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Brianide

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  1. The latter. The Skyrim CK launched in early February 2013. Dawnguard came out the following summer.
  2. I believe FO4Edit is already fully capable of adding atmospheric tracks. There's videos on how to do it in the Skyrim CK, and from a cursory glance the records haven't changed in FO4 and the process seems very much the same (and not terribly complicated) in xEdit, just without the dialogs. You'll need your music in XWM format, as you may already be aware; there's several conversion applications (like this one) on Skyrim Nexus. Really I think the most time-consuming part would be just digging through all the playlists and making sure your music plays in all the contexts you want it to. I don't know what your level of modding experience is, but if you can't crack it yourself then I'm sure me or someone else would be happy to help. These tracks are great.
  3. This is the exact idea I had, to a T. It's on my list of things to do (if no one else does it first) when the CK is released.
  4. It's three pages of the OP struggling to legally obtain a license to a three-second soundbite as ubiquitous as the Wilhelm scream. It's silly in the way that a Monty Python sketch is silly. The only way it could get sillier is if someone here on the forums revealed themself to be an accomplished bugler and belted out a fresh performance for OP's exclusive use.
  5. Like Langy said, that's going to involve hex edits to an ESP, for which you'll need FalloutSnip. It's doable, but you'd have to figure out what to change (by comparing records of items you know the attack speeds of), and ESP mods at this phase all come with an understood disclaimer. For some things, you can look at how the records were formatted in Skyrim and work from that. The DNAM record appears to have gotten 32 bytes longer since Skyrim, but I'd assume the first 100 bytes are the same. Great work. I'll dig some more tonight and see if I can figure out how to get the auto-renaming working.
  6. Fiddled with it some more. It looks like OBTS records all have something to do with mod slots, though I can't figure out the exact relationship. For outfits that don't have any OBTS/OBTE records to begin with, you have to add a "no mods" OBTS alongside the one mentioned in step two above; otherwise, the item always comes with the mod installed. The "no mods" OBTS looks something like this (there's some variation to it from one item to another): 00 00 00 00 00 00 00 00 00 00 00 00 FF FF 00 00 00 00 I'm doing a terrible job explaining all of this, so if anyone wants to just take a look, here's a proof-of-concept ESP that adds the Ballistic Weave option to Field-Scribe's Armor (000E370E), Bomber Jacket (000E1AF6), and Drifter Outfit (000B2D8D). The names still don't change, but everything else seems to be working. I would not recommend actually playing on your main save with this ESP loaded yet, for obvious reasons.
  7. I'm so glad you asked. I spent a couple of nights mucking with this and got it to work, mostly. There's a couple of things I found you have to do (I'm using FalloutSnip, for reference; I have no idea what the more successful folks like Abbalovesyou are using): Add the keyword ma_Railroad_ClothingArmor (ref: 0020DE40) and update the KSIZ record accordingly, which I'm assuming is what you've already done.Add a new OBTS record with the following hex: 01 00 00 00 00 00 00 00 00 00 00 00 FF FF 00 01 43 DE 20 00 00 00 3F DE 20 00 00 00 01 You'll find records with hex similar to this (sometimes identical) on all the other moddable clothes. You can look up refs 0020DE43 and 0020DE3F to get a vague idea of what's going on here; they're keywords. There should be an existing OBTE record. This seems to correspond to the number of OBTS records present on the item, so you'll want to increment the value there after performing the previous step. Append the following hex to the end of the APPR record (or add it if none exists, but everything I looked at had one): 3E DE 20 00 Again, if you look up this ref (0020DE3E), it's a keyword. I'm not sure if this step is actually necessary, but there's a leveled-list called LL_Railroad_ClothingArmor (ref: 0020DE46) that seems to contain all the other moddable outfits, so I added my new addition to it as well. This isn't necessary at all. My guess is that this is the list Tinker Tom's inventory pulls from. This was enough to get it working for me, except for two caveats: The item's name doesn't get the "Armored" prefix attached to it, which is frustrating.FalloutSnip seems to s*** the bed when copying armor references, so as soon as I add more than one to my ESP, it causes the game to crash on startup. Figured it out; it was an issue with string localization.
  8. In all honesty you're right, it probably would work fine, but I had some bad experiences with GetSecondsPassed in Fallout 3 (namely, hiccups in the framerate causing time-sensitive bits of the script to get skipped over), so I'd just prefer to stay out of the practice of relying on realtime wait functions wherever possible. I managed to fix the problem, anyway. Rather that waiting for the WerewolfChange effect, I simply changed it to wait for WerewolfChangeFX (which is a second spell that actually handles the transformation animation; SetGhost was blocking it). The OnMagicEffectApply block does appear to run after the effect itself is applied. Good to know, I guess.
  9. I'm not new to modding or programming in general, but I am new to Papyrus. I've been working on a fairly simple mod that would introduce two werewolf perks: one that makes the player immune to damage while transforming, and another that causes the player (in human form) to automatically transform when his health reaches zero, once per day. I believe I have the latter mostly working, aside from some caveats that need to be addressed. I'm running into some frustrations with the damage immunity perk, though. I don't want to modify the WerewolfChangeEffect script at all, so I'm currently running a ReferenceAlias script on the player that reacts when WerewolfChangeEffect is applied: event onMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) if(akEffect == WerewolfEffect) getActorReference().setGhost(true) endif endEvent event onRaceSwitchComplete() Actor player = Game.getPlayer() if(player.getRace() == WerewolfRace) player.setGhost(false) endif endEvent The problem is, the onMagicEffectApply block triggers before the effect is actually applied, which means that setGhost prevents the effect from actually being applied. That's what appears to be happening, at least. I suppose I could throw in a Utility.wait(0.5) before setGhost, but that seems a bit hacky and unreliable on slow hardware. Is there a different and/or better way to go about this that is immediately apparent to anyone?
  10. Reposting from first page since a lot of people are still asking: Restart Steam, go to Library, then switch it from All Games to Tools (in the top left). It's listed as Creation Kit. Might be worth mentioning in the OP.
  11. Yes, that did it for me. After you restart it, go to Library, then switch it from All Games to Tools (in the top left). It's listed as Creation Kit. On an unrelated note, I have to leave for labs in ten minutes. FML.
  12. The normal approach is not to sync every aspect between the two games. It's a matter of determining what information from each client is relevant to the other at the time, and syncing that information between the two. At least, that's the abstract; you also have to work out how you're going to go about actually getting that information, interpreting it, and representing what it means on the opposite end. Note that none of this is easy to do, let alone do well; if it was, Bethesda would have cashed in on it in the first place. It's extremely impressive that Skyrim Online has gotten as far as it has, especially in the absence of the Creation Kit. Video games do not work that way.
  13. Thats... Not what that post says? It says that the Patch is going live some time this week, and that the CK won't be far behind. That could mean the CK could come out minutes, hours or days (Or if you want to take things absolute, months, years, decades, centuries of even millennia) after. No where, anywhere there, does it say anything about it bring pushed back to Feb. They still ahve a about 30 hours to meet the deadline. Don't start making up crap. They explicitly stated before that both would be out in January; now the CK is slated for some arbitrary date in the window of "not far behind" "sometime this week". I highly doubt that their switching to vaguer terms has positive implications.
  14. I don't understand how anyone can actually believe this. If you earnestly believe that Bethesda is worried about our modding activities having a negative impact on their DLC sales, please consider the following: You can count the number of Oblivion mods that actually stand up to something like Shivering Isles on one severely-maimed hand The vast majority of the game's sales so far have been on the XBox 360, where mods are not even an issue The GECK for Fallout 3 came out a month prior to the release of the game's first DLC I realize that we're all anxious to get our hands on the editor, and Bethesda could certainly afford to give us an update, but you guys seriously need to give this conspiracy nonsense a rest.
  15. Can't know for sure if it's doable until the CS is out, but I certainly hope it is. Being able to shout/cast in midair could certainly make mage combat a lot more interesting.
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