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Spherikal

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  1. Great tutorial! Just one question: after adding a new object to my workshop menu (using your tutorial) I'm no longer able to move or remove the item once it places. Any ideas why this problem might occur?
  2. So I've stared working on a mod that will add ~1000 new objects to the workshop mode. I'm only using objects already existing in game and simply duplicating and renaming them using the Creation Kit. I've noticed, however, that some objects doesn't get their highlight effect applied to them when I'm trying to place them in game. In particular no magazines have gets a overlay indicating when/if they are possible to place at a certain location. Posters, scattered paper clutter also lacks their highlight effect. Anyone knows why this is and how I would go about fixing the issue?
  3. Wow! That's some awesome work NorthWolf!!! I've looked into the .swf-files myself and damn, that's a hard script language to understand. I was kind of hoping it would be similar to HTML/CSS or maybe PHP but that was very naive of me. With the limited knowledge I got (can write HTML/CSS and read PHP fairly well - might even understand some Java if I put some effort into it) I'll probably wont have the expertise needed to make something remotely similar to Sky_UI. I think I'll stick to making nice icons for my items for now :)
  4. That's a very good observation. I've never used the Power armor in my playthroughs so I haven't realized this was the case. Should be a lot easier to override the default Pip Boy HUD with the one used by the Power armor and then tweak that HUD instead. Maybe. Haven't gotten a chance to take a close look at all the .swf-files yet so dunno what the code is for using the Power armor HUD is. Hoping for something like if "Power Armor" then "Power_armor_hud.swf" Of course it wont be that simple, but your point is an excellent starting point none the less!
  5. I see, I thought we were talking about the UI (in relation to the Workshop mode) in terms of how you build things not in the way the graphical interface looks. Changing the HUD should be easier than changing how the building mechanic works though... Haven't really looked at the files that govern the Workshop HUD (should be a .swf-file right?).
  6. I think the easiest (albeit not ideal) solution is to modify the current free cam mode (tfc command in the console) making it a merge between the no collision mode (tcl command in the console, enabling the playing to move around the settlement freely while still being able to place down objects naturally. Or, you know, a new game engine ;)
  7. I haven't, I wouldn't even know what to ask for specifically. I think I'll have to take a close look at the interface .ba2-file(s) to know what I might need from F4SE before bothering them with questions :) I just saw that Sky_UI relied heavily on SKSE so I just presumed my mod would as well. And yeah, the workshop interface might be the worst UI I've ever had the displeasure of using. What makes it even worse is that I really like building settlements. The "Place Everywhere" mod makes settlement building bearable.
  8. I'm absolutely sure that a lot of people would get upset if I made a UI mod that completely removed the Pip-Boy :) but like you said, I'd be wise to do what I want to do rather than trying to please everyone else. The biggest problem with keeping the pip-boy (as far as I can tell) is that it would require a lot of additional work. Seeing as most monitors use 16:9 resolution and the Pip-Boy is using a 4:3 (?) resolution it would mean that I'd have to make two separate mods. If I made a UI design that fit into a 4:3 resolution I wouldn't be able to use the additional space 16:9 provides. Thus requiring me to create two completely different designs/mods. Then again, changing the screen size of the Pip-Boy in game model to 16:9 might solve that problem... That was my thought as well. However, the Pip-Boy would still use the wrong resolution (4:3 instead of 16:9) resulting in a lot of dead space on both sides of the screen.
  9. Like the title says, would it be technically possible to make a mod like Skyrim's Sky_UI for Fallout 4? Or is the Script Extender still too basic to accomplish what the Sky_UI team made? I'm contemplating whether I should limit my current mod plans to just a simple UI overhaul or if I should aim high and go for a total revamp. Right now I'm working on a fairly extensive item tagging and icon mod for all items in the game, but what I'd really like to do is redo the whole interface. I know many love the Pip-Boy and that the UI is so tightly integrated with the game. For me, however, the Pip-Boy UI is just a waste of valuable screen space.
  10. Would really like this as well. Made the mod myself: http://www.nexusmods.com/fallout4/mods/14036/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D14036%26preview%3D&pUp=1
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