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valdacil

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  1. I'm trying to silence the flapping wings of the summoned Imp from Warlock Pact of the Chain. The old VFX/SFX mod had an optional download which was supposed to place a loose file in the game data folder to replace the root template feb1d610-4644-4dd0-8432-6e6a7be130d5. However, this did not work. I tracked down the actual summoned imp RootTemplate of 308da8fd-fb8e-4078-8991-a8ee678b49da. Tried modifying that one and placing it in my .pak. But that didn't work either. So tried making it a _merged.lsx... didn't work. Finally tried generating a new UUID for the entry in my _merged.lsx file and updating the spell to summon the new UUID. That also didn't work. I'm not sure if I'm not manipulating the RootTemplate properly (and thus the game isn't using my edits or new version), or if I somehow haven't hit the correct property which is the flapping wings sound effect. It's a shame because now that I can't figure out how to silence them the flapping is annoying me more (like it's taunting me when i load the game). I hate to have to switch to a different familiar just because I can't silence the darned flapping.
  2. I haven't gotten too deep into mod creation, but had an idea that I thought was really simple, but haven't been able to decipher the items. So idea started with the playthrough where my evil Durge raided the grove and acquired the Idol of Silvanus which has an aura which grants Nature and Animal Handling proficiency. So then I thought about making the Selune and Shar idols have a similar aura (but different proficiencies). I was able to find the effect of the aura in Status_BOOST and something in the 2c9e60dd-95ce-40b6-b9fd-4a6d7de010b3 files. However, I haven't been able to find the actual Idol of Silvanus object and how that aura gets attached to it. Anyone know how these things interconnect and have some suggestions for where I should look and how I might go about putting something like this together?
  3. I think there is a distinct difference between a mod author that has friends contribute assets (models, meshes, textures, etc) and that author then creates something themselves which includes those assets (still an individual effort) and a mod that is built, maintained and updated as a team effort. If you argue that the contribution route constitutes a team effort, then every mod that uses Bethesda's assets would be classified as a team effort between the mod author and Bethesda Softworks.
  4. THAT guy did a LOT more than comment out 3 lines of code (script edits, dialog edits, SM quest edit, SM script complete rewrite to display proper quest markers on companion/Dogmeat bleedout). The above comment coming from the guy who made a mod that just replaces some sounds (and according to the reviews videos I've watched, not even all of them) who describes his own mod as joke mod yet comes here and says that my mod is crap! You say 'first time it came ahead', like Pew Lasers was leading legitimately when it's already been proven that there was a 4chan campaign using proxy and TOR artificially inflating Pew Lasers' numbers. I don't think you have the moral high ground so I don't think you should come here and start slinging mud. EDIT: Additionally, while EBF is the mod I submitted for the contest, I have a number of other mods that I am author and coauthor for including AWKCR and VIS. I have curated DEF_UI for Neanka and provided support for that mod. And I have written multiple tutorials on the AWKCR and DEF_UI page, contributing to the modding community beyond just the mods I've worked on. A quick search of your mods on the Nexus shows every single one being a joke mod, most are just sound replacers. Yet you come here and act like you are a pillar of the community and slam me because you think that MY mod is stupid and you believe required little effort. Pot, meet kettle.
  5. I certainly see your point and it makes sense. I guess the biggest thing is buy-in. If this is only used by a handful of authors, then it is somewhat moot. Realistically speaking, it doesn't matter which way it goes, just that there is a standard. If a standard is set and I need to update lyrConf.xml and DEF_INV_TAGS.xml to account for it, that's not a big deal (and I can notify Bhaal also), but that is ultimately pointless if authors don't follow the standard. I suggested the solution that I am currently using because it works within the existing construct of sorting mods. Maybe I'll go change my setup today to use [settings] instead and try it out. :)
  6. [settings] <NameofMod> would be satisfactory, though I'd have to update the DEF_INV_TAGS.xml to account for it. An alternative is that the two main current sorting mods are VIS and Bhaal's (I'm not including BIS because it hasn't been updated since January and thus isn't compatible with game update 1.5) both use the same tag for Holotapes: [Holotape]. If authors used that tag, then users of DEF_UI wouldn't have to change anything to get an icon for the holotapes. The only issue there is that the settings holotapes would be sorted into the list with the other holotapes. Personally, I've been opening up the .esps of the ones I've downloaded and naming them things like: [Holotape] [Mod] Settlement Management Software That way, they are sorted with the other holotapes, receive a DEF_UI icon, and get put in the Holotape rollup. However, the second tag [Mod] causes them to all be grouped together so I don't have to search within Holotapes. So short answer is 2 alternatives: 1) [settings] <ModName> This keeps them together, but requires sorting mod authors (who are the ones who write DEF_INV_TAGS.xml files) to take extra steps to account for them. 2) [Holotape] [Mod] <ModName> Keeps them together within holotapes, assigns the existing icon if using DEF_UI, adds them to the Holotape rollup if using DEF_UI, and works within the existing systems/mods requiring no updates or changes to account for them. This is my recommendation. As a side note, If using DEF_UI, it replaces the icon of both [Holotape] and [Mod] with the holotape icon, so you don't see the second tag... but items are still grouped by the hidden name so all mod added holotapes would be grouped together.
  7. @roamwild - Your second link was the one I was looking for. I believe this is the exact same document I was using before: http://www.nexusmods...as/mods/44914/?. Thank you very much!!
  8. I'm not asking how to write a C# installer. I'm not asking how to write Papyrus (I did that in both Oblivion and Skyrim). I'm asking for a reference document for .XML installer tags. I'm looking for documentation on ModuleConfig.xml as it relates to FOMOD installers.
  9. Thank you for the link and I did find that link when I was searching. However, that goes into some good details about the C# version of the install scripts. I am looking for documentation on the XML version of install scripts.
  10. When I was working on Skyrim mods, I am sure I had a website for reference for all of the XML tags when making a FOMOD installer. I cannot find that old link and my Google/Bing/Forum search fu has failed me. Does anyone have a good/detailed reference for FOMOD/OMOD XML installer tags/documentation?
  11. Not silenced, but lowered to 10% of original. Author also has one for turrets: http://www.nexusmods.com/fallout4/mods/700
  12. This will require scripts to accomplish. At minimum that will require the script extender or GECK.
  13. A couple of things I noticed... I built these beautiful walls completely surrounding the settlement, with a door in one spot, as defense for the settlement. However, the settlers constantly leave the door open, and even if not, raiders/ghouls just open the door and come right in. The wall is still helpful because it channels the attacks into a single spot, but not as helpful as if they couldn't open it at all. Additionally, settlers charge into battle, including leaving the boundaries of the wall, when the settlement is attacked. While I'm sure these solutions will need the script extender there are a couple of things I would like to see: Settlers stay within (and return to if they are outside) the confines of the wall if the settlement is attacked. They should be smart enough to take up elevated positions, if they exist, to shoot from behind the wall. I tend to build platforms to put turrets on at the corners of the wall.Perhaps, there could be a place-able item that creates a defense rally point. When attack is triggered (or upon trigger by player), settlers would attempt to make their way to the rally point. This may be the purpose of the alarm item, I haven't tested it yet.Locking mechanism for the doors. Ideally, this could even be something rigged up to power for a 'panic room' type mechanism. Run a wire to the door and have a central trigger switch. Upon hitting the switch, all connected doors shut and lock. This would simultaneously keep attackers out and settlers in. The button could be pressed again (after battle is over) to unlock all connected doors.
  14. There was a mod in Skyrim, FO3, and FNV called CASM. It was a configurable auto save manager that would save based on time and/or certain events (location found, lock picked, terminal hacked, etc) and it would create multiple saves (I think I had 5 quick save slots and 20 auto save slots). I'm sure someone will make this for FO4, but it requires the script extender, and probably MCM; neither of which are out yet.
  15. Endorsed! Flag Pre-War Money as Misc. It should still break down into cloth if dropped on the ground and scapped, but not transfer with Transfer All Junk command and not get consumed automatically when crafting.
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