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Ekayne

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Everything posted by Ekayne

  1. Okay, this kinda thing has been asked for, and I looked into it, and the way it's set up seems like a Molerat's nest to me. I WANT! so bad to do some new voices for robots. and I found some of the locations where the existing voices are, the whole thing is managed by quests, which of course is how dialogues work, but they use the same dialogue over and over again with some conditional to change which voice is being used. But there's a problem because it doesn't seem to be letting me overwrite existing audio or make new categories or conditionals of audio. I'm not seeing how to get alll the way to point B from A. I'm an easily discouraged N00b, so it's no surprise that I gave up on this project. but I still want to, which is why if a Superior in training Modder is willing to figure this whole thing out, and either be the guy who puts my Voices in game, or otherwise shows/makes somthing that makes this thing which is over my head easier than it seems to me to be, I would be groveling at your feet. and you'd be helping to refill requests that have happened time and time again on these forums. Thank you for your time, -Stay Alive Out There.-
  2. are you playing with limitless survival activations mod? I don't think rule breaker is set to deal with that, so as stupid as it sounds, even if you aren't try turning hunger to on and tell me what happens? (you got a tape worm...Cook your deathclaw meat better :P)
  3. I think I found it, but I still don't understand anything about what's going on. :sad: I found where voice files can be added, but I think I need to change a bunch of settings or make lists or somthing and as per usual, nothing I want to do is straight foward. Grrr....I'm severely disheartened......I'll try again soonish, but I might give up :-/
  4. Alright there, you smartass :P Have a good one. haha
  5. Sombody call a Vet, because those puppies are SIIICK! Sadly, No. I'm a CK pleb, but I've needed something worthwhile to learn how to script for. if it works at all how I think this does, I'd totally try this. PM me if you want to Collaborate on this firing range thing.
  6. Yes. I was aware of the post processing necessity. I have the capability and know how to make my voice sound robotic. and I'm familiar with file structures, but my greater point is how do I set it up so that I can build the voice as a robotic Omod, and make it connect to all the necessary quests and scripts and such so that you build the "Ekayne's Robot voice" and it starts talking like me within the default automaton system that's already in place? I haven't yet figured it out, and I haven't found any mods that I've yet been able to cannibalize to understand how new voices are made. Surely it's not as easy as making a file with a bunch of named sound bytes and dropping it in the data folder. and even if I make a voice type that ties to that Via an ESP, I don't understand/follow the connection to make the Voice type tie through the chain to make the Omod work. or is really as simple as making the Omod chained through to the voice type and making a file that the voice type corresponds to? Or has it been that simple and I'm way over complicating this? From the way I view the thing, (I'm wrong maybe?) in order to add a new voice i need to go into the quests and make a new entry/property in the script labeled "Alias Manager" so that when the dialogue quest triggers, and does the "This unit is in factory default mode spiel" it hits on the conditional that both recognizes and uses my new voice type? Thank you for spending your time trying to help me. I really appreciate it.
  7. coils which need energy there boss....I mean, I would consider it an energy weapon because it needs a battery to shoot....but that's why I asked, yeahhh.....
  8. I was working on figuring out how the voices work for automaton. I have an idea how it operates, but it seems a bit...unclear. actually adding the voice should just be data entry, but I'm not sure where to actually add the voice. (Crafting recipie-OMOD-enchantment-magical effect- script-Quest) is the progression I found, going <- thattaway the quests are the last lead I had before I had no idea what was going on and how it worked. where do I go to put my voice in? has anyone actually figured out how to do this? Does the alias manager quest need to be edited in some way? I'm totally lost....please help?
  9. A medical overhaul type thing....it's going to use few scripts because I don't script. but It's beta-y and needs testers. it's up on the nexus but I'm trying to slowly add new features and make existing features better...maybe a partner or a team... http://www.nexusmods.com/fallout4/mods/14275/? I was just trying to make new automaton voices, but I am a total CK Pleb...I think I found how to do it, but it seems damn hard.... I'm going to be making a page asking if anyone else has done it and or could make a tutorial because I want to, but I'm totally lost.
  10. that seems beyond my ability... Maybe this will get it? Dunno sorry. http://www.nexusmods.com/fallout4/mods/14244/?
  11. I think I could potentially do this...is Gaussian stuff okay? because then I could just make the laser weapons shoot Gauss projectiles? or do I have to kill the Gauss Cannon too? PM me if you want me to follow up on this mod.
  12. If you put the files up in a compressed archive (.rar/7z) on the nexus with the tag "Modder's Resource" that'd probably be the best first step. say something in the description about how you want yourself to be represented in the mod the other MA's make, like "please credit me if you use my models" or whatever and then you might be good to go, Though I don't know if it will happen, I have no experience in this kind of thing. I hope this advice helps, and welcome to the community.
  13. http://www.nexusmods.com/fallout4/mods/14484/? Liiiiiiik Dis?
  14. https://www.youtube.com/watch?v=cRZydIsW-1w&feature=youtu.be Here's a toutorial to build a in game weapon mod to make that dream a reality. good luck.
  15. I only know how to half-ass mods. so, I can try this, make a chem station utility something that lets you craft it, or maybe tuck it into Crickets inventory. When it really comes down to it, if you want custom art, you're gonna have to make it yourself. and I'm not even certain what the steps are to build a functional sticky grenade, so that's gonna take time. so I'll try to meet you in the middle. Sticky grenade, no new art, and you can use one of the plasma recolor mods like: http://www.nexusmods.com/fallout4/mods/2977/? to make it blue PM me if you're interested in me trying my hand at a sticky grenade
  16. http://www.nexusmods.com/fallout4/mods/14275/? Phase one is complete! I'll make a stimpack nerf and or stimpack and or Rad away infection rate type thing next. and upload a separate ESP. since radiation is all to deal with stuff in the marrow of the bones, what do you all think about limb and torso damage from rad away? actually... discuss it on my mod page thingy please.
  17. Try this? http://www.nexusmods.com/fallout4/mods/13054/?
  18. Good stuff ladies and gents! thanks for the replies! I like the idea of stimpacks having a chance to be dirty, so I'll look into making some diseases using the addiction system. like a 1-3% chance that vanilla stims give a random "Addiction" that is curable by antibiotics. I'll see if I can adjust that chance due to medical skill, that way it starts at like 5% and weans to near 0% at medicine 4 I Reaally like the idea of the Stims having diminishing returns, and the idea that they're meant to only temporarily keep you alive. all in all, I think they should still heal some amount of health, and hopefully I can figure a way to set it up so that higher medic skill gives more actual health in the long run. Allow me to take a moment and direct the conversation, does Rad Away need some similar TLC? Disease, and or a visual effect to recommend against it's use in combat? and if I figure out the "Dirty Drug" thing should I take the time to make other injectables have a chance to be dirty/infectious? and If I'm feeling particularly ambitious, should I make a Blood type thing as related to my medical overhaul? With the Blood type thing, I have no idea how to actually implement it, but my knee jerk reaction is to make a consumable that models the average likelihood of each section of blood-type by way of addiction, an addiction that won't show on the pipboy, and has no effects (I hope) then a second consumable will with a script (which I've never written script in my life) will detect the addictions you and come back with a window saying "You are BLOOD TYPE X" So for example the PC starts as AB+ and can receive any blood. but for added challenge there's a chem that you can pick up that will set your blood type to a random, based on real world chances. this would use real world blood type logic, like an A+ can receive O+ O- A+ or A- without negative effect. my plan is to look into the leveled lists and just add the different blood packs in equal chance, (As this is easy) even though that's probably not the most realistic of circumstances... the Blood would probably have to be Nerfed relative to the Stimpacks, but I don't know...We'll cross that bridge when we get to it? I'm going to work on the surgery kits and stuff first. I'll post here when those are done, my other point is that I've never set up an NMM fileset thing where you have tick boxes and stuff...I wanna look like a professional and have those, and set up so that my different features can be changed up Via it, but I want to know how much of a priority that really is, and if I should release these files separately or as all one thing? in the wise words of our favorite protagonist, "Your thoughts?" Edit: Dirty Drugs seem to be at least 50% easier to make than I thought. thanks to harcore mode's HC_DiseaseRisk Keyword. I'll probably release the dirty stims file along with my med-kit mod and we'll see what comes next
  19. This isn't a request so much as a "This is what I plan to do, talk about it please" So, as I was working on a mod, I had an idea for a slight medical overhaul, particularly for a hardcore game, but more role-play oriented. it seems... silly to me that the sole survivor would operate without re-usable medical supplies. by that I mean that If I personally was going out into the nuclear wastes, I wouldn't trust there to be a bottomless supply of the medical miracle that is stimpacks. I would have slower, more natural methods, like needle and thread, since Stims probably cause cancer in the long run, as if the radiation and asbestos lined suit wasn't enough. Enter the surgery kit! a portable, reusable way for a budding survivor to make sure that he's looking forward to better days. with a massively slow, but ultimately superior healing ability to the one time use of stimpacks, it's what you'll end up using in this new world without doctors! I figure that I'm going to set it up so the slow long heal is actually interrupted by combat. after all, if you do strenuous activity you'll rip out your stitches/open old wounds. I figure I could make a few versions that are sterilized in various ways. done at a chem bench. right now I'm thinking Fire sterilized, nuclear sterilized and Chemically sterilized. I'd like to just chat about what all kinds of medical things you would want to see in game, Personally I'd like to see some core changes, like diseases and wounds that slowly work toward killing you, but that's the kind of thing I'd have to learn about, and learning makes for slow mod making.
  20. Business trip has delayed my production on this mod. regrettably I don't think I'm likely to finish it. so it's open for grabs again.
  21. 1.http://www.nexusmods.com/fallout4/mods/11088/? 2. http://www.nexusmods.com/fallout4/mods/8838/? 6 and 8 could use some amount of clarification.
  22. my laptop just lifted six inches off my lap while looking at that... XD
  23. look in the comments. It seems to indicate the voice is added in post processing of the video... "no sound effect while talking? posted @ 13:33, 5 Mar 2016 Reply membermutonhed0 kudos61 posts If you want a voice effect, there is a mod that gives your character constant power armor voice without the power armor, for characters who always wear masks. It replaces the voice entirely though so if you plan to keep the helmet on, then Power Armor Voice Effect by Lolzman1325 is what you will want. So..... yeah... and the mod he chats about isn't anywhere near as robotic as you want it to be. sorry to be the bringer of bad news
  24. this looks like a mod I could do, shoot me a PM to remind me I agreed to this and I'll take a look to see what I can do.
  25. PM me with specific ideas, I don't tend to make stuff until I've pre-approved the project and someone PM's me. otherwise I tend to just assume they'll be the ones doing it. so...PM me if you aren't gonna do it.
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