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Macnspam

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Everything posted by Macnspam

  1. I really like RT shadows a lot for the accuracy and all that, (not that it makes a huge difference in practicality but if I pay for the RTX card I'll use the damn thing) but has anyone ever noticed that the perimeters of bases and I guess the ground inside of bases will be completely dark? Like a huge square of shadow on the ground around the base even in broad daylight? Turning off RT shadows resolves that issue and makes shadows show up like normal. I just have no idea what could be causing this. Any ideas? Or maybe ideas for a mod that could fix that?
  2. AmmoTweaks 2.0 has an interesting-sounding critical hit effects system that may work well as a way to inflict bleeding conditions, so hey; maybe WARS will end up with bleeding/bandages/etc. As far as an ETA goes... please see the FAQ in the second post. Oh right, the config file with a customisable equation in it; thanks. I remember seeing that now. Theoretically if one were to assign Durability and Condition values to items in the same manner it would allow for a workable armor durability system without too much of a headache. Especially if you used the armor material as a basis for how much to assign to each. You could just do a blanket injection of those values and it wouldn't require editing individual records. Plus no conflicts.
  3. Yeah DTF is actually super good. And the best bit is it dynamically assigns DT values to EVERY SINGLE ARMOR PIECE. Even modded ones. YOu can use the default setting which kinda just spitballs DT values on gear or you can create your own. The game implements the values and the threshold system within the engine so it blends right in. No muss no fuss. And the best bit is you can just remove the mod and it doesn't get baked into your save file. Honestly if something like THAT is possible, a durability system doesn't sound so far fetched.. Just give the non-power armor pieces across the game a flat Heath value and set it so that a portion of the damage you take is absorbed into armor Health instead of YOUR health. Bada bing bada boom, all normal armor pieces function like power armor pieces and need to be repaired every so often (and can be found in varying condition in the wild). Maybe you could go all the way and make the armor look broken if you felt like it, but why not make a script that unequips the pieces and places them into your inventory with a new name or tag that is a "broken" variant of the piece that you have to craft at a bench to remove? Horizon sortof already does this. Minus the actual item breaking while it's equipped. Heck, I think 76 just unequips the things that are broken. Not even a broken item mesh swap or anything. It just unequips until you repair the item in question. Seems feasible to implement something like that into 4.
  4. So, after uninstalling every single mod related to explosion modifications, fire, smoke, anything. I have a problem where exactly 1/3 of a mushroom cloud (with no other particles, lens flares, or anything) is all I get out of a car explosion. I am at a loss for what could be causing this, and by comparison the explosions in FO76 look better than this. Which is really annoying. Anyone got an idea what to do? Or where to look to see if the textures are missing? Thanks in advance.
  5. There are a number of things I wish BGS hadn't ditched/simplified in the move from FO3/FNV to FO4, and weapon/armour durability is one of them. In FO4, power armour pieces and regular armour pieces use the same Armor records, and these records include a "Health" value that determines the base durability of a piece of power armour. It's obviously not used for regular armour, and as usual with this sort of thing, the question is how hard-coded it is that the durability is only used for power armour. Personally I have no idea to what extent the Health value is actually hooked up to anything when it comes to regular armour. I imagine this hasn't been done yet (as far as I know) because it would require a lot of work and a lot of specialised knowledge. Off the top of my head, you'd need: - A way to store the current/max condition on individual armour references. (I.e. instances.) - Ways to calculate damage to armour condition based on different damage types. - Ways to stop damage to armour condition from potentially doing something weird to NPCs that may have invisible "armour" (like creatures). - UI changes and additions to show armour condition in the HUD, Pip-Boy and whatever else. - A bunch of other stuff I'm sure. It's just a whole bunch of difficult work. I'm sure it can be done; it'd just require F4SE plugins and UI work and whatnot. This kinda makes me think that with the advent of Ammo Tweaks 2.0, maybe something could be done for armor using what Isathar's made. Maybe the Ammo Tweaks framework could be used to actually manage things like armor health and what it does upon breaking. Especially since weapons plain didn't have anything to do that sort of thing before he made the framework for it. I think that's massive as far as potential goes. I'm excited to see where the future of modding this game and Fallout 5 goes. :D
  6. Hmmm Antistar, you've been on the modding scene for a while. So I gotta ask: Why doesn't anyone ever try and make a durability system for normal armor pieces in the game based on the Power Armor durability and repair system already in place? Is it an engine limitation? Wouldn't it be more realistic that the shabby 200 year old piece of metal you put over your chest has a limited number of bullets you can riddle it with before it unequips itself from your body (with 0/however much hp) and has to be repaired? It does sound like a lot of work, but with scripts couldn't people just take armor types and dynamically assign values to them based on that and let the game engine handle it from there? It does seem tedious with so many items in the game, but it'd really open the door up for all sorts of interesting survival mods... Just curious.
  7. Anyone know of a good enb that gives the bloom effect that fallout 76 has? The wide anamorphic bloom?
  8. https://www.nexusmods.com/fallout4/mods/39888 There's this... o_o
  9. See? Who says modding can't be kick-ass educational? But I digress. By the time I got around to doing what you just said myself, the new version will be out. OTL
  10. Being completely honest, I had no clue that someone had actually done that! I'm now eager to try it out. Think it'll work alongside LevelUpMenuEX?
  11. If you had even played the game you'd know that the battle royale thing (Like fornite) is a MODE of the game, and does not represent the entire game, but rather only the PVP aspect of it. It's entirely possible to avoid all PVP content and enjoy the game. Don't speculate on things you've only read about and pass it off to people like it's truth.
  12. Thanks so much for your timely updates! Without you the modding scene would be far less incredible! Truly, thank you!
  13. I wonder if Isathar has plans to release the dynamic CND part of Ammo tweaks as a separate mod. :O I love the alt firing mode and other features that're being worked on for sure. I'm just bothered by Fallout 4's systems after playing FO76 and having to maintain my weps lol. But here I am sounding like an impatient ass. (Lovely work on your mod by the way antistar, this is a huuuuuuuuge deal and I'm very excited to see WARS and PEACE come out!)
  14. Well, yea but that (at least to me) removes the feeling of progression from the game since levels will, essentially, take the same (if not less) effort to get for each one. Like, for instance, if any other RPG was made with the idea of "Lets keep all the damage numbers on weapons static and enemies never get any stronger" and "we'll give the player perks every level and thereby make the game progressively more trivial as things get higher level" it wouldn't be a very fun RPG, would it? I dunno. Just my opinion I guess. Removing the scaling on npc's is the easy way out I suppose, but it just makes fallout into every other generic shooter game with unlockable abilities in it. The progression aspect is what makes it unique. Overcoming adversity and all that. Idk. The jourmey. But, if it's possible to make a wep damage scaling mod, or implement some kind of scripted "Item level" system, it'd be a really fun take on the Fallout universe. Any other modders with some insight into this?
  15. Sorry for a double post. I didn't realize I'd forgotten to talk about my other largest pet peeve about FO4 in my other post... I know that the CND system was kindof a hit or miss for some people, but I've always felt like the problem in FO4 is that there's too many guns and not enough reason to be worried about anything when adventuring aside from running out of carry weight. Sure, the food and water system in Survival mode keeps people consuming resources, but when you have dozens and dozens of settlements all producing excess food and water or you craft a metric ton of steaks it just trivializes the entire point of it being a "survival mode". I only ever really felt challenged by the beginning of the game! I guess what I'm getting at is, I've tried alot of "hardcore" survival mods and pretty much felt like the only challenge that was provided was your HP regeneration was nonexistent and your defense stat meant nothing as you died in exactly one shot to the arm. But none of them ever really create difficulty in resource management such as how (Dare I say it) Fallout 76 does by making things spoil, making things break, and requiring your junk to be put to use mending those broken things. I guess it's an extremely complex system and incredibly difficult to input into the game, so I apologize in advance if I've upset anyone. That said, I was wondering if it's even POSSIBLE to make a durability/CND system for items, weapons, and armor in the game or not. Like, for Power Armor, each piece has an HP value on it upon which running out, it breaks and is replaced with a broken version in your inventory... could that system be replicated onto, say, food to make it spoil as it takes damage over time? Could it be used to make weapons break after exactly XXXXHP worth of shots have been fired? Any insights into this would be really great to hear about!
  16. So, since FO4 is plagued by the whole "Enemies can scale infinitely but your weapons can't" problem, is it not possible to just add non-skilltree based perks to the game that scale off the player's level? Like, just by adding a certain percentage of the gun damage of the weapon you're holding as a flat bonus each level? I saw this one mod that tried to do that, but it was in Chinese and it didn't work. It added something like a flat 2% damage per level to your damage dealt/the base gun damage or something per level which was like +100% at level 50. I mean, theoretically it'd counter the infinite enemy scaling issue right? I know, it seems like a silly way to fix the issue when you can just go back through and ensure enemies literally never level up or gain HP, but I always thought RPGs were about growth in an upward direction stat-wise rather than just lateral growth by picking up a slightly better gun to use. And frankly, I'm not sure I see anyone going and making a Borderlands-esque system for this game and adding in level requirements/scaling for everything. If anyone understands what I mean and thinks it'd be something feasible, I for one would love to see it make its way into the game...
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