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Everything posted by Volbrand
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Hawthorne a Sanctuary Chem Dealer
Volbrand replied to Deleted42430300User's topic in Fallout 4's Mod Ideas
That'd be pretty neat, you could either make it a mission to collect meds from each place, or maybe a delivery service and make it a bunch of radiant quests with a lot of different locations, or perhaps a combination of the two (collect meds from one place, deliver to hawthorne, deliver refined meds to customers in the CW) -
SSE CTD on Save After Hours of Gameplay
Volbrand replied to squireoivanhoe's topic in Skyrim's Skyrim SE
Having this same issue. Second Character to have this problem, almost at the exact same place as well. Just got to the portal at skuldafn, tried to quicksave and crashed. tried to make a new save and crashed. crashed upon moving into sovengarde portal (after/during loading screen, so assuming it's autosave that time.) Looking at resaver I have 28 active scripts and 112k script instances. Tried cleaning via the resaver instructions and it returned w/ 0 orphaned scripts. Going to try uninstalling Diverse Dragons since it seems like That's the only esp I have in common with anyone on this thread. Edit: Well, was able to get into Sovengarde, and then it crashed again randomly. I suppose something else is a problem now that There aren't and dragon scripts and Alduin is flying around. -
Funky LOD issue in interior cell
Volbrand replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
yeah I know the feeling, but hey. it works at least.- 6 replies
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Funky LOD issue in interior cell
Volbrand replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
Ok so first things first, you're right you have to use LOCClipVolumeObjects to allow changes to offset occur. BUT you were saying the system is a bit clunky, here's what I did: (1) go into your preferences File>Preferences>LOD tab, and turn on LOD in the render window so you can see where it is without going in game to do it. The next part I'd suggest saving before doing, but you can then Drag a box around your entire interior including the LOCClip and Just move it/rotate it etc. The origin of the LoCClip will automatically update so even though your offset coords stay the same, the interior will show up where you placed it. I'd still suggest changing the offset if you have to move huge distances since my CK crashed a few times trying to move it a lot all at once. Just remember that if you change the offsets and apply it, you still have to refresh the render window for changes to take place. Also note that in most cases it seems like the x and y coordinates are backwards, meaning if you were to divide the CW up in quadrants, what should be third quadrant in a cartesian system (-x,-y) is actually quadrant 1 in the commonwealth. (Up near National Guard Training Yard area)- 6 replies
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Currently having an issue with an interior cell. I chose the concordsky region but when you look out the window in game it shows an exterior that is firstly just south of bunkerhill, and second is inside another building/underneath it as I can see the bottom of buildings and some pieces are invisible. I tried changing it back to default interior region but it seems to be stuck in the same place. What am I doing wrong? Â can't upload screenshot of it ingame, says the file's "too big" so I uploaded it to imgur http://imgur.com/moyaWcl
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Chem Dependency System?
Volbrand replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
ok so I'm starting to really look into this and there's a ton to do so I figured I'd start with specifically Alcohol to learn what I'm doing. I'm looking at the HC quest and I saw that it has an alias for the player. Do I need to make one for the addiction quest as well? Also, I need to figure out if there's a way to apply a conditional to this now that I'm thinking about it. Basically so that you don't need the drug right off the bat, rather you'll become addicted upon use and then the quest kicks in. How would I do that? I know these are really simplistic questions and honestly this project should probably be left up to a veteran modder but I'm curious and want to learn all I can.- 3 replies
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Possible to get AI to ignore combat?
Volbrand replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
I hadn't even thought of that part. Good thinking! Really appreciate all the tips guys.I'm a total noob at the CK so even the simplest stuff helps. Thanks! -
In a mod I'm working on, I'm trying to get a terminal I have to turn on the "power" in the building. I have an enable/disable marker that works to turn on lights and activate the turbine's sound, but I wanted to see if I could somehow get it to play the turbine sound before the player exits the terminal, since after they exit they will hear the generators already running. Is this possible?
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Possible to get AI to ignore combat?
Volbrand replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
ok thanks, I'll look at trying to use the enable disable since I don't want them to just stand around even. Appreciate it! -
Chem Dependency System?
Volbrand replied to Volbrand's topic in Fallout 4's Creation Kit and Modders
I know very little about the scripting aspect, I figured it was gonna be pretty in-depth but I'll take a look there. Thanks!- 3 replies
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Possible to get AI to ignore combat?
Volbrand posted a topic in Fallout 4's Creation Kit and Modders
I have a mod that has a ton of problems I'm trying to fix, but part of it is re-doing a lot of ambushes. (Mod in question is Chelsea Super Duper Mart on my page on the nexus. Check if out and give feedback please, It's my first mod so I'm still learning and yeah, it's SUPER buggy right now hence why I'm pretty much re-doing the whole thing). One of the things I want to do is add a spot with a few ambushes, but it's really close to another room, and I'd like to keep the ambushes a surprise. Is there a way to get npcs to ignore the combat instead of activating? -
Trying to make a hookup from Commonwealth to a new worldspace area, but when linkref-ing a map marker on one to xmarker heading in the other It drops me in the middle of nowhere instead of the xmarker heading. What else do I need to do? Edit: So teleporting to the new worldspace drops me in the middle of nowhere. Fast Traveling to the Commonwealth however, puts me in the right spot.
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Check out seddon4494's channel on YouTube, he's got a bunch of videos talking about making NPCs, basic dialogue scenes and quest making. I'm really new to this all too, but those videos were definitely a helpful place to start.
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Was wondering if it's possible to make chem effects act like hunger or thirst do. Had a late night thought about making a mod where chems would slowly affect the player more and more like Thirst or Hunger, say maybe mentats would begin with a -1 to Charisma, the next stage -1 Charisma and Intelligence, third stage would be -1 CH, INT, and PER. The idea was that it would mean a bit more depth to the addiction penalties and also mean you would need more and more to function normally. As a brand spanking new modder, I'm expecting this to be pretty damn complicated but I didn't know if anyone already tried it or could maybe point me in the right direction? This is something I just want to play around with and see if I can understand how it works, but would like to eventually be able to create my own chems and add this type of addiction consequence to them.
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Need some more help, moved onto a different project while waiting on answers back about my other question. So here's the deal this time: I tried making a new item after editing an old texture and adding it back into the directory. Followed the Creationkit.com tutorial to the letter. The texture shows up fine in nifskope on my object, but when I try to edit the model directory in CK to the new item, In the preview and render window it only shows the old textures. anyone know of a solution?
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I'm pretty new to creating mods (only effectively done one mod so far) but I had this idea to add a new faction to Fo4. This task might be easy but again I'm brand new to this whole thing. Here's what I'm trying to do: For this dungeon I'm working on, I made a new raider faction complete with a new hierarchy and new raider types ("berserker" - only using melee weapons, etc.) What I want to know is, how can I make is so that they integrate into the wasteland like other factions? (Think like the new Rust Devils added by the automatron DLC) I'd like to make these a recurring theme in future mods but also fairly radiant. It'd be cool to explore around and accidentally run into them in a random encounter or patrolling BoS get attacked by them and you come in to save the day. Are there any good tutorials on how to do this? I watched the wiki tutorials made for building a dungeon and creating npcs, but I'm not sure if there's anything else I have to do to fully integrate them into the wasteland.