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Everything posted by TheSpaceShuttleChallenger
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Tools and resources or not, meshes and textures take time and skill to produce. That time has to be justified in your employer's eyes or else they're not going to pay for it. Depending on how many meshes and textures your project calls for, it could absolutely be a problem, especially for quest and location modders who maybe don't need this setpiece or that prop and therefore have to explain to Bethesda why it's worthwhile to spend an extra week making new meshes and textures so that your mod can look pretty. Especially if you don't have the artistic skills to sculpt and paint quality models and textures and you end up having to bring someone else in to do it for you.
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That's not Bethesda's arbitrary policy, though. That's copyright law. Bethesda doesn't own HDT or SKSE, therefore, Bethesda cannot legally sell mods that use HDT or SKSE. My guess is that will go even beyond that: Want to use Swiftsteed's meshes to create a new mount? Nope, not legal. Want to use deviantart stock pictures to texture your new item? Not legal either. You're going to have to make your own meshes/texture stock or pay licensing fees. There are going to be a lot of restrictions that ordinary modders don't have to deal with. Furthermore, since Bethesda is now paying you for your work, you're going to have to go through stages of approval that you never would have had to deal with if you were working for your own pleasure, meaning more of your worktime is spent documenting and discussing rather than creating. But again, that's not Bethesda's fault. That's just how professional game development works. Bethesda can't break copyright law willy-nilly the way we modders do. We get away with it because we're little guys and nobody wants to bother with us. Bethesda would get sued into the ground, and they'd have a PR nightmare for 'stealing' free modders' code. And I don't think it's completely unfair of Bethesda to expect people on its payroll to meet professional standards. If anything I think it's unreasonable for modders to expect to get paid like pros without having to follow the same rules as pros It's unfortunate but, yeah, this does mean we're probably going to be seeing a lot more armor/weapons/mounts than anything else, because those are things that a single person can make from scratch in a reasonable time frame. Anything that requires multiple creators or borrowed assets is going to be a lot harder for the Creation Club to make lawful, so it's going to be rarer. On the other side of the coin, though, legal restrictions means that there are going to be a lot of mods--like HD retextures, ports, home mods using modders' resources, etcetera--are basically always going to be free because they're so much more difficult to make to professional ethical standards, and with smaller mods in particular it's just not going to be worth Bethesda's time to get these mods through the Creation Club system. For that reason I think it's a bit unrealistic to expect that we'll be paying for HD cabbage retextures in the near future.
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I'd like to be fair to Bethesda for just a moment and say that Skyrim, for all that it has been milked over the past few years, is still an extremely good value for money. Most single-player video games offer maybe an hour of entertainment per dollar spent; currently, however, I have about 50 hours of entertainment per dollar spent on Skyrim (including DLCs.) Furthermore, the amount of work that went into this game is staggering. Yes, I can sit here too and make a long list of things I'd have liked Bethesda to have spent more time on, but at the end of the day, a $40 purchase of Skyrim buys me far more content than almost any similarly priced game, and almost all of it will be enjoyed in one playthrough or another. Bethesda is kind of in a pickle right now, because they have a community that is constantly demanding stuff in the form of "this region is too small" and "why didn't I have that quest option" and "the storyline was crap get better writers" and "ew these graphics suck" and so on (some of these complaints are more legitimate than others,) and, given the vastness of their games' open worlds, there's simply no way in hell Bethesda's going to be able to keep up with all of it. Thanks to our marvelous modding community, we've rather come to expect that somebody, somewhere, will create everything we could possibly want, and then give it to us for free. We've stopped thinking in terms of "did I get what I paid for" and started thinking in terms of "did I get everything I wanted" and now Bethesda somehow has to find a way to provide everything we want. I think that in a lot of ways, the base games suffer (in terms of optimization and core design) because Bethesda is trying to balance the quality of their games against rather hefty demands upon the quantity of content and a fanbase that refuses to wait the several years (and pay the higher prices) necessary to produce such gigantic games. Personally, though, I think it is a perfectly satisfactory compromise if Bethesda begins to release smaller but higher-quality games (Fallout 4 seems like a step in that direction, although early stages of design an development still seem pretty slapdash) and then depend on the Creation Club's microtransactions to expand their game's content as much as we consumers want it to be expanded. As long as consumers are getting a worthwhile amount of content for their money, and as long as creators are being fully compensated for their labour, I really do see this system as having good potential. It enables our community's best modders to create bigger and more spectacular projects (by funding their work,) it gives amateur modders incentive to step up their game (by giving them the potential to go pro,) and it gives players access to quality-assured, immaculately lore-friendly (with Bethesda's stamp of approval) mods with guaranteed support and compatibility.
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Personally I'm pretty excited about this, not just for the mods that will come out the Creation Club itself (I'm entirely happy to pay money for good, quality-assured mods,) but also for the mods that will come out of the amateur modding community now that there is a real possibility of becoming a professional modder. I'm also wondering if maybe this Creation Club is going to be Bethesda's answer to the Fallout4 mod community's issues with the fully voiced player character. I presume that if your massive quest goes through Creation Club you'll have access to the game (and its translations') original voice actors?
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TES VI not in active development
TheSpaceShuttleChallenger replied to Moksha8088's topic in Skyrim's Skyrim SE
Pretty frustrating, but I guess modders can rejoice knowing that projects built for Skyrim won't be obsolete for a few more years. Ah who am I kidding. This sucks. -
If anything I have a problem with screenshots being too nice. Like, with ENB, graphics pushed to the max, maybe even postediting so that the mod looks nothing like it will in my game. I love to see mod authors post unedited shots from their everday setups. It may not look as pretty but it gives me a much better idea of what I'll be getting if I download the mod. Most of the complaints about mods that I've seen come down to "I really want mods made exactly to my own specifications but I'm too lazy to do my own work."
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I just want to know why Bethesda insists on making dogs so revoltingly loud. You can hear these f*#@ers constantly snuffling and slobbering and whining and licking from twenty feet away.
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It's just a hunch, but there's a possibility that FROST overwrote one of True Storm's files. Make sure you have True Storms uninstalled in-game (I think it has configuration holotapes, but you should also check the chem workbench to see if there is an uninstaller there as well) as there are scripts that will keep on running even after the .esp has been disabled. Then, if that resolves the problem, it's probably safe to redownload and reinstall True Storms.
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How settlement budget calculated?
TheSpaceShuttleChallenger replied to tomomi1922's topic in Fallout 4's Discussion
The reason I recommended setav instead of modav is because with modav, I've had issues with my build limit reverting to default in heavily modified settlements. So I changed the default. Setav hasn't broken anything for me and as far as I can tell the build limit values are not calculated in-game and are not used outside determining whether or not you can place more objects in your settlement, so setav should be pretty safe. -
How settlement budget calculated?
TheSpaceShuttleChallenger replied to tomomi1922's topic in Fallout 4's Discussion
As far as I or anyone I've met has seen, the build limit is just there to prevent people from overbuilding. That said, I'm on a five year old rig with some truly massive settlements (four or five times the normal size) and I've had no issues. My guess is that the build limit was made with console users in mind. Always the console users. I couldn't get budget mods to work either. Fortunately, budget mods aren't necessary. You can use console to alter your build limit. Just open console, select the workshop workbench for your settlement, and type: getav 34a getav 348That tells you how many objects/polys you have in your settlement. Take those numbers and multiply them by a factor of your choice. Double or triple is probably sufficient for most cases. Then enter in console: setav 34b <double or triple the value returned for 34a> setav 349 <double or triple the value returned for 348>It takes about one minute per settlement, doesn't require mods, and with this method, you get to decide how much you want to expand your build limit on a settlement-by-settlement basis, even setting different limits for different playthroughs. -
PAPPA'S FALLOUT 5 WISHLIST.
TheSpaceShuttleChallenger replied to SMILINGMOON's topic in Fallout 4's Discussion
I want to see FO5 set anywhere other than another dry, dusty wasteland. I want to go up north and get eaten by a radmoose, or go down south and spend half the game trying to extricate myself from mud and mutant strangler vines and the clutches of inbred raiders. I want to climb the Rockies and then fall off them. Hell, I want to go to the Great Pacific Garbage Patch and fish for giant radioactive kippers on a raft made out orange juice bottles. Anything but another dustbin, please! Now that the survival genre has come into its own and game designers have figured out how to make needs fun and immersive, I'd like to see Bethesda incorporate more survival elements into the game. The gun/armor condition bulls*** FO3 and NV was anti-fun and needed to go, but post-apocalyptic games never feel complete unless you spend at least some of your time worrying about your next meal or the storm-clouds on the horizon. I actually enjoyed playing Bob the Builder in Fallout4 but it's the absence of some really basic tools in the vanilla workshop was baffling to me. The ability to toggle clipping, snapto object and snapto surface should be included CTRL+Z for workshop should be included Being able to scrap everything should be default. And for the love of crabs, Bethesda, fix your menu coding so that modders can add items and categories to your underwhelming objects menu without breaking the menu. Or at least stop making major quests (like the main quest and the Nuka World and Automatron quests) depend on the ability to access potentially inaccessible menu items. I would like Bethesda to contemplate a "quality over quantity" approach to combat. There is just too much junk combat in this game. For one, I want to be able to walk five feet and admire the scenery without a bunch of bloatflies showing up to demand that I click on them immediately. For two, I have questions. How does a society that relies on manual agriculture sustain a population that is 1% farmers and 95% raiders? Where do these raiders even come from? Who are their mothers? Why are they picking a fight against a team of Brotherhood Paladins? Why is a desolate ecosystem with scarce natural food resources populated primarily by carnivorous megafauna? Why hasn't anyone exterminated feral ghouls yet jesus it's not like they can repopulate.... Most importantly, I want Fallout 5 to be well written. Hell, I want Fallout 5 to have writing, as opposed to an endless parade of mindless "go there and shoot them" chores strung loosely together by a plot that the janitor came up with. Fewer plot holes would be nice. Having multiple ways to handle an objective (particularly ways that utilize non-combat skills) would be nice. Actual quest choices (not aggravating ultimatums) would be nice. Mix-and-match factions would be nice. I super especially want to be able to play the game as somebody who isn't a dad. Or a mom. Or at least, if I have to be a dad, can I be one of those dads who can finish an entire conversation without bringing up this family that I don't actually care about, and can my 'sarcastic' dialogue options not consist entirely of lame dad jokes? Being able to create your own character and choose your own path through the game is pretty much the thing that sets Bethesda's open world RPGs apart from most other open world RPGs, and for some reason they decided to just throw that all out the door for FO4. -
Do NPCs use chems?
TheSpaceShuttleChallenger replied to Indigoblade's topic in Fallout 4's Discussion
There is an idle marker that triggers the jet animation. Preston probably just hit that idle marker while he was sandboxing, which triggers the animation but not actual jet use. So while it does look like your companion is doing jet, as far as the game's coding is concerned, no jet is consumed and no jet modifiers were applied. Nevertheless I choose to believe that Preston has asthma. That's why he always straggles behind when I travel. -
What is Your Weapon Loadout For FO4?
TheSpaceShuttleChallenger replied to Fkemman11's topic in Fallout 4's Discussion
I try to keep it different with each playthrough. Keeps things fresh... First I had a guy that didn't believe in exchanging caps for ammunition, so was stuck shooting whatever he had bullets for. I don't play him much anymore but it was a good way to familiarize myself with what the game had to offer. I've got one that's almost exclusively stealth. Sniping (fully modded sniper rifle) and stealth melee (bladed knuckles.) Does traps too (mines.) The idea being to never let anyone know what killed them. I used a deadly combat mod at higher levels because having raiders still walking around after you've shot them twenty times in the face with the best sniper rifle in the game kind of kills the whole "i am deadly assassin" vibe. Another is strength based. Melee (shishkabob) and heavy weapons (gatling laser and napalmer) with the occasional kaboom (rocket launcher, grenades, molotovs.) Plus I have a mentally handicapped synth in X-01 power armour (Danse) to tank all the damage and say nice things about me. Kind of good for those days when you want to win but you don't want to have to actually work for it. After that I started getting bored of Bethesda's lame combat systems so I started finding ways around it. In one case I just upgraded Ada, like, a lot. Like, chainsaw hands and a face that's firin mah lazor. That way I can just kick back and watch while she shreds/incinerates/vaporizes everything in sight. In another case I kind of sort of abused console commands to get impossibly high luck and perception stats, combined with vats-enhanced six-shooters (the western pistol delivers the best damage after modding.) So all I do is press Q and this dude is basically an aimbot that does 200 damage per shot. The I gave MacCutie an overpowered gun so he's also an aimbot that does 200 damage per shot. Really nice for getting those "go to the place and kill the thing" missions over with quickly. -
PAPPA'S FALLOUT 5 WISHLIST.
TheSpaceShuttleChallenger replied to SMILINGMOON's topic in Fallout 4's Discussion
So... Bethesda, which as a rule takes several years to release each game, and always alternates between releasing FO and TES titles, and which hasn't even announced TESVI... Is definitely going to release FO5 in the next two years? Because of something that was allegedly leaked about a story being in development. Boy howdy we've been graced with a genius. -
Do NPCs use chems?
TheSpaceShuttleChallenger replied to Indigoblade's topic in Fallout 4's Discussion
They have huffing and injecting animations as well as a catatonic animation, but as far as I can tell it's just for lore reasons and doesn't have any gameplay effect. I can't imagine why Bethesda would pursue chem use for NPCs. It has potential to cause balance issues, and since there's no counterplay and no reliable way of knowing who is on chems (and what chem they're on) it wouldn't really contribute anything to gameplay that stat randomization doesn't already provide. -
Mod Trade Off: Settlements or Quests?
TheSpaceShuttleChallenger replied to Moksha8088's topic in Fallout 4's Discussion
The good news is that it isn't so much of an either-or tradeoff as you think. I've got, at the moment, about thirty settlement-related mods and well as a few dozen character and quest mods. So far there has been very little incompatibility and no issues whatsoever with system resources getting stretched too thin. Most of the stuff that affects settlements really does only affect the settlements. You might have some workload problems with settlements in dense areas (ie; Hangman's Alley and Bunker Hill) but if your computer can handle the optimization nightmare that is downtown Boston in can probably handle a heavily modded Sanctuary with ram to spare. -
Fallout vs Skyrim Characters
TheSpaceShuttleChallenger replied to Moksha8088's topic in Fallout 4's Discussion
Probably depends on your idea of a good looking character. If you want to make a character look like one of those creepy sex dolls, then sure a fully modded Skyrim has what you need. If you want a character that looks good but blends seamlessly with the rest of the game, and if you want to be surrounded by characters with unique, expressive faces, then Fallout4 is miles better. I'm guessing that's mostly because of the type of appeal these games' worlds have. I think people are more apt to go wild with the fantasy aspect of a game like Skyrim, so you see more Mary Sues and more people trying to achieve a flawless, unnatural sort of perfection, and people are less likely to care if it doesn't fit the lore, because you know, it's a fantasy. The Fallout series, on the other hand, doesn't exactly nurture that sort of mentality. Definitely the grim, post-apolocalyptic environment isn't as welcoming to pretty anime elf-princesses, and at the same time, the gameplay itself is much, much more guided in terms of what you can do and what sort of person you can be. You really can't craft your own story to the extent that you could with Skyrim, which, I think, translates directly to people not feeling as much of a need to push the boundaries of what character creation can do. -
Danny sullivan and crazy myrna
TheSpaceShuttleChallenger replied to dragonslayer2k12's topic in Fallout 4's Discussion
It could be literally anything. Like anything. She could be his friend, his sister, his favourite shopkeeper. Hell, maybe he doesn't even know her and he's just one of those white knight types who doesn't like it when personal insults get thrown around. Or maybe there was an incident involving Myrna's supply line that left a wound on Danny's pride. Maybe there's a particular "supply" that Danny has a weird dependence on. Who knows. I sincerely doubt that they're married, though, considering that Myrna lives alone and doesn't mention him once, even in in her terminal. -
Keeping Porter Gage after Open Season
TheSpaceShuttleChallenger replied to Stargazer09's topic in Fallout 4's Discussion
Well I didn't necessarily start open season. I did what any level-headed dispenser of justice would do and walked out the Gauntlet with my minigun spinning, mowed down everyone who didn't wear a collar, console rezzed Mason just so I could shoot his ugly face again, and then talked to Porter. Well I guess I gave Porter PTSD or something because he just stands in one spot staring off into space all the time. I changed his faction in console, that didn't help very much. Poor guy. -
I don't know if "the port is bad" is even open for opinion. It is a fact that the port is badly optimized and doesn't run nearly as well on most systems as it could. It is a fact that the menu is designed for for controllers, and lacks most of the basic efficiency and ease-of-use features we'd expect for a PC game. It's a fact that the dialogue menu does not function smoothly with a mouse. If you somehow manage to have the 'opinion' that Skyrim is a great port in spite of the facts above, you're heading into GOP levels of denial.
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Request for modded player home!
TheSpaceShuttleChallenger replied to zombeecharlie's topic in Skyrim's Skyrim SE
Based on what's been posted so far, I really do recommend learning to mod for yourself. Putting together a simple home mod (with no quest) is actually really easy--the hardest part is memorizing keyboard shortcuts--and you'll be able to make your home exactly the way you want it. It's also, honestly, probably the only way you're going to get what you want at this point. Nobody's going to spend a week of their own time building an entirely new house just to the specifications of one guy who can't compromise on the hundreds of house mods already available. -
Linking multiple cells to the same settlement is a pain in the butt and leaves a lot of room for bugs. At the same time, it could just be a matter of Bethesda having no idea what we want in settlements. What we want, of course, is a diverse selection of areas with their own unique charms so that we can choose and build to our own liking. What Bethesda apparently thinks we want is eight iterations of "featureless patch of land with a shack and a farm plot," five houses by the waterside, a few settlements that are completely pointless to build on, a few that are actually interesting.and dozens of areas that would have made superb settlements but aren't settlements. It could be that Bethesda just figured we had no use for the basement.
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SSE Desperate need of assistance
TheSpaceShuttleChallenger replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
This may sound kind of dumb, but have you gone into your mods list (in Skyrim Special Edition) and activated it? Mods you've just created in CK are deactivated by default. That got me the first time I tried to make a mod for the special edition, but then, that's probably because I'm stupid >.>- 14 replies
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Are You True to the Viking way?
TheSpaceShuttleChallenger replied to Deleted54170User's topic in Skyrim's Skyrim SE
My viking name is Koko the Orang-utan. I always did think that Koko the Gorilla would be cuter as a redhead.- 12 replies
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Blue Butterfly Wing + Blue Mountain Flower = Get rich and buy any potion you like. If you haven't modded out the value-based XP gains, then this is also a really quick way to level your alchemy. Wheat, Butterfly Wings, Rock Warbler Eggs, Blue Mountain Flowers and Blue Dartwings are all common ingredients for restore health potions. Canis Root, Imp Stool, and Swamp Fungal Pods make paralysis poisons, which imo are the only worthwhile poisons in the game unless you use elemental magic. Snowberries + Thistle or Purple Mountain Flower + Bone Meal or Dragon's Tongue or Mudcrab Chitin = Resist Fire and Resist Frost in one potion. Don't afraid of dragons.