Fallout 4
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SoleVaultBoy

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SoleVaultBoy

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  1. SoleVaultBoy
    SoleVaultBoy
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    This plugin will get updated for the Next-Gen build when the version becomes stable and CommonLibF4 is updated accordingly.
    Until further, I will provide support for pre-Next-Gen versions (1.10.162.0 and 1.10.163.0).
  2. Sranger
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    If I wanted to simulate the workshopnpc script attached to NPCs and do it through Script Runner, would it be like this?
    Spoiler:  
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    {
     "properties": {
            "bAllowMove": {
                "type": "bool",
                "flags": 2,
                "value": false
            },
            "bCommandable": {
                "type": "bool",
                "flags": 2,
                "value": false
            },
    "WorkshopParent": {
     "flags": 0,
                "type": "form",
                "scriptName": "Form",
                "pluginName": "Fallout4.esm",
                "formID": "0x2058E"
            }
        },
        "functions": [
            {
                "eventName": "OnGameLoad",
                "scriptName": "PapyrusScriptRunner",
                "functionName": "BindPapyrusScript",
                "args": [
                    {
                        "type": "form",
                        "scriptName": "ObjectReference",
                        "pluginName": "DLCNukaWorld.esm",
                        "formID": "0x13A43"
                    },
                    {
                        "type": "string",
                        "value": "WorkshopNPCScript"
                    }
                ]
            }
        ]
    }



    Would this be the equivalent of the workshop NPC scripts to make a NPC act like a settler? Im mainly confused on the property flags, I'm not sure if they should be set to 2 so they are "global" so they aren't reset on each instance.
    Also, I'm not sure if the eventname is correct either, i just saw in the examples all of them are using onGameLoad.
    1. SoleVaultBoy
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      The properties from this mod don't affect the ones in the game, they're separate.
      For this, use the vanilla function SetPropertyValueNoWait for non-constant ones.

      As for the events, their documentation is here, but "OnGameLoad" seems correct.

      And when calling BindPapyrusScript, or any other function, the scriptName has to match exactly the one from the function
      In this case, change "ObjectReference" to "Form".

      Furthermore, attaching any NPC to the "WorkshopNPCScript" will work, but then most of the script will fail because the properties are all null.

      I can try to modify BindPapyrusScript to allow to set the script's properties before its initialization, maybe via an additional parameter.
  3. diskdevl
    diskdevl
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    Thank you for being willing to continue to update your mod for both the new & old versions, we do really appreciate the work
    involved !
    1. SoleVaultBoy
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      Thanks, but this mod should not work with the Next-Gen update, if you mean that as "new version".
  4. Mat92Mz
    Mat92Mz
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    update please...
    1. SoleVaultBoy
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      The game is going to update in 2 days anyways, so maybe then.
  5. 6maniman303
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    Just FYI, the fork of CommonLibF4 has been updated for NG https://github.com/shad0wshayd3-FO4/CommonLibF4

    Author of the fork is also author of Baka mods (PapyrusExtender, Framework etc)
    1. SoleVaultBoy
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      Thank you for the heads up.
  6. benjajinj
    benjajinj
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    Can I use the latest version with a pre-Next Gen Update version of the game? I can't seem to download the archived files. 
    1. SoleVaultBoy
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      Yes, the mod currently only works with the version prior to the Next-Gen update.
  7. semi181027
    semi181027
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    Is it impossible to translate Language.txt into other languages?

    Sorry, I sent it to the wrong place.
    1. SoleVaultBoy
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      I don't know what you mean. Which Language.txt file are you talking about?
  8. xTheRage
    xTheRage
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    Can I update normally mid game?
    1. SoleVaultBoy
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      This mod doesn't rely on saved games on its own, so you can add, update and remove this mod at any time.
    2. xTheRage
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      Thank you!
  9. corpseletter
    corpseletter
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    Yeppers, can scroll dialogue options now again after a reload!
    1. SoleVaultBoy
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      :)
  10. DeceptionsWrath
    DeceptionsWrath
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    Can I use MO2 for installation? Or does it have to be manual? I didn't see it in description sorry. Thank you for the mod however.
    1. SoleVaultBoy
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      Just install it normally via a Mod Manager, or drop it into the Data folder.
    2. DeceptionsWrath
      DeceptionsWrath
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      Thank you!
  11. stinger10
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    Hello the team! Can you please update it with the last F4SE mod? 
    1. SoleVaultBoy
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      Maybe in the future. The plugin relies on CommonLibF4, which was not updated to the latest version of the game.
      Until then, updating won't be possible.