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CrEaToXx

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About CrEaToXx

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    Cratthorax #7585
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    Germany
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    Starfield
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    Starfield, Fallout4, Skyrim, Minecraft, L4D2, The Sims 3

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  1. I want to add that some of the flash files are of even older version type than some of the FO4 files. I can only wildly guess here, but I think they were using some of the Skyrim files as template and worked on them with either CS4, or CS6.
  2. Hello, If I may I'm about to create a video tutorial series on creating mods. The first view videos will focus on the UI, since we do not have access to creating (non experiment .esp)plugins, and model/texture modding is just starting. I'll move on to coding Papyrus and texture modding via Gimp once the time is ripe.
  3. The Earth is no more, so I doubt that statement. Even with the absolute worth condition, Earth would be far from a total collapse. Dr. de Grasse Tyson addressed that in an article once. While human made climate change is a fact, the conditions can never again be that bad as, let's say, in the Cambrian period. And even then, we'd still be far away from a total atmospheric collapse.
  4. Yes, I can verifie that. I had the same experience in Fallout 4. Unfortunately there's not a lot you can do, but carrying less items. Payrus has to iterate through every single item in your inventory regardless of stacks. If you carry a lot of items, there's a lot to iterate through.
  5. I agree on the trait/skill pick. The number of traits is ok, but the number of available choices could be more vast. Skills are actually refreshingly abundant, and I guess we're going to face the same limits as past Beth games with no option to add new skill trees. But we'll see, maybe they're going to source the flash files this time, and make it easier to mod them. The only real flaw I feel was no choice in skill set whatsoever. You are bound to chose from presets, even on the "unknown" preset. They obviously improved the whole controls and UI in comparison to previous titles, but it's still not enough for me. The photo mode for example, doesn't allow choosing options in the menu if you are an arrow key player. There's also not control setting to rebind choosing category options. You can choose the category, and rebind said key, but the options can only be configured if you use a controller, or play with the default WSAD keys, so the menu gets controlled by the arrow keys. And the dynamic switch between controller and keyboard/mouse must be finetuned. It's rather unpractical, and in contrary controlling the ship with mouse is quite ok for me, so I stayed with that. And of course, this game totally needs a survivor or "needs" mode/mod. Oh yeah, and eating to heal, also no go. I must have consumed at least 25.000 calories in 2 hours of gameplay on very hard difficulty, yet I magically did not die from overeating.
  6. Count all the items in a container, get their weight, then have the last item removed back to the player inventory whenever your limit is exceeded. You can do it with a perk menu, or simple OnActivate with canceling the original function. What I personally modded is having containers removed from the game world after a random amount of game time, as if someone has taken them. I also allow to salvage them. For a wasteland the game tends to feed you with masses of constantly respawning goodies. I wonder where they come from.
  7. Just use this guide... https://stuyk.com/mod-a-custom-settlement-for-fallout-4/ Your attempts may very well fail because you did not add all cells to the location, haven't properly setup an encounter zone, haven't properly set up the center and/or map marker, or did not correctly edit already existing cells you've edited, to be included in your location. And no, one must not always make a custom location if one is present with unique name. It doesn't really matter to the game if the cell is exterior, or interior. But for sure you would need to link the doors, so the provisioner knows where to go. Take a look at how Automatron does it.
  8. A feature I feel is missing from these kind of mods, is an actual resource cost. Building whole settlements free of any cost is not really attractive.
  9. How does it not support strings? Also no, unless you reverse engineer the HUD framework. Unfortunately we do not have the same level of transparency in UI code, as we did for Skyrim. The function you want to invoke to is simply missing in the HUD framework. Edit: actually I was wrong about transparency. Scrivener07 did it some 2 years ago. But I don't how he's related to the "official" HUD framework and/or script extender team. https://github.com/F4CF/Interface Maybe ask on their Discord channel?
  10. Ints are internally converted to floats. All the engine does, if you catch a value by int, is to not count anything after the period. So technically it would look like that: "1.", while in Skyrim and SSE an int was an actual integer. F4SE isn't to blame. It's functions are still fully operational. The problem lies with MCM not properly making use of all F4SE functions, like it did for Skyrim. And I think the problem is rooted inside the .swf, not the .dll. At least that's my guess when I reviewed the action script in Adobe.
  11. Yeah. PlayerAlias script on a Quest. Then start a timer on real time, or game time, and have a leveled spawn placed at, or anywhere close to your position. Conditionize if you must, like f.e. only on a cell change only when you move, only outside of settlements, or interiors etc.
  12. Nothing in the FO4 Payrus is "technically" an int. Consult the CK Wiki in that regard. But that may not even be your problem. The MCM handles keybinds internally via the .dll and flash file, so the "standard" F4SE code to catch the hotkey might not work. I tried as well and it didn't. So I had to find ways around it. I guess the necessity never arose because with the release of registrators hotkey mod all problems were solved. Unfortunately that also means a huge chunk of functions present in SSE, are not present F4SE. Let us know if you manage to come up with something. You can verify that by trying to rebind some unicode keys in MCM. While these are perfectly working in the vanilla keybind menu, they do not work in the MCM. On my German keyboard this is true for the <>, the print and the pause key. There might be others. MCM also can't catch the difference between left/right shift and ctrl.
  13. I would rather have an option to whipe them all out without breaking the majority of quests.
  14. Universal snapping can't be done, since a snap will not only align to the opposite snap point, but to its axis as well. Also, the more snap points you add, the more potential f*#@ery you create. At one point too much is just too much.
  15. The source is there, you just have to read it. Then head over to the CK Wiki and see if there are already functions available for your needs. All these mods do is modifying the timescale global in real time, under certain event conditions. You could use a perk condition for what you wanna do I guess.
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