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Everything posted by mkr1977
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In the game, is XP defined by source? For example, we can get XP from kills, discovering locations, crafting, completing quests, and passing ab ability check. Are these defined in the Creation Kit and papyrus script? I want to manipulate the XP by type/source, and need the proper terms from the game resources.
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Well, these patch notes are disappointing, to say the least. I was expecting Bethesda to fix long standing engine bugs, make allowances for script heavy mods, fix things like the triangle of death and so on. This is a very low effort "upgrade" that is hardly worth all the fuss.
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Gambling tables (blackjack, poker, and more slots.)
mkr1977 replied to WYOGarage's topic in Fallout 4's Mod Ideas
Project Mojave is live on Nexus right now and has what you are asking for. -
Anniversary Edition Skyrim: prospects for Fallout 4?
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
Creation Club is DLC. Besthesda promised "all of the Fallout 4 DLC we ever do". File that under Besthesda's problem, not mine. -
Anniversary Edition Skyrim: prospects for Fallout 4?
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
Absolutely. I was like you. Lots of people were complaining about CC but at the time I was like "well, you should have bought the season pass". Imagine my surprise when CC content was not made available to season pass holders. Bethsesda could have easily used the verbiage "you get all 6 DLC with the season pass" instead of this - Here is the verbiage that Bethesda uses for its season pass now. Even Bethesda sees the problem with the promise that they made previously. It is natural to connect this promise with the content from CC. -
Anniversary Edition Skyrim: prospects for Fallout 4?
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
Is the new iteration of Skyim basically using the same engine as Fallout 76? -
Was Goodneighbor originally intended to have 2 more areas?
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
Good point. I don't want to touch the Commonwealth worldspace. Downtown Boston has enough problems as it is. What I was getting at is that the new area need not actually be in Goodneighbor as far as the game is concerned. It could be in a totally disconnected area but with the appearance of being connected to Goodneighbor. You'd still end up in the Commonwealth worldspace if you jumped over from Goodneighbor proper, of course, which could be immersion breaking. One of the Goodneighbor mods, I think it was Welcome to Goodneighbor, expanded out the main street to make it longer my removing the end of street obstruction to the right as you face the Rexford Hotel. Do you think there are any issues or conflicts with doing something like that? -
Was Goodneighbor originally intended to have 2 more areas?
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
If Goodneighbor was meant to be larger, I suppose it must have been dropped very early in development. I am going to see what I can do with the ends of the streets, perhaps place a door there that transitions to a new area. Alternative, put an NPC there that offers to guide you through the rubble to the other side of the street for a fee, which transitions to the new area, a method which is probably less likely to break Goodneighbor. -
Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
That happens whenever someone makes a mod-mod already. Some mod authors have reacted with anger to mods that differ from their vision. -
Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
That reminds me that I need to do some updating. Unfortunately I am in lockdown and my gaming rig is in limbo while I wait for some parts. I am going to have to walk the talk and copyleft my own mods. I'd also like to encourage mod authors that have moved on with their lives to open source their mods rather than leave them moribund. I'll have to figure out a way to approach that. -
Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
At this point I'll probably just throw up an .esp to laugh at you seething. Seriously dude, control your emotions. -
See the area of Goodneighbor to the left and right of Hotel Rex, right down the far end of the street. The street ends on either side rather abruptly, with rubble obstructing. It looks to me like there may have been a transition screen there that would have taken you through to other areas of Goodneighbor. Does anyone know if this is actually the case, and whether the rest of Goodneighbor was cut early in development?
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Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
I didn't use it in most of my mod setups. See what I am saying about hallucinations? Not having UOF4P is not a show stopper. I'll just keep doing what I'm doing and you two can keep seething. -
Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
Settle down. I thought you were all for mod author's rights, in which case you should not be concerned with someone soliciting code from contributor's of existing bug patches. After all, the code belongs to them and you respect their right to control their own work, right? Copyleft works very well with bug patches because it strongly stimulates continuation of the work, a point that you ignored. I am very happy here at Nexus and you are inconsolate. Who is having a tantrum? -
Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
No. I am not responsible for your hallucinations. I am not talking about ripping off any mod. If someone wants to contribute the code that they wrote themselves, they can. Who says that they can't? Copyleft is not necessary for every mod, probably not even 95% of mods. But copyleft is optimum for a major bug patch mod. In the future I would strongly discourage anyone from contributing to a major bug patch mod that was not copyleft. -
Need for an open source patch for Fallout 4
mkr1977 replied to mkr1977's topic in Fallout 4's Discussion
Why? I didn't ask you to make it for me. What I was getting at with the last paragraph is that contributions could be solicited from people that have already contributed to the Unofficial Fallout 4 Patch. -
Everyone knows about the Unofficial Fallout 4 Patch and its counterpart for Skyrim. With the controversy about mod collections, the Unofficial Fallout 4 Patch came close to being pulled from Nexus and the only reason that didn't happen was because of an agreement that the mod author had with stakeholders that had made contributions to the patch. Because this patch is the starting point for many builds, it is important that there be an open source, copyleft, unofficial patch for Fallout 4. That mitigates the effects of a tantrum by any mod author pulling a mod with many downstream dependencies from the site. Copyleft means that any additional code made by other people can be integrated into the original, if it is good work. The Unofficial Fallout 4 Patch has been under development for years, but it is not just the work of one man. How can we get an open source alternative up and running?
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I can't think of even one single time when a mod request for a large scale mod was ever fulfilled by any modder. Small mods requiring no more than a few hours work, sure, that has happened.
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Need console command to leave vertibird
mkr1977 replied to hucker75's topic in Fallout 4's Discussion
Whenever you get stuck, and it can happen in pipboy too, just use the move command. Example: coc sanctuaryext That will take you to Sanctuary. -
Linux is barely known among consumers or used for that matter. ARM is already in billions of devices, and now ARM desktop SOCs are appearing. I'd say that AAA games for ARM processors is only a matter of time. When, not if.