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Nexus Mods Profile
About MikeMoore
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Website URL
https://www.youtube.com/gambsmoore
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Country
Canada
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Currently Playing
Fallout 4
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Favourite Game
Dying inside
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Howdy, I used to be a Fallout 4 modder but I retired a while back for.. reasons. However, if someone was interested in texturing for me, and we could get some kind of neat joint venture going on, I think I'd really enjoy that. Here's the gun I've been working on: I've been modeling it passively for a game I'm working on, but if someone wanted to take up texturing it, I could make a couple modifications and things, and we could have a good time. I figure it would work one of two ways, either you do only the texturing, and I do all the modeling/creation kit/publishing stuff, OR I only do the modeling, and you do the texturing/ck/publishing stuff, meaning the file on the nexus (and bethnet) are in your name. Anyway, thanks for checking out my post, and if you just want to chat about things that's cool too. I'm not really doing anything today. Here's my discord name if you want to get in contact: MikeMoore#4492
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- texturing
- weapon mods
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(and 2 more)
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In response to post #42710425. #42841785, #42939985, #43462250, #43476370, #43538115 are all replies on the same post. +1
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Hey there, I've been working on learning scripting for a little while, and I've got stuck trying to spawn an npc, and stick it in ambush furniture. When I was looking at ObjectReference on the creation kit wiki, I saw that MoveTo() allows the user to force an npc into a piece of furniture, so if I did NPC.MoveTo(Chair) it would move the specified npc straight into the chair without animations. However, when trying to do this with a leveled ghoul that I've spawned, it doesn't seem to want to stick them into the ambush furniture. I'm assuming this is because the ambush furniture works differently, but I'm new to ambushes. Any help that could be provided would be appreciated, and thanks in advance! MikeMoore UPDATE: After taking a short break from this and coming back from it I managed to get an ambush to work that spawns a ghoul every time you hit a button. Super simple, and you could obviously use something other than a button to trigger this, but it works. Here's the code, and an example: Scriptname SpawnGhoul02 extends ObjectReference Const {Spawns a ghoul, attaching it to ambush furniture} Event OnActivate(ObjectReference akActionRef) Actor Spawned = FurnitureTest.PlaceActorAtMe(LvlFeralGhoul,1) Spawned.Disable() Spawned.SetLinkedref(akIdleMarker) Spawned.SetLinkedref(FurnitureTest,LinkAmbushFurniture) Spawned.Enable() Spawned.StartCombat(Game.GetPlayer()) endEvent ActorBase Property LvlFeralGhoul Auto Const {Attached to ambush furniture} ObjectReference Property FurnitureTest Auto Const {Attached to idle marker from ambush pack in} ObjectReference Property akIdleMarker Auto Const {Auto-fill} Keyword Property LinkAmbushFurniture Auto Const http://i.imgur.com/xPD7XiE.png I'd like to put a [sOLVED] tag in the title for future readers, but I'm unsure of how to do this, so hopefully this will be okay.
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- creation kit
- scripting
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(and 8 more)
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Hey there. I've made quite a few weapons on the nexus, and my problem with my own weapons, and other weapon mods that I used before I started modding was always how flakey the leveled list system was. Of course when you have an issue with two or more mods using the same leveled list, the solution is always to make a merged/bashed patch in fo4edit, and it will combine the leveled lists. However, as someone who makes weapons frequently, and gets complained at by the console modding community that is unable to make merged patches, I don't think this is a great idea. I'm very new to creation kit scripting, but is there some way I could make a weapon inject itself into leveled lists when the game starts the first time you load the mod?
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- leveled lists
- script
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(and 6 more)
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Hey there. I've created a new cell in creation kit, and for some reason it's super blurry at long range, like some kind of extreme depth of field. I don't have any enbs, and this is happening on a buddies computer as well. Here's a picture. http://i.imgur.com/CFhcxu8.png Any clue what would cause this or how I could remove it? It happened after I tried to remove the fog.
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nono the more melee weapons are going to be in the mod either way, I was just wondering if I should have them included in the mod or as optional files. Seems the consensus is that they should be included in the mod, so I think that's what I'll do.
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Hey dudes. I'm working on making a melee only faction. I've already made a few mods that add melee weapons and plan on make more, and the plan is to add the melee weapons I make into the faction's leveled list, so they only use that weapons. The question is should I add those weapons that I've made into the mod by default, or should I have it so you have to download the mods separately and are considered "Required Mods" by the main mod?
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This is good advice. Tonicmole knows what they're talking about.
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Balance tweaking for power armor mod
MikeMoore replied to minngarm's topic in Fallout 4's Creation Kit and Modders
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Ideally yes, we want the tool to actually tell you what you're changing
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If people are still looking for an answer, I can make a quick video illustrating how to change the rate of fire on guns.