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Everything posted by NorthWolf
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There are a bunch of nice mods on the front page so this kind of thing confuses me. I do kind of agree with other sentiments: are you really sure you remember how slowly mods came out for Skyrim? Or Fallout: New Vegas? Or Fallout 3? Or especially Oblivion? Also, it's annoying to maintain mods for a game that is constantly updating.
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HELP - Fallout 4 Third Person Issue
NorthWolf replied to remyrossy's topic in Fallout 4's Discussion
Sounds like a problem with you configuration files as opposed to mods. You could check if you have some odd FOV settings in Fallout4.ini or Fallout4Custom.ini. -
Help with controling lights via scripting
NorthWolf replied to Blacksage81's topic in Fallout 4's Creation Kit and Modders
Yeah, no worries. Thanks for sharing what you found out as well. -
Modding swf files for consoles.
NorthWolf replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
there I was, thinking something awfully bad has taken place. Thanks. :-) It's always the simple things that end up making problems, eh? Cheers, glad to hear it's working. -
You mention Fallout4.ini and Fallout4Prefs.ini but to my knowledge you should be adding those lines to Fallout4Custom.ini. Just follow the "How to Enable Fallout 4 Mods" section here.
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To be fair it looks a lot like a Sten and a Browning M1917 had a baby. A horrible, horrible baby. Anyway, if you're interested: it would be pretty easy if you spent some time learning FO4Edit to replace every assault rifle with one of the above mod weapons. You'd have to figure out what to do with references in the world and legendary variants obviously but if you knew what you were doing it might only take an hour or two.
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The mods you mention working are, to my knowledge, all completely contained within their esp/esm. So it seems like you're having trouble loading content. Might want to post your Fallout4Custom.ini so that we can rule that out. Also make sure it's in the right location: %userprofile%\Documents\my games\Fallout4
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Modding swf files for consoles.
NorthWolf replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
Just making sure here: did you remember to edit your ini again to enable mods after reinstalling? -
Help with controling lights via scripting
NorthWolf replied to Blacksage81's topic in Fallout 4's Creation Kit and Modders
Not sure if this will help, but the UFOCrashQuest (001870D0) has a case of a scripted layer change. Check stage 10's fragment: Alias_CrashStateEnabler.GetReference().DisableNoWait() Pretty sure that's the point where it toggles the layer state. The alias is for UFOCrashEnableRef (00187000). -
CK Help request - Reverting changes...?
NorthWolf replied to Dr69onS6mur6i's topic in Fallout 4's Creation Kit and Modders
I would really suggest getting familiar with FO4Edit. It's easy to make mistakes in the Creation Kit and end up with a mod that edits 50 things you didn't want to edit; something like FO4Edit will help you know exactly what your esm/esp modifies and will help you remove unwanted modifications easily. For something like a perk edit I would probably author the mod in the Creation Kit and then clean it in FO4Edit before using it. -
Modding swf files for consoles.
NorthWolf replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
Possibly the recent update? -
Calling for someone who knows how to script .swf
NorthWolf replied to Rorax's topic in Fallout 4's Creation Kit and Modders
I've worked professionally with ActionScript 3.0 and 2.0 but never Scaleform, so please keep in mind that this isn't from the viewpoint of somebody who is not experienced with the specific middleware involved here. As a note: I'm using JPEXS to get the scripts. In all of the SWF files I've been looking at, Bethesda seems to be using a variable called "BGSCodeObj" as an external interface (in other words: to communicate with the game engine). It seems pretty evident based on the contents of "LooksMenu.as" but you can get a more-or-less confirmation in "BGSExternalInterface.as," which seems to expect a "BGSCodeObj" to be passed as the first argument in "BGSExternalInterface.call(...)". I don't actually understand the purpose of BGSExternalInterface given you always have to pass the... well... interface object to it, but it explicitly calls its first parameter "BGSCodeObj" in the debug traces. Might have something to do with Scaleform that I do not understand. Point is: you do have an easy way to communicate with the game (big surprise, I know). What does this mean for your mod? It means that depending entirely on what's on the other end of BGSCodeObj, you might be able to do this... but... I'm dubious as to whether or not they'd bother putting a function in the external interface for this that actually interacts with the player's race given the assumption that they're human is a pretty solid one in this game. But hey: a lot of Fallout 4 is just layered onto Skyrim's engine, ergo there might actually be some sort of race specific functions available to you if they more-or-less lifted the looks menu from the Skyrim character creation. Personally I'm not sure how to find out what's on the other end of BGSCodeObj outside of reverse engineering the executable? If this is some Scaleform magic there might be some common getter functions you could throw at it to see if it reports its functions but otherwise it's pretty up in the air. Also, if you do make a custom LooksMenu.swf I don't see a reason why it would prevent console players from using it. TL;DR: There's an external interface in most (all?) of the Fallout 4 interface SWF files called "BGSCodeObj" that could be used to access functionality from the game engine. It seems unlikely they'll have the looks menu programmed to actually have race specific functions, but it may still be worth checking out. -
Weird "Shadow" Around Power Armor HUD
NorthWolf replied to Lazarus187's topic in Fallout 4's Discussion
The power armor HUD appearing even without the helmet on is actually vanilla behavior (for reasons unknown). It seems to me like you've gotten locked into a 5:4 aspect ratio (also for reasons unknown). I would suggest trying to delete your Fallout4.ini and Fallout4Custom.ini. Make backups before doing so. Try deleting Fallout4Prefs.ini if that doesn't work. Also make a backup before doing so. For reference, you can find those in: %userprofile%\Documents\my games\Fallout4 Let me know if that works. I'll do some more digging if it doesn't. -
It's just a guess as to why you would see such counter-intuitive behavior. You'd have to find somebody who actually knows what goes into graphical optimization to know if my suggestion has any merit.
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Weird "Shadow" Around Power Armor HUD
NorthWolf replied to Lazarus187's topic in Fallout 4's Discussion
That's quite strange. Did you have a 4:3 monitor previously? The shadowy stuff you're seeing there is part of the power armor HUD mesh, but your power armor HUD seems to be weirdly horizontally compressed for some reason which is why you're seeing the edges of it -- normally it's a more subtle vignette on the edges of the screen. Did you have any mods that modified the power armor HUD? -
The next Fallout will be Double Plus Good.
NorthWolf replied to Deleted4363562User's topic in Fallout 4's Discussion
Can't we just go the Final Fantasy route and have an option in the menus that allows you to have the entire conversation system automated? It's easy, you just have two options: "Auto-Paragon" and "Auto-Renegade". Maybe a third for popularity's sake: "Auto-Sarcasm". Maybe we can even implement auto-VATS. -
Not sure what makes this silly since the main point is that you can prevent Steam from auto-updating. The reason I emphasize launching through F4SE is because if you try to launch through Steam to, say, change your graphics settings using the splash screen, it'll auto-update on you and you're stuck on the latest version.
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I know why Kellogg is so mean and murderous
NorthWolf replied to UlfricsRevenge's topic in Fallout 4's Discussion
My working theory is that he never learned to calm down and take a breather. He was super cereal all the time. -
The problem could either be: 1. Your graphics drivers aren't really optimized to work with the low setting and thus the ultra setting is giving you better results due to optimization. OR, more likely... 2. Your testing methodology is flawed. It might seem like 5 hours should average out enough that comparing results will yield valid results, but unless you were taking virtually the same route every time you tested during those five hours it's not particularly meaningful. I would suggest finding an area that displays poor performance with godrays on the low setting. Do a quicksave and then start your test: walking 10-30 seconds in a straight line with autowalk. Then load the quicksave with godrays on ultra and try the same test. If you still get similar results then my only guess is that the above is the case.
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I know that by using script extenders something like this was trivial in Skyrim. If the built-in function has some weird smoothing function to it then you could just make a F4SE plugin that does whatever you want to the actor value without having to worry about the Papyrus functions tripping you up. As for your proposed implementation I can't think of a better one. I'd just hammer out the issues with modifying the speed multiplier.
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Resurrection - What happened?
NorthWolf replied to RussellCrowe4021's topic in Fallout 4's Discussion
Check his post history and you might start to form an idea of why. Also pay attention to the number of times he responds to anyone. -
Two things: 1. I wouldn't assume that there's no way to repair a "corrupt" save provided you can load the save. At that point the real question is figuring out what causes the problem. If deactivating all your mods suddenly enables you to enter that area then you know the source is a mod. Selectively enable mods until the game breaks again. Then you have the answer as to what's wrecking your game. If it's a problem that only exists in that one area regardless of mods then you might be able to fix the save by figuring out what specifically in that area is causing your crash, possibly by selectively disabling assets. That's not as easy... The problem usually comes down to this: if you have a modest amount of experience with using the console to hack up your game you can often manage this purely on intuition, especially if you have some experience modifying Bethesda games. Otherwise you're often times stuck trying to find out through FAQs and other sources what the possible problem is. So this may or may not really help you -- sometimes it take take two or three hours to figure out the problem, which is bad enough that it's just better at that point to start the game again when you're only two or three hours in. Sometimes you never figure it out. Whether or not taking the time investment to fix your save through the console is worth it is entirely a matter of personal opinion. 2. Due to the very nature of the game it's basically impossible to do what you're suggesting. Your save game does not hold the entire world. Your save game is more like a record of the changes you've made to the world. What you're asking for is something to detect a broken ESM/ESP or a broken combination of ESM/ESP files, something that Bethesda would no doubt implement if it was possible to do so in a reasonable fashion. But there's a reason Bethesda games are kind of notoriously buggy: there are just way too many potential interactions to predict what's going to break and what isn't. And when it is possible to predict what's going to break it's much better to, y'know... just patch out the problem in the first place. So someone might be able to do this in a trivial way, i.e. checking if a handful of known, common problems exist for your game, but it would be hard to do it in a meaningful way. TL;DR: Sometimes you can save your game using the console if your problem is common enough or you know enough about using the console to try to figure out the source of the problem on your own. Disabling/enabling mods might also save you from problems. The actual request you're making, however, is significantly more complicated than your realize and de facto impossible due to the nature of games like Fallout 4.
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Equip/UnEquipable PipBoy - Power Armor Pip UI Swap
NorthWolf replied to masoncravens's topic in Fallout 4's Mod Ideas
Yeah, it should be viable to do exactly that (the above post describes how to in technical terms that might not mean much if you're not accustom to modding). I'm going to see if any of my experience editing models in Fallout: New Vegas can carry me through to actually doing what Aether describes and post the results if I get any. Unfortunately my experience from F:NV was mostly just re-aligning iron sights on weapons in mods so there might be a whole lot of learning new tools ahead of me. -
Equip/UnEquipable PipBoy - Power Armor Pip UI Swap
NorthWolf replied to masoncravens's topic in Fallout 4's Mod Ideas
Yay. I can confirm that the PowerArmorPerk seems to be the primary token that Fallout 4 uses to determine the player state in regards to power armor. If your proposed implementation works then an actual working version of this mod should be entirely viable through the following: Modify ActionPipboyOpen in the idle animations to either have no logic on the powerArmorHUD node or to use "g_PowerArmorHUD" on the pipboyOpen node. The only step after that is to make sure the Pipboy (21b3b for reference) able to be unequipped (playable flag, I think?). You could even get "fancy" in the logic on ActionPipboyOpen and instead of having the powerArmorHUD check for the PowerArmorPerk you could have it check if the Pipboy is equipped, letting the player basically equip the Pipboy if they want to use the Pipboy menu. You would probably want to keep the HasPerk check, though, to make sure the system doesn't act strangely when you equip the Pipboy while in power armor. I've replicated the behavior I think you'd see without it -- it doesn't crash, but it removes the ability to see any of the UI menus, so it could get you locked in an annoying state. TL;DR: Should be viable now, I guess!