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lilkandeekid

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Everything posted by lilkandeekid

  1. The release of the new CK will help with level building and quest production, but for things that dont need it wtf wait? Theres some major mods for skyrim that where created entirely without the CK because it wasnt needed and can be rather messy. Also, think its called the CK now, not the GECK, since the game engine was updated to the "Creation Engine".
  2. Ya nifskope is definitely the easiest way to see changes quickly (it updates when you save!). But it can take some messing around with the render and lighting setting to get things right with specular and normal maps. Also remember it will always still look different in game, nifskope just gives a good preview.
  3. Exactly. Welcome to the problem with level list and no bashed patch for players to use. Each edit you're are doing is an override to that level list, and as such only the last override wins and shows up, so failure by design I suppose. The easiest way around this is a script that adds items to the level list as this avoids/doesnt count as overriding it. In the future you'll have the option to make players create a "bashed patch" that combines the level list overrides to avoid conflict between them.
  4. Yes http://forums.nexusmods.com/index.php?/topic/3864560-really-confused/
  5. Sadly this right here, to make it worth while you'd need some a lot of quests and story line to go threw. Think the average play threw time for vanilla storyline is a little over 100 hours, which would be a ton of content to add if you wanted it to be on par.
  6. Its out http://www.nexusmods.com/fallout4/mods/10597/?
  7. Items that a NPC carries/uses is determined by leveled item lists, add a item to the list and they have them, so its been possible for a awhile (Ive had to edit them for some of my mods). The issue comes with multiple mods writing to the same leveled list and us not having a way to perform a clean bashed patch to easily combine the edits, I think this is why some people may be holding off.
  8. Ya think I was reading about that issue with something similar, still great progress it looks like :)
  9. Glad to see there's some progress, how close to melee disintegration are we lol?
  10. Hey thanks :smile: And ya essentially you need to copy the CritLaser SPEL (731B2) but as an ENCH and make sure its a constant effect rather then a chance. So really just need an ENCH with CritLaserEffect (MGEF 731B3) with its effect and that death condition im thinking right?
  11. Glad to see you're still working on this! As for using the in game files, have you used something like B.A.E to extract the meshes and textures from the .ba2 archives in your data folder yet? After that you could open them in nifskope and covert em to an .obj so they could load up in blender.
  12. This. If you're gonna do a brothel mod for fallout and don't include Fisto in it, it's simply not a fallout brothel mod :smile: Also, might as well have a few sexbots named Virginity Prime, Orgasmatron, Ass-a-tron, Mr. Handy (no need to change that name really...), Yes Man (same), Hardened Mr. Gutsy... Too perfect :laugh: Seriously though, if you're going to do it, might as well go all out and do it right.
  13. Haha no problem, let me know how it turns out. Wouldnt mind running around disintegrating everything with melee weapons :laugh:
  14. xEdit (FO4Edit) is usually used to clean mods made by the CK, so there isnt really a "more stable" scenario here . The CK certainly makes it easier for people new to modding to create mods, which does increase variety, but then also has the catch 22 of making it easier for mods to have bugs and conflicts (scripts...scripts never change...). Id like to say im looking forward to the level building, easier quest production, and progression with scripting that the CK will bring, but really im preparing for the mess that will come at first lol.
  15. Think you may need to change your comparison value to 1. 0 would equal being alive and you want it to run on dead things. http://www.nexusmods.com/fallout4/mods/10532/? has a similar function, only its applied as a spell to NPCs and you would want to do this as an enchant to a weapon.
  16. ENCH and SPEL both use a MGEF reference for its effect so not sure what you mean by apply spell effects. Essentially the MGEF is the magic effect, and you use either a spell or object effect (SPEL/ENCH) to "cast" said magic. ENCH does more then visual effects, and is what you probably should be using.
  17. Armor does have a VMAD section that allows you to attach scripts to it, and from what it sounds like you're trying to do, scripts are going to be needed.
  18. http://mod.gib.me/fallout4/functions.html seems to be an ongoing list of events, console commands, and functions for FO4, could poke around and see if anything fits.
  19. Scripting is already possible (I have a few mods with edited scripts), but ya will be easier and more understood when the CK comes out.
  20. Thats what id go with, get a solid base going and then add to it. Overall awesome job man, cant wait to play with this when its done.
  21. Depends on who you are I suppose. The issue isnt the ease of porting it though, but permission from the mod author and if it uses any vanilla NV meshes or textures.
  22. Should find all you need to know in this post: http://forums.nexusmods.com/index.php?/topic/3759465-adding-music-with-fo4edit/
  23. We're lackin in the custom hats depatment period right now, awesome idea and hope to see something out of it.
  24. Something kinda like http://www.nexusmods.com/newvegas/mods/40161/? maybe?
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