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Found 8 results

  1. Summary in bullet points: F4 update Steam,| Mods updated, | Controls in the main menu lost - Controls as far as available, up to the pop-up window with the question: Continue starting? (Due to changed mods) Hello dear community. I have been using Nexusmods for years and have always been able to cope with any mod installation, strange instructions and have also been able to correct minor and major errors. Now I have actually reached my limits and my patience has run out. (And this is my first time, I ask you for help) Every now and then I start F4, ES5 or other games. Today was a mammoth task to complete. F4 latest patch. Before the F4 update I was able to successfully start and play F4 in offline mode. Then I started the Steam update, which involved countless updates to my mods. Mods and game are now fine, BUT... A new game can be successfully made to run. An old save game needs my confirmation (an ESP file was replaced with an ESM, so the old file is of course no longer there.) SKSE, user interface and other mods are up to date. Vanilla F4 - New Game - works perfectly Modded F4 - New Game - works perfectly Vanilla F4 - started old save - problem Modded F4 - started old save - same problem. Modded F4 - New Game - Save / load - works fine Modded F4 - New Game - Save - Change any Mod - my problem has arisen As I have read in other forums, there seems to be a script with a message in the background that prevents me from confirming this "YES" or "OK" button with the mouse / keyboard. The author's suggestion was: Let the game run for 1-2 minutes, at some point you will have control. (I made 2 rolls in the oven and ate them afterwards, ... gave it 10-20 minutes) I also connected a controller as a test and changed the INI accordingly. Fallout4Prefs.ini (bGamepadEnable=0 ;pad off | bGamepadEnable=1 ;pad on) In summary. I can't press YES or NO on the message that appears via mouse or keyboard or gamepad. The mouse can be moved freely. With the keyboard I can take screenshots and open the debug console and also enter data. Do you have any suggestions for me that I can try? Praise the nuke.
  2. I have a mod that has a quest primarily for alias that are filled. In a papyrus script I bring up a messagebox with selections that apply to the current NPC. I know the messagebox has to be owned by the script. I want to be able to display some if not all of the following in the text of the message #1 The NPC name if possible ? I could fill an alias Variable with the name but I need to know how to display that Variable in the messagebox text #2 The Index number of the NPC (what slot is filled 1 - 20 in the alias which are "person1" - "person20") every Alias also has a quest script Variable "posnum" that has the corresponding number 1 - 20 If someone with more experience then I in this area could give me a couple of pointers that would be great. Thank You
  3. Hi! Thanks for the help. So I'm creating a mod in which a message box will come up with a couple of options. Now I need it so that when the player selects one of these options it gives the player an item. How would I do this?
  4. Hi there, thanks for the help. So i have a message box, lets call it message box A. Message box A has a couple of different selections in it and when a certain selection is made a new message box appears which we'll call message box B. Now i have a back button in message box B but i'm not for sure how to script it, how can i get it so that when you select back on message box B you go back to message box A?
  5. I try to make the NPCs teleport script but it seem not to work at all.... ============================= scn aaaHQCMSelectionSpellScript int Button int ButtonPressed ref Me ref Seneca ref Arissa ref Nashcaar ref Lotte ref Vrenne ref Wolfy Begin ScriptEffectStart set Me to Getself set Seneca to aaaSenecaRef set Arissa to aaaArissaRef set Nashcaar to aaaNashcaarRef set Lotte to aaaLotteRef set Vrenne to aaaVrenneRef set Wolfy to WolfyRef MessageBox "Teleport CMHQ","Seneca","Arissa","Nashcaar","Lotte","Vrenne","Wolfy" set buttonPressed to 1 End Begin ScriptEffectUpdate if ButtonPressed == 1 set Button to GetButtonPressed If Button == 0 Seneca.moveto Me 100, 0, 0 set ButtonPressed to 0 Elseif Button == 1 Arissa.moveto Me 100, 0, 0 set ButtonPressed to 0 Elseif Button == 2 Nashcaar.moveto Me 100, 0, 0 set ButtonPressed to 0 Elseif Button == 3 Lotte.moveto Me 100, 0, 0 set ButtonPressed to 0 Elseif Button == 4 Vrenne.moveto Me 100, 0, 0 set ButtonPressed to 0 Elseif Button == 5 Wolfy.moveto Me 100, 0, 0 set ButtonPressed to 0 Endif Endif End Begin ScriptEffectFinish end ================================== can anybody help me to fix this broken script ?
  6. Hi guys I'm working on a script for a miscItem and I need a MessageBox with multiple options but it doesnt work for some reason. Can someone tell me what I'm doing wrong? Thanks Darkyne Edit: It does display the MessageBox at the start of the OnEquip Block but the GetButtonPressed doesnt work
  7. I'm using SKSE's (awesome) localization feature, and it works everywhere for me except the text of Message forms. Even the buttons will localize, but the Message body (Message Text field) shows up as the raw $ string in-game. I tried putting the $ string into Title, no dice there either. Anyone have any experience with this or know for a fact it won't work - and I'd need separate ESP's to override the Messages for any given localization? :\
  8. I am doing script and I need to get the name of the npc in my message, searching on google I found that to get the name of an npc I need to use "^NPC.Name", it happens that using it does not show the message just results in "% PC" This is what I put begin MyScript messagebox, "Hello my name is ^NPC.Name nice to meet you" StopScript MyScript end and this is the result in the game %PC One more thing, I am doing that in Morrowind Goty Edition, with TESConstructionSet, in a Script not in the result of a dialogue, I would greatly appreciate the help as I searched and found no solution, or if they might know another method of obtaining the name of an npc. :'3
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