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llamaRCA

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Everything posted by llamaRCA

  1. No, that isn't what she said. What we're saying to you is this: 1) Everyone would like to see mods that aren't currently available 2) People complain about not seeing what they want all day long every day 3) Some people do more than complain, they learn how to mod and make what they want to see 4) Modders who do create content and share it are constantly inundated with requests by players from 1 and 2 to make the exact thing they want 5) Modders only have so many hours in a day to create. They have jobs, families and many other real life responsibilities. This means they only have so much time to mod. It is obvious in this situation that modders will work on what they want to build, not the very exact thing you (or any other player) want. That's why, if lack of a particular kind of mod is killing the fun one has in the game, it's just easier to learn to make it oneself.
  2. Yeah, there are always "too many" in that you can't use them all. But I'd rather have lots of choice than far fewer in numbers. It's a blessed modding community that has an overabundance of well executed mods made by talented artists. damanding is right when she says we mod for ourselves first and if we aren't interested in building something we just won't build it. Most of us are hobbyists and don't get paid for the time we spend building mods. Join our ranks and create the content you want to see rather than sitting on the sidelines bemoaning the fact that other people don't want to build what you want. Most of us started because we had similar thoughts, "Where's x mod that I want in my game? Guess I'll have to build it."
  3. It's safe to assume that different girls/females/women like to play their games in a variety of ways just like boys/males/men do. There is no one way to play the game dictated by one's gender. Do you assume that no male players spend hours and hours dressing up NPCs and their characters in the game? That behavior is basically just playing with dolls. My theory is that players would do this a lot less if they'd played with dolls when they were kids. I mostly got it out of my system when I was a little girl. Do you assume that zero male players spend hours and hours decorating their settlement/houses to make them perfectly lovely? I mean, that's "interior decoration." What man would ever want to do that? /s It's clear that every boy/man/male only wants to kill things in the the most brutal possible way braving the greatest difficulty to make it happen. All men play exactly that way, right? /s I like survival and hard fights are fun and exhilarating. Of course I feel like a badass when I take down a big enemy when it's a tough fight, but it doesn't make me glow with pride when I play that way. It's just another fun way to play the game. It's not a competitive thing for me. It's just a lot of fun.
  4. Automating seems fine if it suits your purposes. I don't find the save management stuff tedious because the process takes less than a minute. Relative to the tedious drudgery of actual testing it's almost enjoyable :tongue: (I spend less than a minute doing the file thing and tens of hours testing). Also, depending on what I'm testing I may be using one particular save out of tens/hundreds of saves. I do have the one pristine save in Sanctuary that I use frequently, but I also use many others routinely because I'll do an entire playthrough of the game without my mod so I can go test it during whichever part of the game I need.
  5. I've never felt that in any vanilla Fallout game I've played and I've played them all except Tactics. What you want is a different game or a heavily modded Fallout game. Vanilla Fallout is best described as kinda post apocalyptic with glimpses of the horror that could be and a good dose of humor. I think the reason so many fans favor NV is because it's more serious, but I never felt desperate there either. The gameworld is so beautiful and there are caps, weapons and food everywhere you go.
  6. That's what I did and that's where I got the original script but it takes whatever caps you have if you don't have 300 caps and I'm lost and don't know where to go from there. Use the conditions you can set on the dialogue lines themselves. You can check GetItemCount on the player. Check for Caps < 300 and don't take the money in that one and condition another for GetItemCount Caps > 299 (or whatever numbers you want to use) and that one removes the player's caps.
  7. Beth always gives the player character a narrative, but until FO4 they didn't exert so much control over what you did with it. In Skyrim you can play various races so each character is by default very different from another and the backstory is basically nonexistent. It's been a long standing practice of diehard Beth fans that you make up backstories for your character and Beth's historically casual approach to narrative has always supported that. It's not about the UI. Not at all. That's cosmetic. I can only assume you are a player that does not actively develop backstories for each character, but relies on the game to supply that narrative. There are many players that have always valued what Beth pretty much uniquely offers (the ability to fill in the backstory and narrative like Skryim did). When they provided a voice for the protag, named the protag and gave that protag specific backstories they took that away. Edit: One could argue they did the same thing in FO3, but the silent protag there made it pretty easy to ignore their narrative. You always knew what your character was going to say and could choose options that supported your created narrative rather than theirs. Or you could skip the main quest and play the varied and interesting side quests. There isn't the same amount of variety in FO4. Its content is more strongly focused on the main quest. There's a marketplace full of games that tell me what I'm going to play that offer similar enough open world experiences (Bioware, Witcher, Farcry, Bioshock, etc), and they all do it much better (better writing, etc) but very, very few games let you establish your own characters within the framework of the game itself and offer a Bethesda-level gameworld experience.
  8. This is the important part. When you are modding you need to test in a clean save; one that's never had your mod active in it before. I keep a collection of these saves (I call them "pristine"). During testing you should load into, every time, one of the untouched saves to test your changes. This is how I do it (there will be many ways to accomplish this, but this one works for me because my mods can always be played right from the beginning of the game). In every game I mod I start the game with zero mods (or as few as necessary to create my character) and take my character through to a location that makes sense for starting out each time. In FO3 it was the cave entrance to V101, in New Vegas it's inside Doc Mitchell's house (easiest game by far), in Skryim I'd play through until I was in Riverwood Trader and in FO4 I run through until I get out of V111 and then run down to the basement in Sanctuary. Once I'm in those locations I make at least one save and exit the game. This save should not be made in the same cell where you need to test. It should be cell where you've made zero changes. I then copy those "pristine" saves into a separate folder and label them as such. If the game is still getting releases I add what version they were saved in. Then every time I want to test I tick my mod (and any others I want active), move a copy of that "pristine" save into my proper saves folder and play from there. Unfortunately, that only works for mods you can access right from the start either by turning on map markers and traveling there right away, etc. I also have to play through the game without my mod ticked if I need to test later in the game. For that I follow the same method. I save all "priistine" saves into separate folders and then move the one(s) I need into the proper saves folder when I'm ready to test something at/near a particular point in the game. It's important to remember that once you've tested in a particular save (and newly created saves) in your proper folder you can't use them reliably for testing again. You might be able to test a particular thing a couple of times, if you are lucky, but sometimes the only way to see results is to start over again with another copy of a pristine save to work with.
  9. That's not the most horrible part about the new dialogue system, in my opinion. And it could be implemented in any system, really. Lots of players like that and lots of players don't. I'd consider it a controversial detail, not one that affects the fundamentals of what a Beth adventure/RPG has always been. What's most wrong wtih the current FO4 system vs. their older games is that 1) we have four forced replies every single time. It's nearly impossible to write a sensible conversation in that format which is why, if you look at the vanilla dialogue without the obscuring titles on, you see so many of them are filled wtih various ways to say yes. And 2) a single-option voiced protag doesn't really work in a Beth game. If they'd given us like four different voices per gender, than yeah, that would be fine. But as it is they've gutted one of the most important things their games offer which is the ability to create your own stories for your own characters which can be different in each playthrough.
  10. I was thinking that it must be beneficial to modders to have many extra lines of player dialogue to use in creating quest and companion mods. Perhaps in the future, Bethesda can include many unused player lines so future mod authors can use those lines to further their stories and prevent monotonous repetition. What for? Remove the damn thing and there goes the whole issue. I'm personally hoping that FO5 features a completely anonymous and mysterious protagonist ala Oblivion or Mad Max 2015. Bethesda is getting really too heavy handed and specific with the main character's background, even to the point of detailing their pre-hero occupations in FO4. We need to return to the days when you got to decide who your character was and what their life was about, that means less player voice, less player background. I agree completely. I wish I'd been in the meeting where they decided it suited the gameplay they try to provide and their writing skills to 1) create a more focused narrative and 2) voice a protag that has to speak their mediocre dialogue outloud. I just can't imagine what they were thinking.
  11. I was thinking that it must be beneficial to modders to have many extra lines of player dialogue to use in creating quest and companion mods. Perhaps in the future, Bethesda can include many unused player lines so future mod authors can use those lines to further their stories and prevent monotonous repetition. What for? Remove the damn thing and there goes the whole issue. Seconded. And while they're at it they can get rid of the horrifically limiting forced four responses.
  12. Closing a mod from downloads or removing it entirely doesn't mean it ceases to exist. Mod authors usually keep backups of their work, play with their work, build more stuff than they release and can always build more. Presumably fans already have the content and have cleverly backed it up if they value it highly. I've been burnt often enough when mods have been taken down that all my favorites are backed up. Huh, so I see this more as an argument against ever releasing content in the first place. It just sounds like a threat. Mod authors have to do what players want or suffer the consequences. Also, people who take/upload our work generally don't support it. Which is another issue to consider in why a mod author may remove his/her work. Some authors take stuff down when they are no longer involved in the community. That's how I've lost access to some of my favorites. The authors weren't leaving angry or anything they just didn't want orphaned work up. Most authors don't care so much about that and leave it to the community to manage it in the comments rather than removing it. I only bring that up because there are many, many reasons why an author might take their work down and it's important to recognize that an author has the moral right to do with their work whatever they want. The community doesn't own the work; the author does.
  13. I'm a girl and almost exclusively play female characters. I don't feel constrained by gender roles in any way and my female characters do whatever I can imagine. I don't think women are more naturally compassionate, nor men more naturally unempathetic. The kindest person I know irl is a man who can't bring himself to even pretend to be evil in a video game and I hear similar sentiments from male players frequently. I don't take strength issues into consideration (men naturally stronger than women) because this is a video game where every protag does stuff that is completely unrealistic because most games are complete fantasy in that regard. My favorite characters have backstories that make them a bit crazy, something like a character out of Fight Club (say Marla Singer or Tyler Durden) and usually travel wtih fairly "dependable" companions who can handle any messes that character gets into. Gender doesn't affect that too much except in the choice of appropriate companions to handle the fallout of questionable gameplay choices. So big, male badass companion (Danse better than Deacon for example) is always helpful. Combat competent females also better than pretty ones along merely to carry stuff, etc. My biggest complaint about FO4 specifically is that I find the voice acted protag ruins my ability to roleplay the character my way. I always feel like I'm playing Nate or Nora no matter what because the character always says the same thing in exactly the same tone of voice. So I usually play Nora because I like the female character design more, but Nate is just as good, imo. He has a great voice even if his delivery is a little uninspired at times.
  14. If players continue to download content that's been taken without permission the practice will not stop. Sometimes they do it through ignorance because they can't know who the proper author is and sometimes it's done maliciously. They know the content has been taken without full permissions but they want the content more than they care about respecting the original mod author's efforts. Losing complete control over your work is one of the perks of releasing it.
  15. You forgett to add: Every questsentence needs to be sounded. I have seen this by my own mod. I have only a small quest in it and there is not everything spoken by a voice actor (the player have no voice [actual in the next version will be more playervoiced]) but there have already 1-2 people complain about it. The standards go higher and higher and the modders need to do more and more and that means, mods need more and more time to come out (if a modder not give up in time between). Expectations that mods will be fully voiced has been around for awhile. Gone are the days when players are pleasantly surprised that you bothered to voice your newly added characters. And honestly, even though it means more work for me, I agree that fully voiced mods are better than silent content stuffed into the middle of a fully voiced game. I'd feel differently about that if the vanilla content were unvoiced, or partially unvoiced.
  16. Seriously, available time to mod is such a problem. If we were paid professionals we'd be able to crank out content. As it is, most of us have to squeeze modding into a life filled with other commitments. Yeah, me too. The complaint that FO4 offers no player choice is the one that bothers me the most because it is simply inaccurate. The main quest offers five distinct ending possiblities each of which change the gameworld in different ways based on the choices you make. There are side quests with choices to make as well (Covenant, USS Consititution, Danse's quest, Drumlin Diner, the endings of The Big Dig, the drug dealer one in Diamond City, etc). They all offer choices to the player and once that choice is made the game changes accordingly. You'd think the only thing in the game is shooting and settlement building when you listen to the critics. The game definitely isn't perfect, but it isn't the tragic failure that so many people like to claim it is.
  17. If you haven't done anything with the outfit in nifskope you might try going through this tutorial. edit: cannot write today :psyduck:
  18. You never have to build settlements and can even work with the Minutemen by doing very, very little. I hate the settlement building stuff but I like to finish the game with the Minutemen and manage to do it with the bare minimum of settlement-related effort. To finish the MQ with the Minutemen I only do what I have to in Sanctuary for Preston; just enough to finish that quest. When he sends me out to settlements I do the quest only and never do anything at those settlements and when he sends me on the one where I have to clear it out and set up a beacon I just set up the beacon and immediately take it down as soon as the objective clears in the Pipboy. I don't care what happiness levels the settlements have and ignoring them has never interfered with successfully completing the MQ. Settlements are useful in Survival though, but even then, I build like one bed for my character to sleep in and a water pump and never do anything else. My favorite thing to do at settlements is scrapall in the console (in places without settlers), leave those settlements completely barren except for putting in lots of water pumps and then I go through periodically to collect the water to sell it for caps.
  19. The Papyrus documentation is fine, imo. The documentation for the FO4CK itself, however, is severely lacking. It's inexcusable considering they promised players mods and then neglected to give us much information about the new kit. I mean, yeah, we can figure things out like we always have, but if they are promoting/promising the work they expect us to build, you'd think they'd bother to give use better/more information than they've given us in the past..
  20. This could be so many things. Are you using the console in game to check that things are running like they should? You should verify that the recruitment quest is running like it should. Are the needed aliases filling? If the dialogue is run out of another quest you might never know there's a problem with the recruitement quest unless you look for it. Have you checked to make sure the properties on all attached scripts are filled correctly? Have you verified that the conditions on the greetings are correct? She could be recruited but if your conditions aren't right she won't talk to you. Have you checked that the recruitment stage did in fact set correctly? etc.
  21. You're right about saving mods to keep them. I've lost some of my faves when the author took them down and I didn't have a backup. It's our responsibility to keep our own copies of mods we don't want to lose. Taking down a mod is not an aggressive statement by a mod author that they do not want you to play the mod anymore. A mod author has no control over that. They understand that once a player downloads a mod that copy of the mod belongs to that player. No mod author thinks that taking down his mod magically erases it from every location around the world. Also, most of the authors I see taking down their mods are doing it for personal reasons that have nothing to do with players having access to the work. Authors have the right to do whatever they want with their work whenever they want to do it. That's why saving mods you like is the smart thing to do.
  22. No, under classic literary structure, Shaun's kidnapping is classified as the "inciting incident." It's not the plot itself. If that's all the plot were, the main quest would end the minute I reunite with Shaun in the Institute. But the main quest continues after that. So that means there must be more to the plot than that. I'd argue that finding your son is the climax of the game. Everything after that is just busy work leading up to which faction you choose to blow up. The overarching narrative is about control of the commonwealth and which faction you should support. That's how the Minutemen fit into it and why they are there. Any exploration of what it means to be human versus synth is located in things like Danse's mission, the H2-22 quest and the Covenant quest. I quite like these moments, and think they are thought provoking, but they aren't the main focus of the game, which is much more mundane.
  23. I have a bunch of aliases set up like this in different quests (not formlist specific though) and the text is purple in all cases that I checked. Mine work in game and I can add scripts to them. I just tried adding a formlist to one of those quests using that same method and could open up the script menu with no problem. Have you closed the quest since you started building it? Lots of functionality is unavailable until it's been closed once.
  24. When I started building the mod that was my plan, but I hated playing with the silent protag. It just screamed at me, "You're playing modded content!" I hated that more than I dislike the vanilla player dialogue. So, I decided to embrace the vanilla protag dialogue. I'm done with all the scenes I need/want to write so that pain is mostly behind me :)
  25. I don't mind when players ask politely, and encourage input, but I hate it when someone comes in ranting at me about all the ways in which what I've done sucks so much and how it would be so much better if I'd just redo it to meet their exact standards/ideas. smh. Slowly! But that's not the CK's fault, I just have a lot going on irl. I do absolutely hate writing dialogue for the player in the CK, though. It's so cumbersome. Miss being able to quickly rip through an entire conversation using the NV version of the Geck. It would take no time at all to write a branching, complex, etc conversation. Not terribly surprising that Obs built the better dialogue tool. I know how much effort you put into your mods.. your mod "Willow" for NV is the sole reason i have 400 hours on that shitty game. I cant wait for a similar mod for FO4. I do think of how much work goes into making mods.. and I realize a voiced protagonist isn't making things easier for modders that make either companions with the quality of Willow, or quest-mods.. . I only wanted to say that you modders have a ton of credit.. for me anyway.. as you make games way better... and i do understand the limitations you have to work with. Thanks :smile: I appreciate it. I don't usually mind doing all the work to get a mod done, but the dialogue stuff in the FO4CK irritates me every time I have to work with it :tongue:
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