Will you be making more explosives for the Mad Bomber?"

Yes I'm just getting started on new bombs. 

"Will you be making more custom furniture?"

Yes there will be more craftable stuff

"Do you think it would be possible and somehow still in the scope of this project to be able to make a new settlement place in the Commonwealth (I mean a new place where the player can make a settlement)"

Sort of yes, The Drunken Gnome Quest will give a fully craftable underground Gnome Settlement. I haven't gotten to trying to bring in other NPC's other then followers yet but I intend on giving it the ability to be attached to the suply line system and I think I will be able to at some point recruit settlers but again I haven't tried. 

 

 

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An underground settlement?

An underground settlement? That is my wet dream since Fallout 3 Rockopolis

Man again you're always ahead of whatever I ask you about .

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I haven't picked a location

I haven't picked a location for the Home/Settlement yet but I'm leaning towards Good Neighbor. It's a sewer system water works.

I'll get some WIP screens for you the next time I do some testing.

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Here you go Rise, These are

Here you go Rise, These are really really early WIP of the underground settlement but I think you can see where I'm going. the lighting is all place holder and I haven't started doing the details yet. 

  • There is a water source
  • I'm trying to add a hydroponics room for growing plants at the moment
  • haven't gotten to the crafting room 

once I get the basics done I'll start to add all the pipes and details making it look like it was a Pre-War Pumping station for the sewer system. 


 

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chucksteel wrote:

chucksteel wrote:

 

Here you go Rise, These are really really early WIP of the underground settlement but I think you can see where I'm going. the lighting is all place holder and I haven't started doing the details yet. 

  • There is a water source
  • I'm trying to add a hydroponics room for growing plants at the moment
  • haven't gotten to the crafting room 

once I get the basics done I'll start to add all the pipes and details making it look like it was a Pre-War Pumping station for the sewer system. 


 

It looks pretty cool it's even giving me a claustrophobic feeling .

For some reason I love underground stuff in games, specially if we can make our characters live there .

Thanks for going the extra mile to get some early screenshots .

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Hey Chuck... I see that you

Hey Chuck... I see that you uploaded version 7 to Nexus. Thanks.. But I was curious why you decided to do that after hiding it for a while? Do you feel more comfortable now in putting your mods out there again?

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Bethesda.net mod uploads now

Bethesda.net mod uploads now require a Steam linked Bethesda account. This means people can't just get a pirate copy of the game the Ckit and steal mods for upload get banned, Create a new Beth account and start over. 

I'm feeling Bethesda is starting to take the appropriate steps to protect the modders so I'll give them the benefit of the doubt until I'm proven wrong. 

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I haven't really been

I haven't really been following it that close like I probably should have been. I knew that Beth was going to implement this requirement which is great but I thought they said it was going to take a couple of months to do it? Did they actually work that quickly and got it in place already?

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Yes the Ckit updated with the

Yes the Ckit updated with the new requirement. There is a grace Period for the old version but you need to update to upload to PS4. 

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Excellent.... Hopefully all

Excellent.... Hopefully all the other mod authors who felt it an issue to hide mods will follow suit and begin creating and publishing again....

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The full line up of new

The full line up of new Gnomes


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Awesome work chuck. I

Awesome work chuck. I particularly like Caesar. :)

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I think you all know I'm a

I think you all know I'm a bit nuts so here you go more Gnomes. 


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chucksteel wrote:

chucksteel wrote:

I think you all know I'm a bit nuts so here you go more Gnomes. 

Nuts doesn't even begin to cover it......   But even so the gnomes are great....

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I love the pegleg/plunger

I love the pegleg/plunger pirate captain one .

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Very nice work! I like the

Very nice work! I like the lil' Atom gnome!

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Preston and the Super Mutant

Preston and the Super Mutant are my favorites. Great work as usual Chuck 

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As every one already knows, I

As every one already knows, I'm trying (Unsuccessfully I may add!) to recreate my "Drunken Gnomes" Quest from DCInteriors and NVInteriors for my mod Beantown Interiors. The basic problem is I can't figure out how to count the Gnomes collected. I've been looking at the Achievements quest and how it counts the bobbleheads to award the achievements. I can see what it does and I think I could recreate it for my purposes BUT, I can't figure out what makes it count the individual bobbleheads.

I've also looked at the Perks quest and Specials quests for the bobblehads. I assume they get counted when picked up but again I can't find what is telling the Achievements quest to count them.    In FO3/NV I had a simple quest and quest script followed by a script on each gnome that did the counting. I again assume it still has to work that way but I'm just not seeing it.

If anyone could lend a hand, point me in the direction of a tutorial on tracking/counting items for the ckit I would appreciate it. I've had little success with my googling, I'm probably searching with the wrong words.   

Thanks   

chuck

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Chuck, right off I can think

Chuck, right off I can think of two possibilities:

1) Make your gnome quest, then declare a variable in it like "iGnomeCnt".

2) Make an object script (like GnomeCounterScript) that has:

Begin OnAdd Player

let <your gnome quest>.iGnomeCnt += 1                              ; if your using NVSE

set <your gnome quest>.iGnomeCnt to (iGnomeCnt + 1)       ; If not.

End

Then on each gnome (or game object), select GnomeCounterScript for the script for each gnome.

-----

You can also do it in quest stages, but this way a single script can be used across all gnomes. the other way is using CustomEvents in which you'd have to declare all of your gnomes in a single script. You could also, if you already have a script assigned to each gnome just create a UDF script, then call that from within your individual gnome script.

I'm still learning too, and I hope that helps out. Great job on the Gnomes!!!

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Unless your talking F04! Lol!

Unless your talking F04! Lol! That I'm not sure... Man I really need more coffee this early in the morning!!!

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Ya this is the FO4 version. I

Ya this is the FO4 version. I can do it in FO3/NV. Thanks anyway. 

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Anytime. I'll eventually get

Anytime. I'll eventually get to the F04 CK, but'll it'll be quite awhile. Still quite a bit to learn with F03/FNV for now.

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Papyrus is totally different.

Papyrus is totally different.

Are you poking around in the script source that game with CKIT chuck? I can dig around in the files and see what I see.

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I have been and the

I have been and the achievements quest seems the most promising but again I just don't see where it's being told by the bobbleheads to even count them. It's not like it's a get item count type thing because they're all different forms. 

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Papyrus is event based, so

Papyrus is event based, so probably OnAdd ?

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well I got this from smk

well I got this from smk Viper (a Beth Person) but, I'm still not 100% sure how to get it all put together properly. 

"Several achievements are based on stat values, which are counted by the game engine, not scripts.

 

Are these gnomes being picked up by the player? Then you can just set up your quest script to listen for item added events on the player (via remote event registration), set up an inventory filter for your gnomes, and then increment a script variable whenever the player picks one up, and subtract from it when the player drops it.

 

No reason to use a global - they are more expensive, slower, and generally have limited use unless you're trying to interface with a different non-script game system that uses them. (i.e. conditions)"

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Chuck it sounds alot like

Chuck it sounds alot like what NVSE does with events. When you "register" an event with NVSE your telling it to watch out for game level events, then see if those match what your asking for, if so, it then creates the game event you wanted. So for example...

The game engine will watch for certain things to happen, then cause an "event" to take place. Events are more cpu efficient since the game isn't polling conditionals all the time. The engine can watch for something, when it happens, then call something. Like a cpu level interrupt if you will, except at game engine level.

So normally the game will look for something to get "hit". At that point it registers an "OnHit" event. The biggest problem with "OnHit" is, it's attached to an npc, and to check that, you'll have to attach scripts, script fragments, or edit the script for each and every npc, since it's not a global event for all npcs. NVSE changes that.

When you register an "event" handler, its for everything that could use that "event". Like "OnHit" is for all NPCS. So, if you register something like this:

SetEventHandler "OnHit" aaaMCPAOnHitEventHandlerScript

What that tells NVSE to do, is that EVERYTIME ANYONE is hit, send two variables to that script. The script isn't attached to anything. It's like a code fragment, if you will. There's a template that DoctaSax has that shows what variables are being passed to each registered event. I'm sure you can get it elsewhere, that's just where i got it.

Ok, so now you've registered your event. Note you have to wrap that around a conditional, otherwise, each time you run that, it'll keep registering more and more event handlers for the same thing. Now, whenever any npc in the game, including the player is hit, two parameters are passed to the script and the script you specify is run (like a cpu interrupt- stop what your doing and do this first, then return back): first=rAttacker second=rTarget. Your script, which has to be an "object" script should look like this:

ref rTarget

ref rAttacker

BEGIN Function {rTarget, rAttacker}

... you code in here

END

It's super easy to use. Registered events don't automatically fire off when a game is restarted (they carry over through a game load though), so you'll need to fire it off again.

In your case your handler would be something like:

SetEventHandler "OnAdd" <yourscriptname>

There are two parameters for "OnAdd" rAddedTo and rAdded:

SetEventHAndler "OnAdd" <yourscriptname> first::=rAddedTo second::=rAdded

for rAddedTo that would be the player's inventory container- whatever that is. Maybe just "playerREF"

for rAdded that would be a formlist that contains all your gnome references.

If you put:

SetEventHAndler "OnAdd" <yourscriptname> first::=playerREF second::=gnomesFormList

(If i got those correct), evertime the player adds anything in the formlist "gnomesformlist" your script will be run. There you can increment, add perks, etc.,. by specifying the optional first and last, your creating a filter, so your script will only get called IF the specified parameters are met. In this case, the player picks it up and it's in our custom form list.

-----

So whenever a player adds a gnome that's in a custom formlist, your script will be called (like a UDF). Then just increment a counter, add a perk if its a particular gnome, etc.,.

I think he's saying it works something like that.

Good luck, your gnomes are awesome!

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Events is how it works, but

Events is how it works, but papyrus syntax is not the same as OBSE script at all so the example wouldn't work.

Pretty sure mattiewag made a papyrus guide, it should help get familiar with how FO4 scripting works. I don't think anyone really knows the ins and outs yet.

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RoyBatty wrote:

RoyBatty wrote:

...but papyrus syntax is not the same as OBSE script at all so the example wouldn't work.

Yep, but I wasn't sure if he's used events before or was familiar with them- I'm pretty sure he's familiar with FNV scripting, so by example, the process sounds like it be about the same for F04 and would be easy to translate over procedure wise. That's what the example was for. We have both Skyrim (Legendary) and F04 (Season Pass) here, including the CKs to do some research on it if necessary- but it'll be a bit before we can get to it.

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Can Someone with the Ckit

Can Someone with the Ckit lend me a hand?

Here's the problem. 

When I try to update Beantown for the XBone the Ckit throws errors at me when trying to compress the texture BA2 into Xbox format. I thought it was an issue with Visual studio C++ 2015, and I've installed it reinstalled it, done the same with the Ckit itself several times and I always get the error when trying to pack the files. 

After the error a ba2 is created and all the files are in it but if I upload it to XB1 it will crash there game. 

If someone could unpack my PC ba2's and then try to pack them for XB1 and send me the new files I would really appreciate it. That is if they pack for you without an error that!

Thanks for any help

Edit: Never mind Vllts from the Nexus help me on this one. 

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Hey Chuck.... So this morning

Hey Chuck.... So this morning I fired up FO4, selected continue to start my last saved game and as I watched the load screens suddenly it showed your mod Beantown Interiors and what it added to the game and such. This is the first time I have ever seen any mod mentioned. Does your mod do this? If so I never saw it before?

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Yes I've added loading

Yes I've added loading screens for many features if my mod.  Just wait till you see the Drunken Gnome's ones!!!! 

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Well as I said I've only seen

Well as I said I've only seen it the one time and I've restarted quite a bit messing around testing a mod. Would be nice if it could be made to show up more frequently or maybe add an option to do a complete replacement over the vanilla screens... In any case it was nice to see it. And I can only imagine what the Drunken Gnomes screens will be like. Then again maybe not.

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it's kind of funny because

it's kind of funny because they do come up for me quite often. I don't really know how to change the frequency but as of v8 there are 

 

  • 4 Mad Bomber  (1 Crafting Bench, 3 Perk Magazines)
  • 3 Nuka-Cola Decor (3 Perk magazines)
  • 3 Drunken gnomes (You'll know them when you see them!  )
  • 1 Beantown Interiors Main (which is what I think you had seen.)

I'm also working on your occlusion issue, I may have just forgotten to apply my fix to that building. 

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Yup I saw the Beantown

Yup I saw the Beantown Interior Main. I'll keep an eye out for the other though. Really hope to see the Drunken Gnomes for sure.

As far as the occlusion issue... Whenever you get a chance. No real biggie. I haven't been to any of the other new buildings yet so can't report anything as far as those and whether or not I have any issues. Hopefully not...

Oh by the way. Nothing really all that important but the location I'm having issues with is actually in Charlestown and not Charleston if you are at all interested. Lived in the area for over 30 years so it caught my eye as soon as I saw it.

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I've fixed the occlusion

I've fixed the occlusion issue on my end I did forget to tick a flag if you want to fix it for yourself just open my mod in xEdit and look up. worldspace/Commonwealth/USSConstitutionExt03 (2,5) and set it's flag to "no Pre Vis". 

Thanks for the Heads up on Charlestown I did know that and it's correct in my Dev Doc's I don't know what I was thinking when I was writing up my release notes. 

Edit: And doing all the load screens did take a lot of work. I can't tell you how many times I had to reload my game just to see if they worked and then doing the same to get there position correct on the screen! It was worth it to me though!!! 

 

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Somebody should make a mod to

Somebody should make a mod to replace those load screens. I know I've seen a mod that eliminates the screens all together so they are blank but I assume that would a lot easy to do than a mod to actually replace them.

As far as doing the xEdit. Now first off I really have not used xEdit much so be easy on me.

I opened FO4Edit. Selected Beantown Interiors. Opened worldspace/Commonwealth but do not see USSConstitutionExt03. What am I doing wrong?

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you then have to go through

you then have to go through the blocks and sub-block until you find it. (sorry I don't know exactly which block it's in) Once you find it click on it and on the right side you will see details at the top (about 3 or 4 down) you see Flags. 

Right click on Flags and select edit. you'll get a worming message just click OK. 

in the list you'll see "No Pre-Vis", check the box close xEdit and save the change. 

Your done and the issue should be fixed. 

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Ok found it. Definitely fixed

Ok found it. Definitely fixed the problem. Thanks for the assistance.

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I wish this issue was

I wish this issue was consistent for everyone. I didn't have it in that house which is why I forgot to fix it. 

Glad you got it fixed. 

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So nobody else reported

So nobody else reported having the issue other than me? If so then wow lucky me.

So are the other new locations set the same as the Charlestown one? I haven't been to any of them yet. But I guess that when I do locate them and if I have the issue I will at least know how to fix it.

Edit: Well Hyde Park is messed up for me as well. Fixing it now. Will check Nahant and Salem while fixing Hyde Park to see if they need the edit as well.

Edit2: Well I didn't change anything because I couldn't find anything for Nahant or Salem at all. Found a couple of Hyde Parks but decided not do anything since I didn't want to mess anything up. As I said I'm a bit of a smuck when it comes to this stuff.

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The issue seems to have to do

The issue seems to have to do with some systems and graphics settings. I can't seem to nail it down to a specific cause. I do always fix the cells that have the issue for me but again it's fixed for me and may not be for others. 

No one else has reported it yet, not even on Xbox but I'm going thorough the cells again and making sure I applied the fix to all cells. 

if you need I have released my Dev Notes and it should help you track down the cells in xEdit. I did make some mistakes but for the most part it should be helpful. 

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Well see my Edit2 in my above

Well see my Edit2 in my above post. I  decided to not attempt to make any changes since I was sort of confused by what I was looking at and didn't want to mess anything up by mistake.

Since you say you are going thru and applying the fix yourself I'll just wait for your next update. No big deal.

Weird that I'm the only known one having issues but then again it really doesn't surprise me.

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Ok using your dev notes I was

Ok using your dev notes I was able to find the cell offsets for Nahant and Salem. However you do not have Hyde Park listed. You show it as a new location but below in the Worldspace Interior section Hyde Park is nowhere to be found. Do you know what the cell offset is for Hyde Park?

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seems I missed that when

seems I missed that when transcribing my chicken scratch notes. it's HydeParkExt06 (0,-19)

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Ok thanks... Found Hyde Park,

Ok thanks... Found Hyde Park, Nahant and Salem and edited them. Didn't bother yet with the Far Harbor ones since I'm not planning on being over there for awhile. Thanks again for the assistance.

Edit: Hyde Park worked perfectly... On To Nahant and Salem...

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I did update my dev notes

I did update my dev notes today it has some missing information such as Hyde park. 

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Ok everything in the

Ok everything in the commonwealth worked perfectly. I do have one question though. I ran into this in both Salem and Nahant and I think also in Hyde Park. Seems like a wooden crate used to hold some items is invisible for me. When I see the items that are in it and try to take them I can't because they are in crate that in the way. Now I use a mod that can scavenge items not usually salvageable and that particular wooden is one of the items. So even though I can't see it it allows me to scavenge it. Then I can take the items that were in it. So far I've only seen this happen in your buildings but it could possibly be caused by something else but not sure what. Just thought I'd ask you first in case you have seen this already. If not no biggie because I can get around it no problem.

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I have not seen this, Have

I have not seen this, Have you tried to disable the other mod to see if it is some sort of conflict? 

I'm not ruling out that it may be on my end so if you could take a screen and post it just so I can see where it's happening I'll look into it. 

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