Jump to content

AfroAttack

Members
  • Posts

    32
  • Joined

  • Last visited

Nexus Mods Profile

About AfroAttack

Profile Fields

  • Country
    United States

AfroAttack's Achievements

Contributor

Contributor (5/14)

0

Reputation

  1. Trying to make a mod that edits the functionality of the signal grenade. How can I see what the signal grenade actually does in the game (though it did its actions via script but I can't find it) I duplicated the vertibird grenade so that the functionality would be the same and added a script that I'm testing out, but now just a flare shows up and no vertibird.
  2. Ok so after going back, I still have the same problem, because I am actually using XComGame.int as the file name. Still will be looking for a fix for this :/
  3. Sorry for responding to this late :/ Do you mean XComGame.int? or .ini? .int doesn't seem like a file extension I've seen. Sigh, Nevermind, edited this post. Thanks trying this out now :/
  4. Sorry I didn't respond sooner. ALSO, SORRY I didn't check the image I posted to see if it was the screenshot of what the problem was :/ I'm still having this problem, and I double checked the XComGame.ini [ClassMod X2SoldierClassTemplate]+DisplayName="ClassMod"+ClassSummary="Roses are red, voilets are blue, I made a class and so did you"+LeftAbilityTreeTitle="Heavy Assault"+RightAbilityTreeTitle="Light Assault" thats whats in there. In my loalization/XComGame.ini I have [ClassMod X2SoldierClassTemplate] +DisplayName="ClassMod"+ClassSummary="Roses are red, violets are blue, I made a class and so did you"+LeftAbilityTreeTitle="Heavy Assault"+RightAbilityTreeTitle="Light Assault" [stealth X2AbilityTemplate]+LocFriendlyName="LocFriendlyName"+LocHelpText="LocHelpText" +LocLongDescription="LocLongDescription"+LocPromotionPopupText="LocPromotionPopupText" I'm not really sure why my names aren't showing up. I have other problems as well, but I'm trying to address this one first.
  5. [ClassMod X2SoldierClassTemplate]+DisplayName="ClassMod"+ClassSummary="Roses are red, voilets are blue, I made a class and so did you"+LeftAbilityTreeTitle="Heavy Assault"+RightAbilityTreeTitle="Light Assault" Thats for my XComGame.ini file. And I'm pretty sure its accessing this specific file, because other things that I've changed show up in the tree. http://steamcommunity.com/profiles/76561198010104535/screenshots/ Should be able to see it from here, the ability tree isn't showing up, but the everything else is?
  6. My right and left skill ability tree's are not showing up when I got to my custom class's soldier ability tab. I am creating a custom class based on a tutorial (I'll post it again if its requested)
  7. Say I have an NPC that gets into has goes to Embershard Mine and that same NPC gets into the "downed" due to it being essential how do I detect that "downed" state or "bleeding out" state if the player is somewhere say, in riverwood. If I could call or reference the state in a script, then its as easy as using a boolean condition to check whether or not this NPC is "downed" but I don't even know if I can really do that or not :/. Thanks in advance for the advice and help.
  8. Say I have an NPC that gets into has goes to Embershard Mine and that same NPC gets into the "downed" due to it being essential how do I detect that "downed" state or "bleeding out" state if the player is somewhere say, in riverwood. If I could call or reference the state in a script, then its as easy as using a boolean condition to check whether or not this NPC is "downed" but I don't even know if I can really do that or not :/. Thanks in advance for the advice and help.
  9. Still, using hang mans alley as an example, how do you fit that many beds and food / water? Supply routes don't transfer immediate food / water over, you still have to supply that specific settlement with food and water to maintain it.
  10. Ok, so if we think about traditional NPC's in the CK, they all follow AI packages more or less. Settlers do not fit this bill unless - AI Package system has been revamped - Settler is literally defined as just a NPC with empty Packages unless used in events (similar to saving a settler from attacks and them joining your settlement) - The follower system has also been revamped. Think about functionality, before in the CK if I'm not mistakened, you couldn't give NPC's commands unless they were your follower. That is an AI package among other things, indicating that all settlers are possibly your follower or that the system has been revamped. The other thing, is that ID's don't change in Base FO4. Settler's don't actually belong in one particular place since you can send them to different settlements (with the exception of named settlers that you can't interact with most of the time anyway. I say this, trying to iron out mods I have in mind for settlers, but I'm curious to what these guys are actually defined in the CK as.
  11. I honestly think its about space. Think about it, can you really fit 21+ settlers in hangman's alley? Or rather can you really suppport 21+ settlers in bunker hill with limited area's to farm and limited area's to get water from?
  12. If you have a load order, I would post that. Are you using MO or NMM? Load order though (really so I can see what mods your running) can help alot.
  13. Revisted this, because I really want to get this working. And yea, I extracted the scripts.rar file into scripts and it still gives me the same error. There is something I'm doing wrong I just don't know what it is :/
  14. To be honest, none of their games really made use of the Radiant AI. FO:NV got the closest since it was handled by an outside team that structured their game in a less "sandboxy" way. But even that implementation was very minimal. The system allows for the world to behave dynamically around events, have NPCs do things without the player watching or even being aware of them until they're done. It can be used to add consequences for not completing a quest on time, make NPCs move around and attend to their own needs, have their own stories that are not obvious to the player. The reason why it wasn't used is pretty clear, time and budget. As more and more of the game became developed solely around the players actions and experience for sake of production concerns, NPCs became more simplistic. In short, all the capability was never utilized. Even the very basic things it allowed were rarely used since most NPCs just stood in the same exact spot all the time or became a nuisance to track down when you needed them. ??? I know Follower Takes of Trip (think thats what the mod is called) touches base on that, but based on the Creation Kit engine from what I've seen, a player IS REQUIRED to be present inorder for specific cells to actually activate and do anything. http://forums.nexusmods.com/index.php?/topic/3235409-npc-that-i-made-travels-to-dungeon-but-doesnt-actually-kill-anything-on-its-way/ This is actually something I'm trying to work on right now, but in this engine so far from what I've seen it isn't possible / hard to implement that feature. I'm a novice, but even with mods that exist now I haven't seen this technique being used at all to push quests or NPC content. On topic, this is one of the things I'm afraid of for Fallout 4, because its using an enhanced version for the CK. And no company has ever made it an issue to focus alot of resource on AI or making NPC's more than just signposts for players in an open world setting.
  15. I actually liked Fallout 3/Skyrim. I put over 2k+ hours into vanilla on console and even more on PC. I don't care about bugs really, more concerned about direction of the game. So - Mass Effect Style Dialogue - Minimization of NPC Interactions - Less Events happening in the world (Loss of Radiant AI) (New Creation Kit Side) - Less Modular Design Methods - Minimal Control of Basic Objects - alot of other things I am probably buying this on launch, depending on how my schedule is.
×
×
  • Create New...