Fallout 4: Mods: Guides
Creation Kit[edit]
Tutorials[edit]
Getting started[edit]
Notification[edit]
Perks[edit]
- Playable = you get it from the perk tree. Should be "selectable".
- Fallout 4 Creation Kit Perks and How To Change Them
- Fallout 4 GECK Tutorial: Perks Part 1
- HOW TO DO CUSTOM PERK TREES
Multiple master files[edit]
- https://www.reddit.com/r/FalloutMods/comments/kot0qy/fo4_loading_far_harbor_and_nuka_world_at_the_same/
- https://forums.nexusmods.com/index.php?/topic/4613795-how-do-i-load-multiple-master-files/
Backups[edit]
Script Functions[edit]
Needed by above video:
Scriptname TutFunctionScript extends Quest
MiscObject Property Caps001 auto const
Function TutFunction()
If (Game.GetPlayer().GetItemCount(caps001) <=1000) Game.GetPlayer().AddItem(caps001, 500) ElseIf (Game.GetPlayer().GetItemCount(caps001) >1000) Game.GetPlayer().AddItem(caps001, 100) EndIf Endfunction
Menu[edit]
- Skyrim Messagebox Menu Tutorial - this tutorial doesn't mention that the checkbox named "messagebox" needs to be checked
- Show - Message
Text Replacement[edit]
- Text Replacement
- Setting MessageBox Text Dynamically
- Fallout 4 Creation Kit Tutorial - Player's name appears in game
Debug[edit]
- "In case you were not aware, papyrus has a way of creating mod specific logs. See TraceUser for more details."
Actors, ActorBase etc[edit]
I know when I need to use GetName() for example I need to use the base but what exacty is going on here? Why is there even a base for these objects when they already inherit form? can someone explain technically why they are used and when are you supposed to use them? The creation kit wiki doesnt really explain it in much detail. Like why would i use GetLeveledActorBase vs GetActorBase vs using Actor class itself... what is the difference?
ActorBase extends Form
Actor extends ObjectReference which extends Form
You cannot call an ActorBase function with an Actor. You must get the ActorBase of the Actor before you can call such a function.
GetName() will compile with an Actor because GetName() is on the Form script but the ObjectReference record does not have a Name entry. Thus in order to access the name, the base must be used.
Actor refers to the pre-placed or spawned in instance
ActorBase refers to the actual record that the Actor is derived from
I do not have experience with leveled actors, cannot give any specifics on that.
Editor-Defined Actor Values[edit]
You can use the Creation Kit to create new Actor Values. Just right click in the Actor Value list in the Object Window and choose New or Duplicate, as with any other type of form. You give the Actor Value a unique name, which is its form ID, and have the option of specifying a default value for the Actor Value (this is normally 0.0). Once you've added a new Actor Value, it can be used elsewhere in the Creation Kit, in Papyrus or via the Console. (source)
Weapon Mods[edit]
Specific examples[edit]
Hello World![edit]
No Intro[edit]
- Go to "C:\Users\Yaser\Documents\My Games\Fallout4"
- Open "Fallout4Custom.ini"
[General] sIntroSequence=0 fChancesToPlayAlternateIntro=0 uMainMenuDelayBeforeAllowSkip=0
Settings[edit]
Player's name[edit]
Quests[edit]
RESTORE LOCATIONS AND MAKE OBJECTS SCRAPPABLE[edit]
- FALLOUT 4 | HOW TO RESTORE LOCATIONS AND MAKE OBJECTS SCRAPPABLE | CREATION KIT / G.E.C.K TUTORIAL
- Question about modding stuff