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SpadesNeil

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Everything posted by SpadesNeil

  1. Okay so, this is a bold project, but I am a determined little bastard with way too much spare time and big aspirations. I am in the concept stages of making a follower character who I have been meaning to start building for some time. Any resources of information are deeply appreciated, from the basics like how to make a character appear in the game, how to make them act as a follower, and so on... up to everything as complex as getting them to talk with proper lip flaps, and making them interact with other characters and respond to triggered events in the game--just like the game's built-in followers do. Why do I demand such detail? Well, I just got off the phone with a gentleman named Dimitri Diatchenko. You may know him as the voice behind Vadim Bobrov from the Dugout Inn. Yes, I am literally hiring a former Bethesda voice actor just so he can chatter with my character like they're old family. Why? Because the little added effect of the real Vadim Bobrov's voice saying to my character, "Cousin Voyla! How have you been? Come back for a drink, or just to visit?" and other similar lines add a layer of immersion that no other follower mod has. I am already making arrangements with Mr. Diatchenko to do some lines, and might look into more (if I can afford it because good lord voice acting is expensive). In short, I need everything I can learn about adding a follower to the game. Gimmie all you got. I'm not going to sit here and expect someone else to do the work for me, but I need to learn to do it myself if that's the case. That said, if any other developers want to help me out directly with code, please do not hesitate to contact me. The writing and voice lines will be stage one of this project. I'm going to have my unique voice lines, damn it. :U Even if the rest of this takes a long, long time to finish. If/when I complete this project, I plan on posting this to Nexus, and also the Fallout 4 workshop if possible, assuming Bethesda doesn't dick me over with some sort of TOS violation that I can't have both. We'll cross that bridge when we come to it. I will promise that it will be on Nexus either way.
  2. I have literally been adding mods for twelve hours in plans of doing another heavily modded playthrough of Fallout 4. All of a sudden something didn't quite get clicked right and now my mods list is COMPLETELY EMPTY. The profile I saved is also GONE. I tried restarting Nexus Mod Manager and everything is still gone but all the .esm files are still loaded. So what the f*** happened and how do I fix it aside from redownloading every single mod? I tried just now to reinstall a mod by redownloading it but now Nexus Mod Manager is treating it as if the mod is already installed. Trying to install it actually disables the mod. So now everything's even more f*#@ed because I can't reinstall everything correctly.
  3. It annoys me--the little rustle of clothing every time I put something on or take it off. Especially if it's done for me, by a mod or something. Can I just have that silenced, please? It should be simple to do--I just don't know how.
  4. It's something I've actually wanted for a while. I used to be able to do it in Skyrim with the console but I can't do it in Fallout 4 as tfc doesn't work once I am dead. If I am already in tfc after death, the camera just locks up and I can't use it anymore. http://www.nexusmods.com/skyrim/mods/69791/? Something like this, really.
  5. A mod that would allow a better variety of vertibird commands would be nice. Right now it's just glorified fast travel, and pretty useless for any sort of combat engagement which makes the minigun on the side pretty useless besides taking pot shots at random things on the ground. I'd like to be able to order a vertibird to go to player-set waypoint and try to find a landing spot, or to orbit an area based on where that waypoint is. That way I could fly to known areas that haven't been discovered yet and scout them from the air.
  6. https://www.reddit.com/r/skyrimmods/comments/2krdij/is_there_a_mod_that_unstacks_and_or_prevents/ This Reddit thread sums up my issue. I swear there used to be a similar mod for other Bethesda games like Fallout 3. I want to be able to drop, say, 20 items, and instead of 1 item with a (20) attached to it, it spawns 20 separate singular items.
  7. I just want muh hybrid augmentations. C: Extra melee damage for deathclaw enhancements, perhaps a chance to ignore armor? For Nightstalker hybrid enhancements, maybe turn invisible on crouch. Maybe the ability to breathe freakin' fire with gecko enhancements... I dunno. I can come up with things! If you want a compelling storyline for that too I can slap something together.
  8. The only follower related mods I have are http://www.nexusmods.com/skyrim/mods/12933/ and Follower Pack 1 and 2. I was using this mod when the issue popped up. Now when I installed the mod I followed its directions. I had no followers in my party when I installed and then afterward I started adding followers. For a long time this worked absolutely fine until I tried using leader telepathy to order all my followers to leave all at once. Now I've had a follower leave the group before and it worked just fine but now I'm screwed. The menu for the followers doesn't pop up anymore and my efforts at troubleshooting have inadvertently overwritten past saves. I tried uninstalling and dismissing but that won't work either. Sometimes the followers walk back to my house, but there's no prompt to have them rejoin your service and instead they only have the prompt to leave which doesn't work. I had another follower join and leave so it's just Lydia and this one custom follower from the Follower packs. I can't get rid of them. I can't even kill them off. SetEssential 0 doesn't work. I got one of them set to 0 and they still refused to be killed. I'm stumped. I need help. This is infuriating and game breaking because they'll follow me to places they aren't supposed to go.
  9. Good pic. Deathclaws were orgionally going to be Yeti-eqsque, great shaggy creatures, but it just wasn't in the cards to 3D animation back in the day. Sure, I think we can all agree that deathclaw hybrids will have some common attributes, but lets think outside the box a little bit. Here's a couple of examples; Do we want "levels" or degrees of the hybrids (say 2 or 3 different tiers of the perk)? If so, Q made a evolved deathclaw, pic; So one could have the first level of teh perk and be essentially human with deathclaw like features and modest bonuses. A 2nd level of the perk could include more deathclaw like qualities (changes to the face, deathclaw texture, etc) and the 3rd level of the perk could be visually identical to a deathclaw. I'm not saying all of that is possible/practical, just brainstorming. But if we go this way, is there a tribal structure for this group, and a back story? Or do we want the player (ie deathclaw hybrid) to be a one of a kind critter? If you're developing this for a fully fledged mod and lore to go with it, then there should be a variety of feral and failed experiments that should be running around with enough intelligence to pick up a weapon and attack with it. Mostly melee I figure, since it'd be hard to get those claws around a trigger. One of the renditions of backstory that I've used for this race is that the Enclave was trying to use Deathclaws to create supersoldier hybrids that could be set loose on the wasteland but were intelligent enough to function independently.. and to brainwash with the American way, eliminating the need for a constant supervisor. However the tribal structure for these failed experiments could go very much like the actual Deathclaws, with mother deathclaws and alphas being top tier of the pack, with everyone else basically following them. The alpha's mate comes first in the hirearchy, while the alpha himself is a close second. Younglings are next in the hierarchy when it comes to food matters, although in matters of dominance they're close to the bottom. The very bottom belongs to the pack beta-male. I made all this tribal stuff up just now. Basically some Enclave scientist dropped the ball and released one or two into the wild and they bred with local Deathclaws. However I still like the idea of Big MT being the one to provide the player with such augments. We could claim the data they hold on the subject was based off pre-war research contracted by the US government.
  10. Posting here because I was told there may be hybrid enhancements added to this (like Deathclaw hybrids or Nightstalker hybrids) for the player. I want to keep up to date on this because I want those things.
  11. Well Deathclaw hybrids are one thing I enjoy. Incidentally I was in the process of developing a character for a silly fan fiction story who comes across several of these hybrids. So far I have a whole family of Deathclaw hybrids running around, but there's also at least one Nightstalker hybrid. My first draft of the backstory was that these subjects were the product of genetic experiments conducted by The Institute--yes, that institute, in Boston. This was like back in 2010 before Fallout 4 was even being hyped over. However it probably makes more sense for Big MT to be handling hybrid things. I'm very much looking forward to this. If you want more than cosmetics, deathclaw hybrids should have a nice big melee boost and agility boost, but if you want to balance it, make it more difficult to use normal guns because claws and all. Nightstalker hybrids could have a nice stealth boost though I'm not sure how we'd counter-balance it with something else. Hell you could make hybrids of a bunch of things. Yao Guai, Cazadores, Geckos... The list goes on. If you really want all of my ideas for hybrids, let me know and I'll shoot you a PM and list everything I can think of.
  12. Relax :rolleyes: https://www.youtube.com/watch?v=ocSdCzZlkDY&feature=youtu.be YAY. ALREADY A THING. DON'T TELL ME TO RELAX, I WANT THE THING! Where can I get the thing?! Seriously though that is pretty much exactly what I was looking for. Did you literally just slap that together or was this already a thing? Because if you did it just for us, I am extremely grateful. Also I hope my original post didn't come off as rude. Was more intended as "lol who cares?" and not "@#$% you for caring."
  13. Necro posting because this needs to be a thing and if no one does it by Fallout 4 I'm going to do it myself. Who gives a s#*! if it's canon? Demon wings and Halo armor isn't canon yet people still do that too because screw the rules I have mods. Also, OP's picture is of a character named Caso. The artist behind them is, as far as I know, the first one to come up with a Deathclaw-human hybrid creature. Wouldn't be too horribly difficult to make it work, either. Just slap a tail and some spines onto a body mesh. I remember there being like hidden equipment slots to mess with for mods to utilize. All you need are a tail, spines, horns, and feet, all stolen from the original Deathclaw mesh. If no one figures this out, I'm going to throw some effort at it when Fallout 4 comes out. Ask around the community about how to model for Fallout.
  14. Hm. Good news. It seems to have magically gone away after having left the game alone for a day. Weird fluke. But, though the error may be fixed, would anyone happen to know what causes the problem from a technical standpoint?
  15. At first it was happening to two followers, but it stopped with one of them. The other continues to suffer problems despite having left the cell it started in. It started in Namira's temple (I think that's her name... the one with the beacon). Though I told him to feck off and go back home in hopes that it might solve the problem. Haven't seen the results just yet.
  16. This isn't the first and probably won't be the last time I experience a bug like this in Skyrim or any other Bethesda game. Anyway I have an NPC follower who's flying in the sky or clipping into the ground. I have teleported him several times in an effort to correct this but he keeps flying away as soon as we start walking. How do I correct this problem? Disabling/enabling the NPC has yielded no results. He just flies back up again. Also apparently I am a derp and accidentally posted this in the mod request forum. All of my what... But yea, to the mods, sorry about that.
  17. It just occurred to me I clicked on the wrong section when I posted this topic. How in the hell? There's a forum that SAYS help and support and this has nothing to do with mods. No wonder it's not getting any replies. Legitimate screw up. Sorry guys.
  18. So, I was downloading some files earlier, so I know it hasn't been like this all day, but suddenly I'm getting dead links for download pages. They just time out. Perhaps the server is derping out? Can I switch download servers? How do I do that? It seems to ask me to change servers at random, and sometimes it just goes to the download page. EDIT: And now suddenly they're up again after being out for 30 minutes. Weird. Maybe just a site hiccup. Nevermind.
  19. I have WMX just so you guys know. Is there a mod out there that, without screwing up WMX's organizing and addition of weapon mods, will allow GRA mods to go on vanilla guns and vise-versa? Or am I screwed here? EDIT: I've found this... http://newvegas.nexusmods.com/mods/45111#content Gun Runner Arsenal Merged. However it is incompatible with WMX. Is it compatible with WME then? Because I could just get WME instead and scrap WMX.
  20. I am 100% sure all the data is copied over.
  21. Theeeeeere's our problem, then. Funny how easy it is to overlook such a small issue. I guess I'll have to wait until the update for SKSE. /topic
  22. I have no idea what NMM, BOSS, or the pulldown is, so I must be missing stuff. Yes I'm running a legitimate copy of Skyrim. I just got Dawnguard in fact. The way I've attempted to launch the game so far is by running the SKSE_launcher.exe in the Skyrim folder where I had to install it. The game launches but is not playable.
  23. Okay, I'm running the Skyrim Script Extender version 1.5.11 which is the latest one listed on their website. First off, I can't start a new game with the script extender running. The game stays on the title menu. Second, when I load a game, it ignores any mods installed and claims that some mods aren't loading and may be missing. I hit 'yes' to load the save anyway and the game crashes. Third, I then disabled ALL of my mods and tried again, but the game STILL crashes and I STILL cannot start new games with the script extender active. I'm running Dawnguard if that makes any difference. EDIT: After three posts all saying something about mods are the problem, I have to make it as obvious as possible with nice bold text that I'm NOT USING MODS to ensure it's not a mod conflict or bad load order.
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