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MadMAX713

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    http://murder-ball.deviantart.com/
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    Fallout 4
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    Fallout Franchise, метро

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  1. i have an npc i am working on for my next published mod. it is a vendor who sells an assortment of mutant gear. (fallout 4) theyre trade system works fine, they say all of their greetings fine, the player responds to them fine - but in the dialogue box, i am supposed to have an area where the player says something, and the NPC responds. and the NPC never responds. trade works, exiting convo works, but they never say their second lines of dialogue, like goodbyes. i have tried setting all dialogue boxes as both GetIsID and GetIsAliasREF, and not setting them, ive tried forcing the NPC's alias ref. i double check all my voice files (a custom voice), .xwm's. .wav's, .lip's, all work perfectly (like i said, they say all of their greetings perfectly.) i tries setting up the second set of lines as a completely new phase, nothing. i set all the vendors dialogue as shaared, made topics for it all, nothing. and i have watched a ton of tutorials but all of their npc's end up working perfectly for some reason and mine just does not. ive both modeled mine after a youtube tutorial, and tried modeling it off dialogue from the vanilla game. i am really at a loss, there must be some tiny box i forgot to check. but i can not seem to find it. if anyone can perhaps give me some tips, or would like to take a look at the .esp, i would be very grateful. the entire mod is ready to go except for this one issue.
  2. you can create your own centaur mod that is a direct port from fallout 3, however you just cant upload it anywhere. i will say though, that a lot goes into it, leveled list integration, creature drops, AI, spawn points, projectile meshes/textures (if it spits), etc. i was trying to work on an original centaur using the mirelurk hunter skeleton for animations, but i still need a 3d modeler.
  3. i have some models for female mutants that were going to be for my super mutant redux mod. they are my custom meshes, not that other mod. i also gave them ratty ghoul hair and much rounder features. if i can find the images i will upload them. the bigger problem i had was finding someone to raise the super mutant voice a few octaves to sound more female. then i tried making a nightkin companion and got overwhelmed. i think taking on too many tasks at once is a lot of mod authors problems.
  4. take it one step further, the world ended in late october, halloween would have been coming up. a great lore-friendly reason to add a bunch of candy. maybe even plastic pumpkins full of treats as a decoration item in the settlement workshop? maybe like 3 faded and dirty halloween costumes? sounds like it is right up my alley.
  5. in sneak mode, if i am using a rifle in third person it is always pointing straight, same with pistols. it would be looking much better if it was lowered while i am moving. and only pointing straight if i am aiming. i would look more like a smart soldier and less like a timid trigger happy scaredy pants! does the lowered weapons mod do this? in third person?
  6. i second the idea. you could also remove the unnamed npc's from diamond city and s#*! for example. and maybe increase the amount of food and water settlements produce, so that you need less settlers in a small settlement. and maybe decrease their chances of getting attacked. the real hard part is going to be using the geck and removing creature entries (for random spawn points) one by one. you may be able to do that with fo4edit however, by simply removing their leveled list entries.
  7. maybe weapon has 5% chance of giving empty magazine when reloading. or maybe if there is no rounds in magazine and you reload you get magazine back. scrap magazine for 1 steel or 1 aluminum. throw magazine like grenade to distract enemies. steel (1) spring (1) ?? too many magazines is too many free steel, so maybe a % chance is best i say magazine because there is no inventory item for magazines. add a throwable beer bottle, you have now its 2 types of beer bottles, weapon type and junk type. f*#@ that. meshes are there if someone made this already than i am sorry, but i did not see anything like this in nexus mods.
  8. i made the super mutant redux mod, http://www.nexusmods.com/fallout4/mods/11853/? now, im trying to make a new companion for it, a Nightkin named Slit. ive been working on the .esp, mostly copying strongs records as new records and adjusting things accordingly. ive been spending a lot of time making hooded nightkin armor, with the stop sign and red scarf, just like in new vegas. i even have bumper swords and in time this guy will hopefully have a vertibird blade. anyways, what i need is someone, with either a deep voice or some audio editing software, because Slit needs a voice. being a nightkin, i want him to be relatively quiet, so when it comes to commands like "i want to trade some things with you" a response like "..." would be fine, and doing that in certain spots can cut his dialogue down a lot. he will basically be trying to hide his psychosis with silence, since nightkin are completely nutso. i dont have any experience with editing audio or id do it myself.
  9. the problem with a mod like this is that although it sounds small, its a massive mod to make. and one i have been considering doing. each raider gang would need new clothes, which means new textures, new meshes, and textures alone take a while to do. also custom weapons. then youd have to go into fo4edit and make all the new raiders. you could copy/paste the originals, but your still going to need to edit them, for their weapons and armor at the very least. then youll have to go into the CK and manually erase all the areas where the vanilla raiders would be replaced, and add in each and every new raider by hand. like i said, it sounds like a small mod, but its massive, and big mods typically have a higher chance of bugs.
  10. man i really like bethesda. seeing their response to modders frustrations it is very disheartening. the whole reason i started modding was because i was such a big fan of bethesdas games. and it seems like they have turned a blind eye to some of their most devoted fans.
  11. how has nobody answered this yet? anyways, you can put any inventory you want onto your templates, as long as the 'inventrory' (use template actors) is present in your final npc, it will inherit any inventory items from the templates. and make sure the 'inventory' (use template flags) is marked on your templates. it works this way for anything. if you want to have different possibilities, or chances of getting different things, looks, inventory, whatever, use the Leveled NPC branch, (not the non-player character (actor) branch) to make a list of the possibilities, or level scaled npc templates. then instead of entering a npc template into your main-end-result-guy's template actors, enter the LChar leveled npc list that contains whatever tamplate characters. the system goes like this EncNPC->LCharList->LvlNPC to generate nice random or leveled stats. so for example: (non-player character (actor)) EncBadGuy1LooksTemplate EncBadGuy2LooksTemplate EncBadGuy3LooksTemplate all go into (Leveled NPC) LCharRandomLooks which is the template for (non-player character (actor)) LvlBadassNPC and the 'EncBadGuyLooksTemplate's can all be dictated by level too, if you would want, for example, an npc that looks more badass the higher their level (for example) so if you would want a 20% chance of getting a randomly bad dude, make him as a template, along with 4 other good guys templates, then make an LChar (NPC Leveled List) list with all 5 of them, but do NOT give them level scaling, then one will be picked randomly when the character loads, giving you a 20% chance of the bad one spawning. if you want them to scale, youll need to make 6 or so lists of what i previously said, so it would be 6 20%chance-bad-guy LChar lists, and add them all to yet another LChar list, and this time give the LChar list that contains all the LChar lists level scaling. message me if you need any more explanation
  12. thanks for the update guys, ill let people know too. i think that a secured system is worth it
  13. im all over this, ive been considering roaming raider gangs for a while now, and i already have a solid knowlege of the raiders in fo4edit. ive even got a couple hazmat suits specifically for raiders to have sparse gangs roaming the glowing sea, and give players a chance to score some radiation chems. i could just use libertalia and make a settlement out of that, but i think personally id like to make a completely new raider settlement, more orgonized than the rest. the only real problem with this is adding the player to the raider faction, if every raider was your friend, it would eliminate a lot of the havoc in the cities that everyone enjoys. i would need to create entirely new raider templates that are either factionless or are in a new, player-joinable faction. however if your raider scavengers are in a faction that is in conflict with your settlers, thats a problem. i dont know, if you have raider gangs, on your side, roaming the wastes looting for you, i can see some problems with that. on the plus side though, its been said that the raiders in fo4 are less likely to outright kill settlers, and would rather extort them, or charge them "protection fees" so maybe having a new raider faction that is "friendly" with settlers wouldnt be that far off from lore-friendly. its a lot to think about, and as soon as the geck is out im going to be all over this concept. http://www.nexusmods.com/fallout4/mods/9103/?
  14. "Look towards the end of the existing armour ARMOs. You'll see it has a bunch of variants, that list the OMODs it has slotted and have a keyword the variant is associated with. Levelled Lists have a 'keyword' slot on each entry. If it selects that entry, it'll check to see if it has a variant associated with that keyword on the ARMO, and spawn that variant with the OMODs." the only omod entries i see on the armor entries are blank spaces for entering one chosen from the "Has_SizeC" or "Has_SizeB" lists, and ive entered my mod onto all of those. and my leveled lists already have a custom keyword associated with them http://i67.tinypic.com/15d9hj4.png
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