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Athanasa

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Everything posted by Athanasa

  1. Potentially, that or the sheer frustration of using CK gives you an aneurism. Building areas in CK is time consuming, and the more complete your areas are the worse the stability of CK (which is already poor) becomes. "After everything is built and textured..." You're looking at a timeframe measured in quarters or even years, not weeks or months. Even with a mod team and a reference to build from.
  2. Explaining the entirety of what I have in mind would take too much time to type out and I doubt you'd want to read everything, so I'll just give you a just:Â The player character (From the base game) meets a ghoul who needs help. You help out the ghoul and he asks to join one of your settlements. If the PC agrees, he will go to a settlement. Later, he will tell the PC about a debt he owes someone and, If the PC agrees to help, they travel a few hundred miles to deliver something to a northern city. This city has been ravaged by civil war for nearly 40 years. The PC and the ghoul attempt to deliver what they were supposed to but happen across some difficulties that force them to find alternative means. And so, they are swept into the civil war. Â It may sound pretty basic from what I've given but if the project ever gets made the pieces will fit together much better. Sounds very complex, full on minor DLC sized expansion - world space, city building, interiors, NPCs, voice acting, voice splicing...
  3. Why not ask the original mod creator directly? By asking anyone other than the mod author to do it (or at least get permission) you're basically paying other people to steal someone's work. EDIT: Unless you mean the vanilla Skyrim armours. However, I think exchanges of money like this is banned on Nexus? (Not sure what the view is if you promise to ship, say, 2kg of Toblerones or chocolate oranges instead of money)
  4. Yup, that place. But in the quest for lewd they produce good tools, so long as you don't think to hard about where those tools have been.
  5. For compatibility reasons, wouldn't it make more sense to use the vanilla body? Just in case it wouldn't work without it, or ended up being female only. Having said that, I think the bones are the same? No idea about xpms, but the Other Site might know more. Actually, I believe they have some stuff there about a FO4 animation framework?
  6. a) Those plank style walls, dry ground... New Vegas had the building aesthetic down pretty well in the first town. I can't see anyone in the wasteland wanting to have those shutter-doors, too insecure. For a Fallout / defensive feel, maybe swap the plank walls for corrugated iron walls / parts? Also Brahmin and troughs, I guess. Stray dogs. Everyone has a gun and a hat. b) Depends on what you mean by military. You could go with abandoned fortifications (Hescoes, barbed wire fences, those giant caltrop things you attach the write to, old sandbag fortifications...) or with 'military precision' - remains of a clear mess hall or dorms. And there are also the APCs already existing in-game. Watch a few "dude goes to bootcamp/war" films for inspiration?
  7. Crazy conspiracy theorist's den. Posters all over the walls with writing over the top of them? I haven't found (or specifically looked) for any grotto type areas in FO4, although they were quite common in Skyrim. Some sort of, "Nature's doing pretty well here, it's all green and lovely" area might be nice. (I think there was a place like that in NV? Or was it FO3? With the tree mutant.) Actually, a world space based around it being taken over by the wildlife might be cool. Maybe go a bit Chenobyl. (Crazy druidic Children of Atom? Port a load of stuff from Skyrim?) Ruined shopping mall could be interesting as an interior settlement, assuming it doesn't cause massive performance issues. Maybe give it a skylight / hole in the roof, a tiny Worldspace like Diamond City. A subway based settlement? Not sure how you'd get the settlers to stop thinking they're still outside, thought. And provisioners would be essential (or just use planters, I guess). Tiny village / hamlet? With a couple of hollow, mostly fixed houses (like the lakeside settlement, but with the roof holes pre-patched) and a garden shed. Or maybe an empty church (lonely chapel?) ... Sorry, idea vomit happened.
  8. I think that by that they mean am entire mod, scripts and all. But an animation resource could be an ongoing project, updated whenever you make new stuff. In theory it could be as small or as large as you want.
  9. Unhelpful title. You need to be more specific. "Not showing up" could cover literally EVERYTHING in the game. (I don't have the mod, no idea how to help. Maybe read mod info / posts?)
  10. TL:DR; Animators seem to be rarer than coders. Feel free to specialize. If you make amazing animations, chances are people will use them to make the mods you wanted in the first place.
  11. An option would be to find a script wizard Modder and team up with them. As I mentioned in your other thread, an option for you might be to become an Animation Wizard, and provide animations for anyone to use (if they credit you!). For example, you could upload a mod that purely contains animations. Then, if a Modder wants to use your animation in their mod, they have to download yours first. Their mod would then require yours as a master file (ensuring you get recognition as users would be required to download your mod too), giving them a pool of animations to access. So, say you upload your crawl animation in there, plus some yawning and sleeping idles. You might include the option to activate the idles via the NMM installer (I think the term is FOMOD?). You then go and make your Immersive Crippling mod (separately), which requires you animation mod to work. At some point down the line another Modder wants to use you crawl animation in a quest, so they download your animation mod to make theirs, referencing your file to activate the animations. Anyone using this mod would then be required to download your base animation mod too. As time goes on you keep updating your animation library mod. Because all it contains is animations it is perfectly safe - it won't break anyone's game (hopefully), and you get to be mod-famous.
  12. I think what you'd really want is an exo-skeleton, rather than power armour. Something that supports and gives you strength and speed without the bulk (and protection) of power armour.
  13. Try to... 1. Spell the title correctly - you cannot edit it after 2. dont type ur titl or post lik this 3. Try to format your ideas in a clear, logical order. 4. Where possible, try to phrase your post so it isn't all about yourself. 5. Super mega bonus: If applicable, take time to draw / link some concept at / diagram, even if it's made on MSPaint. Bad: i dont lik this it suxx i think u shud make this bcoz it is cool Good: This area/feature of fallout is poorly done/could be made better by X. This would solve Y issue / allow players to Y / make the game better for Y players. Remember: You are asking a mod maker to take time (potentially a lot of time) to make something you have requested / suggested. It's only polite to spend a little more of your own time on your post. Note: This does not guarantee your thread attention, but it at least helps people not skim past it by default. There are some genuinely great ideas, but the title and formatting stop people bothering to read the posts.
  14. Changing models would be awkward. Changing textures / adding decals would probably be a whole lot easier. Another potential change that might be REALLY effective would be to change the sounds of the armour, especially for people that play in first person. Damaged limbs make unhappy mechanical whirring / crunching noises. Damaged helmet gives screen overlays (imagine the Metro gas mask effect). HUD starts flickering etc.
  15. Go all Shadow of the Colossus on mirelurk queens and behemoths?
  16. I'm not sure what you'd even have as a kill animation. They're melee, right? Also, paired animations are probably the most complex things you could do. Lining up the actors, making sure the timing is correct...
  17. In some ways I feel they talk to little - they react to YOU, but not the world around them. It'd be nice if your companions would comment less on your actions / combat, and more based on where you are. Just finished killing raiders? Occasionally make a personality appropriate comment about raiders. Nice settlement? Compliment it. I just picked up a typewriter? Shut up.
  18. I like! Actually, some more recycled junk walls in general would be awesome - why not flip the trailer of the truck and make a wall out of that too? Cars, too. They're there for the taking, but instead we use tires and wood. (I assume you'd take the nuclear stuff out the car first to prevent explosions.) Thinking further, how about one of those buses that you can enter, but with one side ripped off and open. Basically function like a guard post, it would make a long section of wall while giving cover from the rain/sun and bullets. Although I suspect the nav meshing for it might go wonky.
  19. Do people just not give project details? o.O We're curious! Or at least, I am.
  20. Not in Fallout, no. Although I did some missions / scripting for Arma years ago. A friend will hopefully be covering most of the coding, and I'll try to pick it up as we go along. WRT death alternative, it's sort of a WIP (see Wasteland Salvation link in my signature). However, hopefully it'll end up being the sort of mod you can attach other mods to. So, your crippling mod would probably have a standalone version and an optional patch for it to also be able to send/receive data from WSalv. Equally, people might want to add events in to WSalv, and could do so by having their mod add it's own variables and options info the WSalv calculations. Maybe someone makes a mod where you can join the Children of Atom - they would need to make a compatibility patch for WSalv to add their faction to the list of potential event factions, was well as their own audio clips for scenes and flag the appropriate locations as "faction hubs".
  21. Very D: Not sure what a lite version would be, honestly. Under the hood the calculations I've worked out so far are relatively simple, so shouldn't give much of a performance hit. I'm not sure what a lite version could lose from the full version. I guess the bonus of the full version would be the spliced voice files to accompany the events?
  22. ACE/ARMA explanation post, because I can't help myself. That was painful to type on the phone. Anyway, I was thinking model FO4 Pain & Misery (random title pulled out of the air) similarly in ACE:ARMA, but have adrenaline keep you going in combat (shock is one hell of a drug). Then check if there are enemies nearby and have your character come down with a thump.
  23. The Pain/Bloodloss mechanics were (I believe) unique to the ACE mod in ARMA, although the vanilla game had locational damage and limb-crippling as standard (too much damage to the legs and you were stuck crawling until you bandaged yourself). It did the same to vehicles - helicopters don't land very will with 'crippled' tail rotors. Skyrim had a mod (not mine, but the maker said he wasn't going to mod for FO4) that basically prevented you from dying. Instead, it put you into bleedout state. Once the bleedout state expired it would run a script/event. Basically you'd wake up somewhere nearby / in an inn few hours later. Sometimes Bandits would loot your body so you'd have to go back to get your gear back. Sometimes a friendly faction would appear and start beating on the enemy NPCs in your defense. I believe Frostfall had similar events for if you 'died' from exposure. You'd wake up by a fire with a pop-up telling you that your companion had saved you, or had been carried to an inn. It then slapped you with the "frostbite" debuff for a while. For Fallout it'd basically do the same, rescue chances / events determined by your faction relations, current companion and nearby settlements. Any crippled limbs acquired before your 'death' would remain (or you might wake up more crippled than you started). By having such a mechanic you can then play the game with less forgiving / more challenging mods and options without spending the entire time reloading your last save.
  24. Good to know I'm in the right thread. Out of interest, have you ever played ARMA2 with the ACE mod? Specifically the ACE medical system. Worth looking into if you have a survival-boner, plus there's some interesting stuff hidden in the coding and how it works. (Measured blood-loss and pain values... But I won't disappear down that rabbit warren yet.) It's a pipe-dream of mine to mod something similar into FO4. But first! You'd need a Death Alternative style mod (probably a requirement, actually) for it to piggyback onto the framework as it would KO you. A lot.
  25. Oooh, I'll jump right in! Although it's more animation RESOURCES than a mod on its own. Each of these ideas I can see as being the key part in a mod, but not the mod themselves. 1. More sleeping idles / animations. Why does everyone sleep on their side curved like that? I guess easy reference sources would be various /lie animations from MMOs etc. I imagine the current sleep animations are especially jarring if you make "bunk houses" for your Settlers, with everyone lying down like some weird Ctrl-V pattern. Not sure HOW you'd make the game pick a random animation, but I'm sure someone would work with you on that. Reason: Immersion, really. Who not some 'relaxing' animations? Arms behind the head, watching the ceiling. Front sleeping, back sleeping, starfish-stealing-the-entire-bed sleeping... 2. Shameless Plug - More 'Wounded' Animations [Linky] The vanilla 'bleedout' animation is okay. Sort of. Except it's an animation you might see a LOT with your companions. And with the progress of modding and survival style mods, it's something we're probably going to see more of. I think Rhys has a similar animation he uses outside Cambridge, though... Aside from that, good quality "I'm dying, help me!" animations would be great for quest makers. An good animation can instantly set the scene and flavour of an entire quest and interactions with a character. Let's face it, you're more likely to give someone a Stimpak or purified water if they look like they genuinely need it, or heed their dying wish and look for their pet hamster. 3. Survival Mode Related Animations Extra idle animations that play based on your Survival mode wellness stats. Tired? Overtired? Start yawning. Weary, exhausted? Character occasionally slouches a bit before jerking themselves awake. (Also I guess Fatigue and Lethargy?) Hungry/thirsty? I guess holding their stomach a bit (although stomach growl SFX is probably more appropriate here). Infection / Fatigue (Lethargy?) - Character occasionally hugs their arms to themselves, shivering? 4. Looking Ahead - Other Immersion / Realism Mods - Bandaging At some point I can imagine (or hope...) someone makes a mod that gives you a way of treating crippled limbs through bandages and time spent not fighting. Something other than Stim-Paks, anyway. (I imagine bandages being equipped like limb-specific armor, taking the slot too - you're not exactly going out fighting in it... but I digress). Some sort of "self-bandaging" animation? If you've played ARMA, something like the bandage animation in there. Yes, it locks your character into the animation. And IMO that's fine, because if you're stopping to carefully apply bandages in a firefight you're an idiot. Heck, you could make it an ongoing project - a modders resource. You throw all your animations (maybe make it a team thing? A giant animation store?) into a mod on Nexus which other mod makers can hook THEIR mod into as a master file.
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