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Omny

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Everything posted by Omny

  1. I tried that; it didn't work. If it was my drivers, wouldn't it be affecting more programs other than the creation kit? Everything else on my computer runs just fine. I'm at the end of my f***ing rope with this stupid program. I just want to make some mods and this stupid program is broken! I can't find anyone else online with the same problem I'm having and it's driving me insane! Isn't there ANYONE who can tell me what the f*** is going on?
  2. Title says it all: Remove the brain from the skulls of your human companions, stick them in a robobrain head, and turn them into an upgrade-able Automatron. Keep their human bodies fresh in a tank full of bio-gel in case you change your mind- but why would you want to pass up the chance to give Preston rocket launchers, or flamethrower hands to Piper? Also as long as I'm brainstorming (see what I did there?) Each companion's Robobrain casing would have appropriate headgear- MacCready's hat, Piper's cap, Deacon's sunglasses, etc.
  3. I tried both of those, reinstalling and verifying the cache both through steam and through the Bethesda launcher. No dice. I don't get it; it's like part of it is "cut off" or something.
  4. I just opened up the Creation Kit today and for some reason, the windows aren't working properly. The windows inside them that lists objects and categories are all squished and narrow, and trying to stretch them or expand them just makes them either disappear or get smaller and unusable. Here is what it looks like when I first boot it up (I've got Fallout 4 and Far Harbor loaded and nothing else) http://i.imgur.com/Y4TtzTU.png Here is what happens when I stretch out the rightmost edge of the Object Window. http://i.imgur.com/67AXHew.png And this is what happens when I try to stretch the leftmost menu window (the one that lists Actors, Items, and other categories). http://i.imgur.com/NaHHTIC.png Similar things occur with other windows, such as the Cell View window and Object View window. Can someone please, please, please help me? I just want to do one tiny edit and this is making the Creation Kit completely useless! It's never done this before.
  5. I just opened up the Creation Kit today and for some reason, the windows aren't working properly. The windows inside them that lists objects and categories are all squished and narrow, and trying to stretch them or expand them just makes them either disappear or get smaller and unusable. Here is what it looks like when I first boot it up (I've got Fallout 4 and Far Harbor loaded and nothing else) http://i.imgur.com/Y4TtzTU.png Here is what happens when I stretch out the rightmost edge of the Object Window. http://i.imgur.com/67AXHew.png And this is what happens when I try to stretch the leftmost menu window (the one that lists Actors, Items, and other categories). http://i.imgur.com/NaHHTIC.png Similar things occur with other windows, such as the Cell View window and Object View window. Can someone please, please, please help me? I just want to do one tiny edit and this is making the Creation Kit completely useless! It's never done this before.
  6. This is more of a suggestion for modding in general rather than an idea for a specific mod. I've seen a lot of mods out there that add new high-tech armors and weapons, but they look more like they belong in the Mass Effect or Halo universes rather than Fallout, with smooth, clean metal panels, hexagon grid patterns, and loads of blacks and grays. Not to mention mods that add modern-day clothes and tech. I know we have a "Not Lore-Friendly" category for such things, but what makes Fallout so unique is its use of both Post-Apocalyptia and Retro-Futurism. The Nuka Suit had the right idea, but that's just the exception that proves the rule. We need more retro stuff! Ray guns, bubble helmets, pointy shoulder pads, those floaty ring things around everyone's limbs you see on the Jetsons- all that kind of stuff. This sort of stuff is what made me fall in love with Fallout in the first place; we should embrace it. For ideas and inspiration, check these out: Retro-Futurism Googie Architecture Tumblog dedicated to Vintage Retro stuff
  7. New Update: I tried a couple more things: started a new profile, disabled all my plugins, and waiting 24 hours afterwards. Still got an invisible Supervisor White. Also, after going to Diamond City, I discovered that Percy (the Diamond City Surplus vendor) is the same! He's totally invisible, though my character still collides with him, I'm able to talk to him, and I can hear the sounds of his hover-jets if I stand near him. I can also target him in VATS (though not while directly facing him- I have to target another character in VATS first, then switch over to Percy). It's baffling. If none of my mods are affecting this, what else could it be?
  8. I've got a bunch of mods that affect Automatron specifically (Mr. Handy Make-A-Bot, Automatron Securitron, etc), as well as several other mods that change small things in general. Is it possible to merge at least some of these mods together into one big super-mod? I ask because I currently have nearly 70 plugins in my load order and want to see if I can lower that a bit. Would that make my game run better? Or would it be more trouble than it's worth?
  9. For some reason, Supervisor White in Graygarden is totally invisible, though I can still talk to her and bump into her. Using VATS on her causes the screen to zoom in on the ground (and I can't attack her), and sometimes it jumps to random areas as if she's teleporting. When I try to mod her via the Automatron workbench (with the Moddable Robot Settlers mod), I get stuck. The workbench still does its animations with the welding arms, but White isn't there and there's no menu for selecting what parts to add, nor can I exit it without reloading my previous save. What I've tried so far: Console commands. Disabling/enabling her, killing/ressurecting, and placeatme didn't do anything other than "moving" her closer (I.E. her voice sounded closer).FO4edit hasn't found any errors involved in Supervisor White's files, as far as I can tell (nothing's red, at least).Noclipping through the floor to see if she's simply stuck underground; she wasn't.Here's my load order. A couple of them are my own personal mods, but they aren't effecting it at all.
  10. Project Nevada was my very favorite must-have mod for New Vegas, especially for its totally customizable Primary Needs rates, loot rarity, and other stats that could be adjusted and configured. What I'd love to see for Fallout 4 is a Survival Mode that you can totally customize yourself via a menu, similar to that in Project Nevada. There are plenty of mods out there already that adjust various things in Survival mode, but they're all rigidly set. Here are some ideas on what can be adjusted: Saving (toggle quicksaves, manual saves, sleep saves, etc)Food Healing (whether or not food heals HP or just hunger)Fast Travel (you can only fast travel between settlements, or turn it off altogether)Item Rarity (Stimpaks, chems, ammo, different rarities of junk)SPECIAL bonuses (carryweight per Strength, HP/AP drain per Endurance, AP per Agility, etc)Leveling speedEnemy spawning (common and Legendary, as well as the amount spawned in areas)If there already exists a mod like this, let me know.
  11. Perhaps, but like I said, it doesn't have to be a straight-up actual blunderbuss- it could be a modified Flare Gun with a larger, flared barrel designed to hold shotgun shells, like some wastelander built it themselves and called it a blunderbuss. I mean, that's what a blunderbuss essentially is- a shotgun pistol.
  12. With Far Harbor on the way, we've got a bunch of mariner-type weapons, armor, and other stuff coming to us (I won't spoil!), so why not add to the theme with some pirate weapons? Here are a few ideas of what weapons to add as well as mods for them: -Cutlass (classic pirate sword! Mods: serrated blade, electrified/stun pack, spiked hilt guard for extra bash) -Blunderbuss (powerful single-shot shotgun pistol. Could be a modified version of the Flare Gun. Mods: duckfoot barrel, bigger flared barrel, faster reload, filigree decoration, axe-head/bayonet for extra bash) -Boarding Axe (Mods: curved blade for disarming, serrated blade, weighted head for extra bash) -Laser Blunderbuss (Basically a pistol version of the Laser Musket) -Pirate grenades (Similar to the Baseball grenade)
  13. I tried loading up my latest save in Fallout 4 after having not played it in a week. It started out fine with a regular loading screen as normal, but just as it finished loading... crash to desktop. I tried loading earlier saves. Crash to desktop. I tried starting a new save. Crash to desktop. I verified the game cache and disabled all my mods. Crash to desktop. From what I've gathered, other people have been having this problem too, and the 1.5 update is to blame. Is there a workaround, or at least a way to roll back to a previous version?
  14. The SkyUI mod for Skyrim had a very clever yet unobtrusive "active effects" add-on for the HUD, which showed little icons and duration meters for potions, poisons, spells, food, diseases, and so on. What I'd like to see is a similar mod for Fallout 4. Whenever you take chems, eat food, become Well Rested, turn on a Stealth Boy, or gain any other kind of temporary stat change, a small, appropriate icon appears on the top corners of the screen showing the effect and how long it lasts. In addition, it could also show small icons for current addictions and diseases (for survival mode), as well as flashing icons for any incoming damage types (a flashing blood-drop icon when you're bleeding, a lighting-bolt icon for being electrocuted, fire for being on fire, etc).
  15. I'm trying to edit melee weapon swing speed, actually.
  16. I just said I was looking for an official guide; something that's actually complete. I'm trying to edit weapons but the wiki has no info yet on weapons.
  17. I want to try my hand at some serious modding, but I'm hesitant to try anything in the new Creation Kit. I've got very basic modding skills using the GECK for Fallout New Vegas, but some of the new layouts and buttons and whatnot are still a mystery to me. Is there any kind of official help guide to the CK? I tried clicking on "Contents" under the "Help" menu, but it just sent me to the (largely unfinished) CK wiki. Why hasn't Bethesda released some kind of guide with it? They're the ones who made the damn thing; are we just supposed to figure it all out for ourselves? The old GECK wiki is years old, and it still has tons of incomplete pages and notes that basically say "we don't know what this thing does, oh well". Sorry if I sound bitter; I'm just frustrated trying to figure this out.
  18. Whenever I try to look at the weapon or armor meshes in the Creation Kit, I can't zoom in or anything. The moment I click on it, the mesh immediately snaps to a fixed, super-zoomed-out position and won't zoom in or pan or rotate or anything. I tried changing the preferences via right-clicking, but nothing seems to work. Can anyone help me?
  19. I've brought this up before in the past, but due to the limitations of FO4Edit, editing a melee weapon's swing speed to be faster/slower simply couldn't be done. But now that we have the GECK, a more versatile tool, it might be possible. I've personally attempted this myself: I tried making the Baseball Bat swing faster by selecting "FAST" under the "Melee Speed" drop-down menu in the Baseball Bat's weapon screen. However, after testing it in-game, it says "FAST" under the weapon stats, but it doesn't seem to effect how fast the Baseball Bat visibly swings (I tested it alongside the Combat Knife, a "Fast" weapon, to compare speed). I didn't test it on any actual enemies however, so it may just be visually slow while being functionally fast. I remember someone mentioning that the swing speed is reliant on the actual animation rather than a number, but I can't figure out how to edit that.
  20. Now that the GECK is out in open beta, is it possible to make melee weapons swing a little faster? Either by default, or by adding new mods to them (cork cores for bats, for example)? I tried tooling around in the GECK myself but it seems that simply selecting "FAST" under the "Melee Speed" drop-down doesn't cut it (the bat still swings at "Slow" speed in-game).
  21. I'm trying to make a mod to turn the Flare Gun into a more useful weapon in its own right, a la Team Fortress 2's flare gun. Trouble is, my skills with FO4Edit are rudimentary at best, and I was hoping to get some advice or tips from the people here. Here's what I've done thus far: I've copied the vanilla Flare Gun as a new record in my own separate mod, making it its own weapon, which I've renamed "Flare Pistol" for convenience. Then I changed the stats of this weapon (double crit damage, change damage type to Fire, increased fire damage, faster reload speed, fire effects on crits, etc). However, after testing it in-game, I can see I still have a way to go. I tried firing it at a couple people- when struck, they simply act as if shot by a regular bullet, rather than bursting into flames on hit (although they do burst into flames on critical hits as stated before), and if I miss and hit the ground or a wall, the flare lights up and starts spewing red smoke everywhere, which gets really annoying after a while. Plus I'm not 100% sure if it still summons the Minutemen or whatever the original flare gun does; I never used it myself. Anyway, my end goals are thus: -Make the Flare Gun a proper weapon in its own right -Increase damage -Increase projectile speed -Get rid of the smoke effects when hitting a wall, replace with a small fire burst -Make the projectile more visible (have it light up as it flies through the air) -Set people on fire when struck
  22. I have a piece of Chameleon armor as well as a few Stealth Boys under my belt, but one of the most annoying things about being invisible is trying to read the Pip-Boy. The white text against glaring bright green highlights is painful and sometimes even impossible to read, and the map is just one big eye-burning rectangle. Plus sometimes it bugs out and the Pip-Boy menu either doesn't show up or has this weird "broken" effect that makes it even more difficult to read. Is there a way to make the Pip-Boy look normal when invisible?
  23. I'm trying to edit the armor found in the MGS mod (specifically, I'm trying to separate the bionic arm from the Phantom Pain suit and making it a stand-alone cybernetic limb), but whenever I try to open up the armor's NIF file, Nifskope immediately crashes. I tried opening up a few other NIFs but they all crash too. A couple of them can open without trouble, but they don't have textures. NIFs from the vanilla game open up just fine. Before anyone asks, if I do get this to work, I am not going to post it on the Nexus; I don't want to get in trouble from Konami. This is purely for my own personal use and amusement.
  24. Every time you kill one of the Mechanists' robots, they drop a random robot part or mod, which made fighting them really exciting and rewarding. It was like an easter egg hunt! But the end of the Automatron quest "Restoring Order", all the robot mods become available. It was fun at first, but it's a little underwhelming. Other than for basic components, why would I want to hunt for rogue robots in the radiant quests? So I propose this mod: turn off the "all mods are now available" prize at the end of the questline. Maybe show a little checklist or something of all the part schematics we have yet to find so we can keep track, if that's possible.
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