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reelo2228

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  1. That is one way of doing it, i also remember the Synths pretending to be a mannequin in the game at one point, i shall look into it and find out how it ticks! The system shock 2 scenario was freaky for me too xD it was awesome! Ok. I'll look into this too. If you gave them the FeralGhoul AI, they will attack like feral ghouls. I'm not sure what you mean by this being a problem. How are they supposed / meant to attack? Assuming the problem is the detection code (which I doubt, but it could be the case), there are other ways to imitate similar behavior, such as using angle headings and such to fake detection / LOS. Well, initially i wanted the actors to attack player only when he is not looking, when the actors are out of view, that's when they attack, and freeze in motion when they are within Line of Sight. Another approach i'm thinking now, may suppose change the direction of what i initially imagined the mod to be. But... So for gameplay sake, I could place a certain number of creepy mannequins in specific locations and have them engage the player head strong and viciously. Of course, somehow they should ignore when the player first enters a room, and only engage after a short time frame.
  2. @zanity Oof, dayum! :D Thanks for that thorough explanation, those were things i've never even thought about! Given that i'm new at modding in general, i was fully prepared for setbacks and probable impossibilities. While's fiddling around with the scripts, i had thought that might've been the case, but thankfully you just provided me with alternatives to ponder on! (What is this better prior source you are referring to? :D) Having read your analogy, i should rethink the way to approach this idea again, it kinda DOES feel like the game was fighting itself during the test, the AI is telling it to behave in one way and the mod is forcing a restraint (instead of immediately stopping, the enemy sort of went into a slow motion and froze eventually after 2 meters of sprint, was quite cool actually, like they were drenched in instant dry cement xD). But i'm hopeful that there's a workaround somehow. I'm gonna crawl back to my cave now and try them out!
  3. So i've tried out the scripts and here are the feedbacks \:D/ 1. I've attached the AdderQuest script to a Quest in the kit, and ticked the box "start game enabled" and "run once", but in the test room i created, the object mannequins were not replaced. I read through the the scripts line by line, and although i don't understand every variable there, it all seems right and makes sense to me xD
  4. Oh My Gosh!!! I'm gonna test this as soon as i get back home! Glad i read through the basics of scripting the other day and vague understands what's going on (you even typed out the mannequin's ID \:D/ ). Will credit even if i don't use these, you've just helped me move many steps ahead! :D :D I didn't actually thought of the save file being that important and would do such kind of mess, thanks for pointing that out
  5. Hello Fellow Modders!! Beginning of this year, i made a simple retexture of the mannequins, to make it a little more creepy, http://www.nexusmods.com/fallout4/mods/1986/?. Then somewhere in the comments, people started to mention Weeping Angels from Doctor Who, which i thought would be a brilliant idea! So i patiently waited for Creation Kit to come out in order to make it happen! These are some of the progress i've done so far: 1. Made new "actors" and "race" for male and female manniquins. 2. Have them attack and scream and shout, with no affiliated factions and extremely aggressive (used feral ghouls for attack templates) 3. Can be set on fire, plasmatized, disintergrated upon death. Oh, and they bleed. 4. Have them turn back into manniquins and break into parts just like blowing up a regular manniquin 5. Have voices and small chatters served as ambience. some of the pics to show: Here are the problems i am facing and hoping that somebody reading this may offer assistance or tips at how i can solve it : 1. I want to randomize the textures and the types of the mannequins everytime they are spawned, so that they may look a little different. Currently, there are 6 types of mannequins -Burnt Male -Burnt Female -Male -Female -Redcoat -Shroud. 2. Here is where the actual Weeping Angel mechanism i'm stuck on - Having them approach and attack player when they are outside camera range (3rd of 1st person). And when looked upon, they stop dead where they were. 3. Somehow trigger a script that lets the game replace ANY mannequin it spawns with my modded weeping angel actors, besides the Shroud Mannequin maybe, as that might affect the quest it is connected to. All my problems i think requires Scripting in one way or another, and i have close to ZERO knowledge on it >_<, i've read on Papyrus script used in Creation Kit, and apparantly my ideas may also require script extenders like in Fallout3 and Skyrim. So, i guess i could say, i am really really stuck in progress here. If anyone could provide assistance, i'd be absolutely grateful and provide you with loverlike treatments. REELO!
  6. No one seems to be touching this subject at the moment. The closest i found was relating to Codsworth's shiny coat at the start of the game. I guess i would have to wait a little while for GECK then >_<. But i'm curious, modders that are doing retextures and models right now... did they took the long way and extracted EVERYTHING?! :O
  7. Hey, i'm new to fallout 4 modding, and would like to retex the look for Gen1 and Gen2, making them look completely shiny and chrome. But there's so many big ass Texture .ba2 in Fallout4, i don't know which one contains the Gen1 and Gen2 textures >_<, is there anyway to find that out?? Thanks!
  8. @redwes, or just add another square ratio-ed advert at the bottom for finance sake :D
  9. I did a quick editing of the layout with MSpaint that i think would be better. 1. take away the side column of "Latest Images" and "Latest Files" as they are already included in the tab, and the tab view is better :thumbsup: 2. Expand the tab views to the left, since the "Latest Images" and "Latest Files" spaces are left unused. 3. move the Advert the bottom, right next to the "Mods of the Month". http://i646.photobucket.com/albums/uu189/reelo2228/layout.jpg
  10. wait haha, how do i use that stuff i downloaded from the repository? :biggrin: where do i place them? :psyduck:
  11. This is abit of a cheat, but i added in a big layer of blank color to startmenu.swf to cover up the background, then i try to place images into it... didnt work :psyduck: http://i646.photobucket.com/albums/uu189/reelo2228/TESV2012-07-0201-38-01-34.jpg First half of pic - I tried to placed a cool looking picture into the layer, it went transparent in game, only the logo showed up Second half of pic - I added in a blank layer of color, and the background is covered up (still just a cheat method, coz the interface always loads after the background...) Then i noticed something, i think maybe only vectors can be read when the game loads the interface, the text loads coz the vectors of that typeface are in font_en.swf, and that is why my images didnt show. Another problem was the recompile :verymad: it gave errors, i tired a clean recompile with no changing done, it still gave error, they were all missing properties of functions i think.. as a result, the menu got messed up. http://i646.photobucket.com/albums/uu189/reelo2228/error.png
  12. Hmm, adding prop, changing lighting, add sky, deleting COC marker from the "mainmenu" cell doesnt seem to affect the Main Menu at all, the logo and smoke still load as normal... Something else must be loading that, i've tried to look through every single cell in the CKit, no other cell seems to be special... though poking around i did find this weird checkbox ---> http://i646.photobucket.com/albums/uu189/reelo2228/jvjhg.png?t=1341148512 Though checking it seems to do nothing, i don't see it at all on the Main Menu :psyduck:
  13. Oh! that makes total sense, that's how they did that "Bethesda, Presents" when starting a new game, those were .swf movieclip overlays too! So then it's possible to say, make an epic quest mod, and use .swf to display the story titles and maybe also author name like "Derp Presents... Land of Herpinton" at the start of the quest :O :thumbsup: :thumbsup: :thumbsup: Back to main menu, i'll try adding other props in that cell and see if it loads up, or attempt to make a duplicate of that cell and change it's settings!
  14. Thx a bunch! more stuff to read on! I've read ur guide too - seems u'r still working on it :tongue: But why do i need the UDK?? EDIT: ok i got it, UDK supports scaleform, but seeing as how .gfx files can be altered so little, i'm not sure if i need it :confused: I managed to find the logo mesh with CKit, changed it's color, and also replaced it with an empty file to take it away. :thumbsup: But i think non of the .swf (tried to replace vanilla startmenu.swf with a blank frame with no actionscript) is loading this Main menu background (smoke and black backdrop) :confused:
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