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miscdude

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    Fallout: New Vegas
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    Oblivion

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  1. In response to post #37104910. #37122120 is also a reply to the same post. those are great, don't get me wrong. The problem is having to replace animations instead of being able to just add new ones, i.e. if someone makes a new gun it has to share other animations, it is less than it easily could be.
  2. Is anyone able to confirm whether or not the old weapon animation limits are still present?
  3. In response to post #37095705. #37096075, #37096180 are all replies on the same post. If you go to the creation kit beta page (first link,) they detail out how to opt into the beta. My guess is that they'll have an official update roll out in a couple of weeks, but until then, if you haven't opted into either betas, don't see [beta] next to Fallout 4 in your library listing, then adding asterisks now would, I assume, break your load order. It might just handle them like a comment and ignore them, but I wouldn't go in and do it if you don't need to. There is a .bat file on the mod here on the nexus detailing how to re-enable mods for survival, and if you download that file it can go in and either asterisk everything for you or revert to a backup. Unless you have experienced issues today, I wouldn't worry about it.
  4. In response to post #37095705. No, both versions are beta updates. As soon as the first official update drops, unless you disable updates, you will have to add asterisks into your plugins file unless they abandon that change.
  5. These definitely, to me, look a lot more like dwemer weapons should. Keening is looking great, especially with the refraction :D
  6. That seems like a much more legitimate problem. Even without people intentionally making mods that can ruin game stability to fight the system, there are so many ways that mods can break that can happen little by little. Save game bloat is a big one. It'll take user reports from people dissecting the available mods to determine the cause, which could take well beyond the 24 hour refund period, not to mention result in people paying for something that gets taken down later. Not that Skyrim isn't fundamentally flawed in the way that it handles things anyways, but it seems like it would be impossible to actually maintain a level of quality assurance and compatibility, that you would think you kind of pay for, in a game where it is actually impossible without downloading fixes and custom tailoring your game just to be stable on your system. The way it's set up is kind of doomed to fail without solutions to these problems.
  7. So your rationale is that because you've spent the past 20 years being able to use something that's been free, now that you -sometimes- have to pay for something, any and all people responsible are evil. Gotcha. Don't know why I bothered trying to apply logic to a viewpoint that seems to be constructed for the singular purpose of veiling the fact that you're used to things being free and just want them to continue to be. There is no status quo, there is no "MODDERS DONT GET PAID, PERIOD," there is no great conspiracy to try and destroy the nexus and everything it stands for. There are people, using their time to do things that they want to do. Incentives can range anywhere from personal satisfaction of accomplishing something, to wanting to share a fix for a game you think other people would enjoy as much as you would, to wanting to produce art, to wanting to make money off of something other people can enjoy, to literally any reason someone decides to make a mod. You can disagree with what someone thinks all you want, but intentionally trying to sabotage them and anyone who thinks like them because you disagree is not rational, it isn't civil, its just juvenile. Just because you've spent two decades getting things handed to you for free doesn't mean you just get that all the time forever because thats how it works. That's easily one of the most disturbing -- and apparently common -- entitled mindsets regarding other people's work I think I've ever heard. The free availability isn't done because its set in stone as how mods work, like a commandment chiseled in stone from the gods of intellectual property. it's just how things have worked. It's what people wanted, it's what made sense. People like being able to share something and the sense of community. Obviously there are plenty of people, mod authors included, who don't like the system and don't want to charge or be charged for mods, and they will continue to do things the way they've been done. A lot of people who use the nexus never use the workshop anyways, because the workshop and launcher-based downloading right into the data folder is clumsy, annoying, and doesn't work with MO. This monetization does nothing but add another variable into whether or not a user is going to download a mod from the workshop. Money or not, you do not own the time and effort mod authors put into making mods. It is their choice to make things available to the public, their choice if they want to have certain features benefit more people, and their choice if they want to charge for it. Period. This public outrage towards authors who monetize their mods is on par with sending someone death threats because they decided to take down their mod page. Yeah, it might suck, but that's no reason to get so hostile. Whatever validity your point might've had is completely shattered by your ideology of imposing your ridiculous scriptures of how things have to work, not to mention your intended retribution, on other people simply because you disagree with what they're doing. It's like lighting an art gallery on fire and flogging the artist because one of the paintings inside wasn't free.
  8. It's comments like these that make it completely impossible to take your cyber-punk-esque data war with mod authors seriously. Mod authors are not traitors just because they offer mods at a price-point, they're human beings operating in the real world. In the real world, time is money. You seem to have a grasp of that fact and the tendencies of people with regards to money. They are not forcing you to buy their mod, nor are you personally entitled to their time and effort just because things have been free in the past. Chesko in particular doesn't deserve any sort of negative backlash from people like you, seeing as he is still going to offer his mods for free. Valve might need to adjust their division of payment, but beyond that, the fire that mod authors are coming under is completely misplaced. You aren't going to completely dishevel the curated workshop by intentionally making bad mods any more than the people on steam discussions are going to solve anything by threatening death on anyone who puts a price point on mods. Yes, the system is unfair. Yes, it may have seriously negative effects on the future of modding. But this kind of response from people is going to do nothing but make it all worse and make mod authors not even want to bother producing things for people, free or otherwise.
  9. List looks nearly complete aside from book reading. Would it be possible to add a quick grab animation to when you're picking up objects? Even if the hand doesn't connect, the whole items appearing into your inventory is kind of saddening.
  10. Alright, I couldn't decide if this should go into requests or mod talk, but I opted for this seeing as I'm not asking anyone to make this mod for me or anyone else who wants it. I am willing to do all that I can to actually guide this along, but I am in need of some help. I have a fairly clear-cut idea of how a throwing weapon mod could work, but there are logistical and scripting issues that I feel like I need to type out to better understand and could benefit from the knowledge of others on. I've learned a decent chunk of the creation kit, I can make areas and weapons and import models and blah blah blah. There's plenty of documentation on that and spell-making and re-texturing, but on my hunt for information regarding my endeavor, I have come up rather thin. One mod I found that wanted to add throwing daggers was headed in the right direction. This mod uses scriptdragon to fire an arrow when you press the allocated throw button, and it almost looks like you're throwing a dagger. Now, thats kind of neat, but not nearly close enough to be something as awesome as the Deadly Reflex throwing weapons from Oblivion, which is kind of what I'm aiming for. I really like the idea of using scriptdragon, because it seems to bypass the normal scripted prerequisites and timings of the creation kit's scripting. I had a hell of a time trying to find out how to edit, decrypt, or otherwise find out any real information on how to use a .asi file, other than it essentially being a .dll file. That file is where the meat of the coding is though, and without being able to dissect or even find out how to compile a .asi myself I am at a loss as to how to utilize scriptdragon. Another modder made this mod which allows you to craft throwing daggers which essentially do the same thing as the above, but with a unique weapon and non-arrow projectile. This is also a good foot in the door, but still not quite there in my opinion. Throwing daggers aren't throwing daggers without the satisfaction of actually seeing the dagger leave your hand, and going to go pick it up from where it has impaled a wall, target or unlucky foe. These two mod ideas along with my original thoughts have produced the following: With a dagger equipped in either hand, you should be able to play normally with the daggers. So the daggers must be real daggers that act as daggers and if at all possible are plainly the original daggers. This in mind, I think the best way to go about turning these into throwing daggers would be to have a button that put them into "throwing mode," use script dragon to take an input key for each hand like "b" and "n" to make the daggers go from a dagger state to a more bow-like state. While the key is pressed, the actual mesh from the daggers would be gone and in its place would be the same mesh, but that mesh would actually be that of a projectile, starting in the same spot as the dagger to look as if the transition from held to thrown was replacing the drawn arrow to fired arrow. This would occur by, ideally, having a dummy projectile which utilizing scripts or scriptdragon would take the stats from the actual dagger and apply them to the projectile. Less ideally, you would need a dummy projectile for each weapon, which has a much lesser compatibility with weapon mods and I'm not too fond of the concept. From here, the invisible dagger which would act like a bow would behave as such, you hold whatever button corresponds to whatever hand and when you release it launches the projectile. Then the projectile would fly through the air at a distance and speed relative to the wind up. When fired, the original dagger would be removed from the inventory. Some sort of setting on the dummy dagger projectile would allow it to be recovered 100% of the time, for fear of destroying any unique daggers. When the projectile is picked up, a script would run wherein the projectile is destroyed and the original item is placed into the inventory. This seems, from my point of view, to be logically sound and plausible, but the reason I'm posting this up here is very simple: I don't know how to do any of that. I can learn Papyrus with a little bit of time, but subtleties like when scripts can or cannot be executed, how exactly to make scriptdragon plugins, and how realistically possible certain elements are seem to have a lack of documentation or comment from what I've seen. I'll learn what I need to learn, script what needs to be scripted and make any required graphics or animations. I just need someone more knowledgeable who likes the idea of throwing weapons as much as I do that is willing to help me out. I welcome any responses from anyone, a link to a wiki page or tutorial that would be appreciated. Thanks for reading :]
  11. http://skyrim.nexusmods.com/downloads/file.php?id=11932 Another alternative.
  12. There's actually a model of the cowl in game if I'm not mistaken. It's on a statue, so if someone wanted to dissect that they wouldn't even have to model very much of it.
  13. Theoretically, the picks shouldn't really be breaking unless too much torsion is applied, regardless of difficulty. I was thinking that the difficulty would also take from Oblivion in that it would just determine the number of tumblers, and maybe have a (reduced) effect on the torsion.
  14. Maybe the limitation has to do with who the enemies are targeting? i.e. the last enemy hostile to your character specifically might be the only one it's allowed on, but a group brawl wherein your companion or an npc that isnt hostile to you is being attacked by a hostile npc might not count towards the limitation.
  15. First off, I realize that there are a lot of things that can not be done anytime soon without the CK being released. This topic is, at the moment, less of a mod request and more of a poll on the general agreement towards what I think of the lockpicking system / an overhaul of the lockpicking system. I absolutely loved Oblivion's lockpicking, simply because it was similar to real lockpicking -- you lifted up pins and tried to keep them in place so as to twist the lock open. While it did lack some of the more complicated parts of lockpicking, it was there and I felt that I was picking a lock. In both of the Gamebryo Fallout games I was disappointed with the lockpicking. It does not feel like you are picking a lock, it feels like you're moving your mouse to a random position and hoping you get lucky. Which is exactly what it is. That is, in my opinion, a bad game mechanic and definitely something that detracts from both immersion and the desire for doing something you can feel accomplished with. If there's no challenge in lockpicking, it becomes something neglected, uninteresting. It becomes more of a chore that you have to do to get to the house or treasures beyond, rather than a vital skill that is applied to the breaching of a house or laughing in the face of a lock on a chest. So when I saw that the same system was used in Skyrim, I decided that it was important enough to me to make a topic about. The real question is, how do you fix it? Do you go back to the Oblivion system of picking a lock? Or do you try to salvage what is already in-game? I believe the latter, as would anyone actually interested in having to code things for a new system. So, to make the current front-view system feel more like lockpicking, remove the sweet spot torque-n-guess, and add more immersion to the game overall, I came up with the following idea which, I believe, is best described in a diagram. 1. Place hands into the view. This is a big part in immersion, and would be better to give a sense of working on a lock in front of you. 2. Have an L-shaped torsion wrench. This, while making real lockpicking easier, is a good way to take the focus of the player off of the wrench itself and place it more on the lock. 3. Use the lockpicks with the hand, but make the hand go translucent. This way, you see the pick, you realize that the hand is controlling it, and if you look at the pins inside the lock, the pick itself begins to take on a role of importance. 4. Use visual and audible (not shown in diagram, haha) cues to pick the lock. This is as close to real lockpicking as is possible in a videogame because, as I'm sure everyone is aware, there is no way to "feel" the pins. Therefor, if the player is looking inside the lock, they will be able to see the pins inside to lift the pins into place. The lighter half of the pin would need to stay up via mild torsion applied by the left hand, and then the right hand lifts the pins up and down to try and set them into place. An audible cue would play for the pin setting, and then the player would be able to visually identify a pin behind it. When all of the pins are raised, it would look like a little hole above the dark pins, and then the lock is open. 5. Enjoy that you have just picked a lock. Feel free to correct me on anything here that I have misstated about lockpicking, I'm fairly new to it and any corrections will not only help me but help the future mod if it's made as well. I would love to hear any comments on this, or to know if anyone would like to attempt to create this mod. I'd be willing to put any of my efforts as a newbie 3D modeler towards it, so long as someone else is interested in coding it. Also, any logistical issues people have would be helpful, as I may have easily just over or under thought all of this.
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