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Everything posted by lilkandeekid
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Why Already Trying to Make Mods?
lilkandeekid replied to legobrick100's topic in Fallout 4's Discussion
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". -
I have questions regarding texture replacing!
lilkandeekid replied to TippingChair's topic in Fallout 4's Discussion
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. -
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.
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DEF_INV and related mods gone, author no longer on site!?
lilkandeekid replied to JuzoXX's topic in Fallout 4's Discussion
Yes http://forums.nexusmods.com/index.php?/topic/3864560-really-confused/ -
Its out http://www.nexusmods.com/fallout4/mods/10597/?
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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.
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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.
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Hoping about modders transfer their creations to GECK
lilkandeekid replied to Starch's topic in Fallout 4's Discussion
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. -
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.
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FO4Edit: Equip an item to spawn NPC's?
lilkandeekid replied to Thuggysmurf's topic in Fallout 4's Creation Kit and Modders
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. -
How to check the current camera?
lilkandeekid replied to LinuX123's topic in Fallout 4's Creation Kit and Modders
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. -
Mobile Truck Base for Fallout 4
lilkandeekid replied to dantetaltos's topic in Fallout 4's Mod Ideas
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. -
[WIP] Build your own real vault
lilkandeekid replied to DarthWayne's topic in Fallout 4's Discussion
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. -
Mobile Truck Base for Fallout 4
lilkandeekid replied to dantetaltos's topic in Fallout 4's Mod Ideas
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. -
Should find all you need to know in this post: http://forums.nexusmods.com/index.php?/topic/3759465-adding-music-with-fo4edit/
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We're lackin in the custom hats depatment period right now, awesome idea and hope to see something out of it.
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[WIP/Tool] HKXPack - extract .hkx files
lilkandeekid replied to DexesTTP's topic in Fallout 4's Discussion
Awesome, really excited to see this :) -
Mobile Truck Base for Fallout 4
lilkandeekid replied to dantetaltos's topic in Fallout 4's Mod Ideas
Something kinda like http://www.nexusmods.com/newvegas/mods/40161/? maybe?