Would be possible to add "the humming" to some especific NPC or companion useing FO4Edit only? Would be possible to apply "the Humming" action when not useing a workbench with FO4Edit only?
If yes, doing that could break anything from their scripts or produce any conflict with other mods?
1) I suppose so but it would be difficult and time consuming. Easier to do so in the Creation Kit. 2) No, there has to be a script that controls the lines (when and how long to play).
May it be last time I have to talk about this.. I haven't seen that mod until yeterday. I created this mod a long time ago (maybe a year ago) but I uploaded it just yesterday (after some editing).
The way I see it, elzee restored the original script which was created for these workbench humming lines. I used a different method (own plugin, quest, globals, keyword, timers). Elzee hasn't uploaded the .psc file (source code) of their actual script so I don't know how they restored that script.. Given the fact that elzee's mod contains only the script file, their method is most likely to be completely different..
For technical detials, please check my earlier comment. If you're interested, you can check the source code of my scripts (I always upload the .psc files). I sent a message to elzee about this credits question.
@SebastianScherr before accusing anyone and demanding to "ask for permissions" and "give her a credit" maybe check both mods first and analize the files. If you're gonna act like the mods police at least try to do a decent job.
At least, learn to say sorry when you know you are wrong. That will help you to give a different image than a child when others had to read your childish replies without the desire to read them.
Try v1.4. If it still isn't working: 1. While using a workbench, open the console and type: Help WBWG 3. You'll see two global variables: WBWGGruntGlobal, WBWGWhistleGlobal. One of them needs to be 1 (like WBWGGruntGlobal == 1). If you don't see the globals, you haven't installed the mod correctly. If you see them but both of them are 0, then: 2. Open this mod in FO4Edit and see if they are any conflicts (it's very unlikely though).
Ok it works, but too well lol. My guy is just whistling and humming endlessly after I leave a station. I tried entering a building, entering dialogue etc. keeps humming lol. At least it's funny to listen to. Am i the only one whos had these issues? Changing the variable does shut him up, but only till i use a bench again
Well, I released v1.6. I've incorporated even more failsafes into the script to make sure the humming lines stop after exiting the workbench. I've tested it thoroughly and it's defintely working for me.. If v1.6. still isn't working for you, then I guess utilizing F4SE functions would be the best option.
If you're still having problems, open the console and type: SQV WBWG. You'll see two variables: ExaminateMenuOpen (1 while you're using an armor or weapons workbench) and CookingMenuOpen (1 while you're using a cooking station or chemistry workbench). When you're not using any workbenches, both of them should be 0.
Haven't seen that mod until now.. sorry. I created this mod for almost a year ago.. After a bit editing I uploaded it today but I haven't checked if there were any similar mods on nexus. I create at least 80 percent of my mods primarily for myself.. and I rarely check nexusmods for mods.
Though, I'm sure that their method to get this feature working is different from mine.
Some technicals if you'd like to know more about this mod: 1. each tune lasts about 3-4 seconds. 2. after 7 seconds, the player starts humming again (different tune) 3. this mod contains not only hummings but some short grunts (just like when you're hammering)
28 comments
Would be possible to apply "the Humming" action when not useing a workbench with FO4Edit only?
If yes, doing that could break anything from their scripts or produce any conflict with other mods?
2) No, there has to be a script that controls the lines (when and how long to play).
Which improvements did you do?
You could give her a credit.
The way I see it, elzee restored the original script which was created for these workbench humming lines. I used a different method (own plugin, quest, globals, keyword, timers). Elzee hasn't uploaded the .psc file (source code) of their actual script so I don't know how they restored that script..
Given the fact that elzee's mod contains only the script file, their method is most likely to be completely different..
For technical detials, please check my earlier comment. If you're interested, you can check the source code of my scripts (I always upload the .psc files). I sent a message to elzee about this credits question.
Thanks for understanding.
The nexus, for almost all games on it, is filled with duplicate mods or at least very similar. God you're annoyinh
1. While using a workbench, open the console and type: Help WBWG 3. You'll see two global variables: WBWGGruntGlobal, WBWGWhistleGlobal. One of them needs to be 1 (like WBWGGruntGlobal == 1). If you don't see the globals, you haven't installed the mod correctly. If you see them but both of them are 0, then:
2. Open this mod in FO4Edit and see if they are any conflicts (it's very unlikely though).
Changing the variable does shut him up, but only till i use a bench again
If you're still having problems, open the console and type: SQV WBWG. You'll see two variables: ExaminateMenuOpen (1 while you're using an armor or weapons workbench) and CookingMenuOpen (1 while you're using a cooking station or chemistry workbench). When you're not using any workbenches, both of them should be 0.
Have you used any mod added workbenches?
Though, I'm sure that their method to get this feature working is different from mine.
Some technicals if you'd like to know more about this mod:
1. each tune lasts about 3-4 seconds.
2. after 7 seconds, the player starts humming again (different tune)
3. this mod contains not only hummings but some short grunts (just like when you're hammering)