Jump to content

Fiddlestickz

Members
  • Posts

    19
  • Joined

  • Last visited

Nexus Mods Profile

About Fiddlestickz

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Fiddlestickz's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Greetings I didn't play the game very often, but the armor sets, the Warden Gear in particular would fit this game perfectly. Short and sweet, would it be possible to port the sets over to be used in Bannerlords 2? I lack the knowledge on how to do it, so i would love to know if its possible and how difficult it would be and if copyright would be a problem. Thanks for answers
  2. And how about free to play games like Team Fortress 2 is that also not permitted here?
  3. Greetings One of my first uploads was AvP2 themed with sounds which replaced flesh explosions and it was removed pretty fast, because it was AvP2 themed. Now i understand the adamant rules about copyright on the Nexus. But the soundpack has grown and consists of more than 1000 sounds changed and remixed by hand and i would really like to share this extensive work with the community. How would i proceed to gain approval from Activsion or whoever owns the 16yo game 'Alien versus Predator 2'. I actually sent an email to the [email protected] but i doubt i get an answer back. Or did anyone else on this site had luck with getting approval for some copyrighted material by one of the big publishers? I remember one dude who got approval from EA for some carmods for Sims 4. I hope you can help me out on this one. Cheers.
  4. Ethreon, yeah i tested the tranfer out works perfectly, and i can duplicate structures in that settlement. But still would be nice to have. Montky, That's a lot to take in, thanks for posting! I see this is way more complicated than i imagine, i have no coding experience so i have no idea whats going on in the background. In my head i pick up the structure, press a key and it copies itself into the prefab TAB for later use, that would be the most ideal outcome. If it is somehow possible despite all code hurdles, it should be as intuitive as possible of course and i would say the function that is already in the game to move bigger structures by selecting them with holding down the use key is already very useful. If there would be a way to expand on it and add a save function for the highlighted selection, that would be perfect. damanding I am not necessarily looking for NPC compatible prefabs, even though the selection you suggested is nice. 'Custom prefabs' would be about moving complex structures from one settlement to another. While Settlement Blueprints is truly genious, you are still confined to that one settlement. Also when i let's say build a big house out of the available building pieces, test out if settler can navigate it properly, it basically should work perfectly if the mod makes a copy of it at another place with the same pieces.
  5. Greetings Settlement Blueprint mod is a great achievement for the FO4 modding community to share their great settlements with the community, but i looked around and there are no 'Custom Prefabs' mods, where you can save selected structures from your settlement. The concept is very easy: In workshop mode you can pick up entire structures by holding down the use key. Now the mod would simply allow you to save those picked up structures as 'Custom Prefabs'. The use of the mod doesn't end in personal use, it could start a wave of custom building and a wealth of genious structures which are shared like in Planet Coaster or Cities Skylines. Someone built a nice Tavern? Grab the custom prefab and add it to your settlement! This would be the one thing that i would love to see in FO4. Thanks for reading!
  6. I also just say don't fix what ain't broken for the PC. I know everyone looks at their smartphones nowadays, but make it optional should you consider this simplified interface.
  7. Oh dear the chaos when a patch is released, i think i watch from the sidelines until the dust settles.
  8. Greetings It's time to present you my project i've been working on the past 2 weeks. I am a fan of parkour and freerunning both in games and in real life, so i thought i apply this on FO4 and see what comes out of it. Reference for this were all great free running games like mirror's edge, dying light and of course assassins creed. I have spent 2 weeks so far on this and playtested every track i created. With no further words i have prepared a 15 minutes raw impression video, which should make it clear what i am creating. Basically a game in a game. What my 'mod' offers: -- A Parkour simulator inside Fallout 4, so a game in a game. -- It is just a savegame with a handful of required mods, so it's very easy to jump in and out -- The edited areas are filled with additional, often hidden freerunning and climbing routes and other neat details. So exploration pays off. -- 10+ hours of fun, if you embrace the concept. -- 150+ collectible item along the way of the courses for you to discover -- Nice Legendary Weapons which can be found throughout the parts i edited, in hard to reachi spots or hidden. -- Maybe inspiration for YOU, maybe more people like this concept and create their own parks and share it on the nexus for people to bite their teeth out -- Starlight Drive in has been converted into a parkour training park (will make own video about it) http://s18.postimg.org/8iz0svf0o/park1.jpg 15 Minutes raw impression video, almost unedited: https://www.youtube.com/watch?v=CIh2DRb8-pU&feature=youtu.be CONCEPT: I turn handpicked spots on the map and into freerunning heavens, with lots of routes to discover and alternative routes. I use the simple 'bat settle' command from 'Create a New Settlement Anywhere' by Helioglyph () which allows me to create any structure anywhere on the map, so i can slowly but steady add ramps to certain roofs, create breathtaking and challenging routes to the top of scyscrapers etc. It takes realitively low effort and the concept is something i have never seen in any bethesda games, so i am eager to see how you like it. Most places have been decorated instead of just slapped on, every pieces has been placed with a though behind it. This whole concept could techincally be a new category 'Theme Park' on the Nexus, a savegame where the author creates a set of activities for people to complete. This could be a freerunning simulator like in my concept or a well designed combat arena on spectacle island. 'Theme Park' entires are like a game disc you throw in to experience something completely different. This only requires a handful of mods: Homemaker Snap n' Build: Greenhouse (no all in one) DDproductions selection: ramps, bridge, spiral staircase, bridge, letters(optional) and maybe elevators aswell and your time, skill and patience No coding required since it is just a savegame, everyone can create runner courses and share it, only limit is the imagination Since i had a chance to really disect the movement system in my playtesting, i came to the conclusion that 1st person and 3rd person are entirely different movesets. 1st person -more precice movement for straight jumps and you don't slide when you hit the ground when you crashland. -curved jumps are near impossible -mouse sensetivity gets reduced which makes it feel awkward when making turns while sprinting 3rd person (offset camera in standard settings) - generally gives a much nicer feeling of speed, especially when freerunning, you see where you feet are and you can observe your characters animations, - curved air jumps are a breeze - If you keep moving after a crashlanding, the character slides forward further, unless you break with a simply jump upwards only - Mouse senstiivty stay the same, so there is no awkwardsness when sprinting and turning. - Switching to opposite direction doesn't happen instantly, the character turns towards the direction. On small spaces this often causes the character to slip off. General movement observations: If you sprint over a flat surface onto an docked angled platform the character floats for a split second making a jump impossible since you are 'in the air' You have to be in motion first until, only then you can activate sprint If you jump forward and release the movement key you drop straight down, no smooth deceleration, you just drop. If you know Witcher 3, the devs added an option for a more arcardy movement, instead of the heavy turned movements. This could also happen in FO4: A few mods which could make the movement better: 1) Sprint priority: No matter what you do, if you press shift you sprint and cancel everything else 2) 3rd person slide animation removal. Like mentioned this appears to only happen in 3rd person. That means: You release sprintbutton you stop on the spot, even after a crashlanding In my playtests this was rather mixed, sometimes it was a bit frustrating, but it adds a layer to the learning curve. Additionall the turn animation could be removed, making left right direction changes instant. Personally i tested all my creations for balance and fuctionality. I tested it in 3rd person: fov 80 90, the 3rd person view gives a much more challenging experience. 1st person is when you wanna take it slow, i invited my cousin to playtest and he chose to play it in first person, which was interesting to observ. After a long journey of 2.5 hours he cracked 'The Climb' and thus completed the intro. STORY: Yes i even thought up a plausible story for this. It is of course non canon, but could technically be canon. I took the concept of the matrix or the animus from the AC as reference. The center of attention is the memory Den, which plays with memories and also creates a kind of second reality. Our buddy Tinkertom made a discovery of a hidden codecell within the memory Den, a vault of secret knowledge which is accessible through a perfect simulated copy of the commonwealth after a few modifications to memory den 2.0. Now the surreal part: The runner tracks you see, are extensions of the code, and you have to run this 'code' in breathtaking manner to sync with it and help Tinkertom with the decryption, the faster you go, the more combo jumps you do, the better your decryption. He managed to create a hook program called 'Faith' which is applied to your persona, which allows you to run the courses and be safe from falldamage and have unlimited stamina (tgm). CHAPTER 1 is 'THE CLIMB', which requires the player to go from the bottom of Mass Fusion all the way to the top, without cutting corners. It is a test of skill and patience. Once you reach the top you unlock the HQ, which acts as the intro section and now you are free to explore the tracks. CHAPTER 2 is the discovery of the Starlight Freerun Park, a trainingcourse with routes from easy to difficult, most of your companions will wait there for you! then comes the exploration, you will discover camps and strange mushroom farms, which is unclear what it's all about. Clear is that someone already was in Memory Den 2.0 and built a foothold. This is all so far, it will be completed as the project goes on. ----------- This is a work of passion, i had lots of inspiration from Mirror's Edge and it's music, which kinda fused hundreds on ideas into my head. This is the result so far. But this is certainly not the end! The commonwealth is big and opportunities for freerunning tracks are everywhere. every hill, every rooftop, every skyscraper. I only occupied a small part of the map so far. So that was it for now, i have lots of additional material planed and still lots and lots of ideas, but now i would love to hear your thoughts on this! Thanks for Reading!
  9. So i thought about what Fallout 4 needs. The omnipresent Preston meme showed me: it's endgame content. Apart from building and your boring shallow settlement quests from beloved Preston there is not much to do. Now hear me out, this is just a concept and the game command and conquer was reference for this. Here the concept video: https://www.youtube.com/watch?v=EWQnpFg93pk Yes this is crudely handpainted, but it should do the job to show what i have in mind and to interpret thing into it. Story could be many things. First thing that came to mind is a setting set about 10-20 years in the future where a big invasion force almost overwhelms the commonwealth. That could be any enemy, Enclave, superpowered Supermutants, etc ANYthing, just a BIG FORCE. You play as aged General, now in his 50s. It is almost a lost battle, but you can turn it around. So now how can you build something like this into the game? The easy solution is simply to clean selected settlements from settlers, build a well designed fortress and fill it with proper enemies (with coding you could place spawners aswell). Then the player can retake it, but the enemy force should be a tough fight, this leads to the next bullet point. - Squadmanagement: In Theory you could abuse supply lines for this. You have settlement A which is a regular settlement with 20 peeps, then to the north you modified a settlement as enemy fortress. Now you could basically send guys as supply line there, to act as fire support. - The pipboy would be modified with interactive elements which shows territories, like in the video, but of course with crisp art. I really liked the strategy map in Command and Conquer and this could be possible. If you want just the territories marked on you pip boy, you can simply take the maptexture file and place another layer on top. But it's only static of course. I hope to get some input from experienced modders on this. I feel this could be turned into something wonderful what people will enjoy. Please post your thought, thanks for reading!
  10. Greetings When you want to edit the weapon sounds of the game, it's no trouble replacing the single sounds of the game. But what gives the trouble are the soundloops, because if you just replace it with a regular 'unmarked' wav it just loops endlessly ingame. I made a thread asking how to create minigun loops and FLOW pointed out a nice little straightforward program which lets you create loops really easy. Of course you have to learn it to get all the crackling and unwanted sound out of your sounds, but that's advanced. Anyway the program is called 'Wavosaur' http://www.wavosaur.com/ I am sure crafty audiodesigners have better programs or workflows to get it to work, but this will do for a BASIC loop. Making a loop, like a minigun loop, is actually pretty simple. You take the original file as reference, this will give you an idea how they pieced together their sounds or how long it is. The longer the loops the more variation you can give it. You have to do two things: 1) Tools/Create Loop, which sets a loop on your current selection. but you can move it around and finetune the positions so they start and stop on zero amplitude parts to minimize unwanted sounds. 2) Tools/Slicing-Region, there i used the 'auto slice' which automatically set points at zero amplitudes, this can also be used as help for the clean loops. From what i've seen these markers are here so the game can detect almost instantly when you stop firing and skip to the finish spin_down, 'bullet'hurl' or what ever finish sound there is, while the loop makes sure that only the relevant part gets looped while you hold down your fire key. To put a picture to my words: http://s1.postimg.org/60ftm5kan/loop.jpg In the picture we have 3 sounds mixed together, the barrel spin_up + barrel LPM (LooPMode?) + barrel Spin_down. The tactic is to make a loop out of the pure barrel soundloop (yellow markers) you hear in the background when holding down your firebutton. The "barrel spinup" sound plays when you press once and the finish plays when you release your firebutton. After you've set the loop point i did 'auto slice' for the part that matters (in this case only the first 2 parts of the wav) where the program searches the zero amplitude parts and connects there so you minimize crackling (White 'M' Markers) Or another example: http://s23.postimg.org/l4aued5rv/loop2.jpg Here we have the minigun fire loop + barrel Spin_Down in one. This is the sound the game uses once you start firing. Here tactic is again, to catch the pure fire loop and then auto slice that. The barrel slow down sound, the finish, is left out again. (The last marker after the loopend is most likely unnecessary) If you manage to create one of these you can make all the loops you want. Now i realize why sounddesigners like this function so much. To let you get started right away you need two wonderful tools and you are all set to edit the sound department of Fallout 4 to your hearts content: 1) B.A.E. - Bethesda Archive Extractor (Extract 'Fallout4 - Sounds.ba2') http://www.nexusmods.com/fallout4/mods/78/? 2) Skyrim Audio Converter (Most of the sounds are '.xvm' files, you can convert them back and forth with THIS tool) http://www.nexusmods.com/skyrim/mods/8303/? Additional Advice: The game uses wav AND xvm, make sure to double check if you have the correct format, filename and filepath. I had it a few times that i missplaced a file and then forgot about it, big mistake. This deserves an own thread as it goes under in the other thread. Anyways like i said if you do all the easy steps correctly you can make all the loops you wants. I hope i expained it in an understandable way, if you have questions or feedback, just fire away. Have fun modding your soundloops in FO4!
  11. Interesting and thanks for response, i will try to tinker around! So the rule is the cue are strictly at zero points? Got it. Which markers need to be placed at the zero spots, 'loop markers' ? Flow ill send you a PM later on, you shall have everything you need, promise. Edit: So i just tested it an it actually works, set a loop for the whole thing and then i used the autoslice which sets markers at (almost) zero points and bam it didnt loop endlessly ingame anymore. HAH this is awesome! Now people can start creating their own loop ingame. Thanks Flow ur are credit to nexusmods. To put a picture to my words: http://s1.postimg.org/60ftm5kan/loop.jpg In the picture we have 3 sounds mixed together, the barrel spin_up + barrel LPM (LooPMode?) + barrel Spin_down. The tactic is to make a loop out of the pure barrel soundloop (yellow markers) you hear in the background when holding down your firebutton. The "barrel spinup" sound plays when you press once and the finish plays when you release your firebutton. After you've set the loop point i did 'auto slice' for the part that matters (in this case only the first 2 parts of the wav) where the program searches the zero amplitude parts and connects there so you minimize crackling (White 'M' Markers) Or another example: http://s23.postimg.org/l4aued5rv/loop2.jpg Here we have the minigun fire loop + barrel Spin_Down in one. This is the sound the game uses once you start firing. Here tactic is again, to catch the pure fire loop and then auto slice that. The barrel slow down sound, the finish, is left out again. (The last marker after the loopend is most likely unnecessary) If you manage to create one of these you can make all the loops you want. Now i realize why sounddesigners like this function so much. To let you get started right away you need two wonderful tools and you are all set to edit the sound department of Fallout 4 to your hearts content: 1) B.A.E. - Bethesda Archive Extractor (Extract 'Fallout4 - Sounds.ba2') http://www.nexusmods.com/fallout4/mods/78/? 2) Skyrim Audio Converter (Most of the sounds are '.xvm' files, you can convert them back and forth with THIS tool) http://www.nexusmods.com/skyrim/mods/8303/? Additional Advice: The game uses wav AND xvm, make sure to double check if you have the correct format, filename and filepath. I had it a few times that i missplaced a file and then forgot about it, big mistake. Right now i am making myself a jetpack sound with Pilotwings 64 sounds, this is amazing, spread the word so we see more sfx mods!
  12. It's like with piracy, provide a better service than the pirates and ur good.
  13. So that guy who warned you was actually true.
  14. I know there is a mod for a centered crosshair, but that not very convenient imo, as it puts the character right in the middle and covers everything. If you know the game APB: Reloaded, there you can simply switch the shoulder camera position, so you can easily adjust your character to every corner you are approaching. Would this be possible in FO4, to code a keybind which lets you switch positions? My fear is that everything from the gamecode to animations, it's all tied to the right hand position, but im no dev. Just wanted to gather some thought on this. Thanks in advance!
×
×
  • Create New...