Jump to content

pwinkle

Premium Member
  • Posts

    99
  • Joined

  • Last visited

Nexus Mods Profile

About pwinkle

Profile Fields

  • Country
    United Kingdom
  • Currently Playing
    Real life :(

Recent Profile Visitors

14698 profile views

pwinkle's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Okay man, I think I can see your train of thought with this. Its been a long time since I used the CK in any sense tbh, so I'm having to re-learn a lot. All the same though, I'll take what you've said on board, and I'll post an update at some point. I'm not looking forward to selecting just the components that make up the building though, theres got to be thousands looking at the formlist in the CK X(
  2. Hey guys, long story short I'm looking to copy the interior of the Boston Public Library, but I'm aware that this location has some links to various quests and whatnot. The main things to consider are: 1/ What I'm looking to do right now; before I start adding my own stuff in, is to just have a cleaned out version of the public library. ---- Obviously this means I want to get rid of all the trash, rubble, enemies, etc... And just leave the barebones structure in place 2/ For the sake of clarity, my plan regarding the book retrieval terminal is to keep it within the library, but to move it slightly. ---- Will this copied terminal still work as intended, or am I going to have to find the relevant quest/scripts and include the references for the new one? 3/ How would I go about disabling the triggers and spawnpoints in my COPIED cell, in a way that wouldn't affect those within the ORIGINAL cell? ---- For example, theres the event when you open the chest deep within the library that spawns a couple of waves of supermutants. ---- If I were to disable these in my copied cell it wouldn't have any effect on the quest used to trigger the supermutants would it? I've not done any cell editing since the FO3/FNV geck, I've made a few bits from scratch here and there in the FO4 CK, but I always remember the GECKs for the previous games being a bit squirrely when you tried to make a copy; and then edit that copy, of any cell with quests attached to it. If you were to delete a quest trigger marker in the copied cell, it could sometimes affect the quest it was tied to, by effectively deleting the reference as the quest understood it. Many thanks to anyone who can offer me help on this, I'm currently in the process of clearing out the 'safe things', like scrap and rubble, but sooner or later I'm going to have to get rid of the enemies, and things potentially tied to quest markers.
  3. First things first, sorry about the late reply guys, busy weekend with the family and all. Speedy, thanks for the link man, I'll give that one a good look through she I get to transferring my rig to a world space. Chuck, it was pretty heavy man I won't lie. It's all good though, I've given it a few read throughs and what you're saying makes sense. I probably won't use it all right now, but it's definitely good stuff to know, especially the packins, I'll take a look at them in a bit more depth when I've got the basic build in a better shape. Thanks for clearing up the SCOL issue though man, that's good to know that I don't necessarily HAVE to include the SCOL mesh in whatever I upload. It's all good information though, especially what you said about breaking up and recombining the mesh, I'm planning to have a 'raiderfied' version and a clean version, which I'll build off the base version. I'll likely be giving you a shout sometime again soon, when I want to build the interiors. If you're willing to give me a few tips on how to bring it all up to scratch with a few of the fancy extras and all Thanks again guys, appreciate it
  4. Chuck, That helps so much more than you could imagine man, at least now I know the keyboard shortcut to set up the SCOL Some good tips there though, I never really realised that they could be so versatile, I'll definitely be using the test cell method you mentioned before I go about designing my rig in a world space. Thankfully, ive figured out the world space creation (I think), I'm a bit iffy on setting the water height ATM, but that'll be figured out further down the line. You mention about finishing it in the filter in the object box, would th entire SCOL then only show up as one item, or would it still be shown as all of its base parts? Thanks again man
  5. So guys, I'm starting work on a new mod for FO4, I'll go into details in a minute. I'm pretty proficient with most things to do with NPCs, my 'specialty' is setting up elaborate and systematic levelled lists, I can even take a fair stab at quests and the use of X-Markers. One thing I've never really turned my hand to is world space creation, I've done manipulation of existing places, but have never started anything from scratch. Without going too much into the hows and whys, for a part of my mod I need to construct an oil platform; which will be in its own seperate worldspace. I would also be looking at moving it to the Commonwealth worldspace as part of a quest, which brings me neatly onto my next point... Framerate. The oil rig that I want to build is likely going to end up being pretty substantial in size, so in order to avoid killing off everyone's computers (as my test build I done ingame at a settlement comprised of SEVERAL hundred structural elements alone), I was looking at turning the whole oil rig into a SCOL mesh. SO!!! TLDR, my questions are: 1/ How do I set up a new world space, completely seperate from the Commonwealth, and that is just basically an open ocean cell? 2/ How would I go about turning my oil rig into a SCOL mesh when I've designed it? (And, would this actually save my framerate at all?) 3/ Can a SCOL mesh be copied into another worldspace easy enough? Many thanks to anyone who is able to help me out.
  6. Very cool man, I completely agree on the whole front of the Institue being a bit unfeasible logistics wise. I like your train of thought, it makes the Institute seem a lot more interesting if they dont have absolutely EVERYTHING going for them. Can't wait to see how your progress comes together with time.
  7. Bender bot is actually an amazing idea, I'm amazed Beth never put an Easter egg of him into the DLC. Apart from just making variations of junk bots, maybe looking to Robco certified for inspiration... (http://www.nexusmods.com/newvegas/mods/43331/?) Could I suggest/ request that you take a look at the Dogmetal mod to see if you can do anything with the models from there? (http://www.nexusmods.com/newvegas/mods/43331/?)
  8. Is the official lore really that much of an issue anyway? Basically the whole point of modding is to make up your own lore for a game, if it doesn't fit in with the 'proper' lore, who really cares? As long as you have fun with what you're doing. My New Vegas was/is a hodge podge of retrofuturistic, current day, Mass Effect style sci-fi and outright steampunk... I bloody loved every minute of it Having played the orginal Fallouts (A while back admittedly), I cant say that I particularly remember anyone ever saying that horses are extinct. Its just more a case of them never being mentioned, the same could be said for many other species I'm sure. "Just because you cant see something..." and all that I know Avellone said they're extinct and all, but I always kind of thought his answer was derived more from technical limitations, and the sheer fact that the question was even put forward to him. Otherwise he'd have probably not said anything about it, and we'd have that ambiguity to play with Just my two cents anyway. If I'm suffering from some misinformation then fair enough, but my orignal point still stands... The mods you use are for your own personal game, set it up how you want, make your own lore, as long as you have fun playing it.
  9. http://memeshappen.com/media/created/-Wtf-did-I-just-read-meme-15069.jpg
  10. it's happening... http://www.nexusmods.com/fallout4/Images/18515/?
  11. I have to say that I actually quite like this idea. In a way it seems to fit in better with the idea of how Bethesda always put a bit of a bastardisation on history through character misunderstanding, say for this example the founders of the modern day Minutemen interpreted the events of the revolutionary war from the POV of the British forces. Then by the time they realised that they'd read it the 'wrong way' it was too late and was basically set in stone. The main problem with this would be the acquisition of assets though, editing the levelled lists and replacing flag textures are easy enough if you're willing to put the time in, I can't speak for editing radio stations though... As I say though the real problem would be making sure you can use all the assets you want to. Definitely a CK project, will be a lot easier when you can see the various file paths.
  12. I have to admit, I'd love to see the readius implemented as a kind of iPad device... That would seriously make my day. In the meantime though, until someone is able to pull of this feat of modding. I'll settle for a mod that just removes it from the 3rd person views, only showing it when the button is pressed. We can dream though.
  13. I always kind of thought that Hancocks hotel in goodneighbour would be a good location for such a club. I'm not talking about taking over his building or anything, just introduce the concept and add some decorations. Have the girls walking around the place, maybe tidy up and reclaim a few of the rooms. Tbh the vaguer the whole situation is left here the better, it'd just be assumed that Hancock runs the place, uses it as his main base of operations, and that the girls work for him (his organisation). It's actually quite an easy to accept concept, especially if you take the HBO show 'Broadwalk Empire' into consideration, in that Al Capone has his main office in a cathouse. Just my two cents anyway, it could save you a bit of work, while also enhancing a vanilla location which quite frankly could use a bit of love. (It'd also give you a plausible reason to actually speak to Hancock, I've gone through entire play throughs without even a word)
  14. That new trailer looks fantastic man, awaiting this one with huge levels of anticipation :)
  15. What would be cool is if you were able to get permission to work with a mod like Chucksteel's Lucky 38 penthouse mod... http://www.nexusmods.com/newvegas/mods/54049 Kind of like, strip out all the stuff thats not living room/bedroom furniture, give the player the opportunity to open up these new rooms and stock them with the machining equipment/ medical equipment, install an armoury, add extra trophy capabilities, etc.... Just spitballing here ofc, it is a good resource; it could be a good place to start from (plus I think MOST players sort've use the L38 as their main base, it makes sense to upgrade that imo). He's also done the Tops and Gomorrah too though, if that was more up your street. It's just my opinion, but I think this building should be on the strip, it just makes more sense than being out in the wastes.
×
×
  • Create New...