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jangofett890

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  1. I'm trying to get dialogue to reset in the game after a certain amount of time ingame (Whether it be from the wait function or roaming around the commonwealth) however if I attach a Script to said Quest controlling the dialogue that starts a GameTime timer to reset the stage to 10 from 20, (I am starting the timer from a function in the script that I am starting in dialogue fragments via kmyQuest) the Event never fires from either running around for a few minutes in game(I set up a debug notification), or waiting for the amount of time required for the timer to finish. I'm not sure what I am doing wrong? Or if I should do this an entirely different way.
  2. Thanks, I'll probably have to have it register because I'm doing it for a terminal, and turning it into a broken one, I'm looking at the wiki for destructible objects and it seems like it only uses models and activators, which a working terminal is obviously not just a model.
  3. So I'm trying to make it so when you shoot at an object a few times it explodes and replaces itself with a different object, however the OnHit event never fires when I shoot at it. My code Scriptname MQNS_OnHit extends ObjectReference ObjectReference Property AltMe Auto Int Property TimesHit Auto ObjectReference Property ToDisable Auto Const event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, \ bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial) TimesHit += 1 debug.notification("I'm hit! " + TimesHit + " Times!") if TimesHit == 5 ToDisable.disable() AltMe.Enable() endif EndEvent The debug.notification never apears so I can only assume that the event is never firing. I do have a mod enabled that may be causing it but I am not sure called Weapons of Fate http://www.nexusmods.com/fallout4/mods/12986/? The only reason I think that might be causing it is because it messes with the bullet physics and such. P.S I am unsure how to make an explosion effect (And sound?) appear and that information would also be helpful
  4. Are there any games that are really close gameplay wise to Fallout 3/NV and the elder scrolls? Every one I ask says things like the witcher or mass effect series but those don't have what I'm looking for. I'm looking for a game where you create your own character you can play in first or third person, and the game's story is NOT concrete(Like in fallout 4 where you cannot make a real character because he is already made for you, like in Mass Effect and the Witcher) and there is an open world. Why is it that bethesda games are the only games that seem to have this kind of gameplay? Where the story isn't linear and you can be anyone you want to be, unlike in every other RPG where you are confined to what the writers had in mind for the character. In Fallout 3 you could be an evil asshole and side with the enclave, blow up megaton, and sell kids to slavers. In Skyrim you could join the dark brotherhood and the theives guild and steal and murder to your hearts content, no other RPG games let you be the bad guy, and disappointingly Fallout 4 falls under that category where there is way too much focus on who the player already is instead of what the player can become. TL;DR What are games like Skyrim and Fallout 3 that let you make your own character physically and story wise.
  5. With Skyrim I had tons of mods with loose files it booted in less than a minute, only Fallout 4 is giving me this problem. I recently uninstalled a bunch of mods, and checked over what I had and reinstalled stuff to newer versions, and I still get this problem. Uninstalling ENBoost doesn't work either.
  6. I don't think this has anything to do with the mods them self, more over the new Bethesda net mods system. With the new system it took longer to boot, but now it takes up to 5 minutes to start the game and get into the menus. The actual game runs fine, but it just takes forever to start the game, and sometimes with enough mods the game crashes with the logo, which should no longer happen because of how the Plugins are loaded in game now (The main menu upon loading a save I believe), so the only way this could happen is with the new system. Does anyone know how I could fix this?
  7. What I do is resize it to be as thin as possible and put it between the world viewer and item list. It doesn't get in your way that way
  8. Well I feel like I'd like your mod if it was like NewVegas rather than fallout 3, from what you're telling me it seems interesting. I've never really played mass effect or the Witcher or Deus Ex series because they have an established character, and I like to create my own, and have a reflection of myself, or role play as that character. It's extremely difficult to do that in games when the protagonist or whoever you are playing as has a huge back story. And largely due to this is why I think there inevitably will be less mods for fo4 than the tes series and previous fallout games as you have less control over who you are in the game. However even though I've not read your story you are creating, over 400 pages of a script is an effort of love and i feel like I'd offend you if I didn't at least try your modmod, or just outright say it was bad without playing it. Edit: also thanks for the link, will help alot in my mods.
  9. Where's the download located? And by script I mean like a stage script not papyrus script. I write about the lore of a location what it looks like and how it feels then I create the area. But according to Danneyo you wrote those ahead of time before the CK came out which makes a lot of sense. I had over 400 pages of dialogue and all of my pre-production planned out and finished months ago. Half my stuff is already voice acted... Right now I am just waiting for the other half of those voice actors while I spend my time working in the Creation Kit creating all this stuff so the mod actually functions. I planned very far ahead, and even with all that planning, 1 month and 10 days isn't even near enough time for me to release a quest mod on the Nexus. You can't start blaming anything on quest mods not being released until you actually first give them time to be released... If 3 or 4 more months pass and stuff isn't getting uploaded, then we can actually have a conversation about it. That time has not come. I personally am far more excited about modding with player character dialogue, and I find the 4 option dialogue to be much more natural for the style of writing I personally do. As far as the link, I honestly don't keep track of all those links I have... If I had it handy I would give it to you, but I don't. 400 pages? Are you making a new project Brazil or something? That's amazing, best to luck to you with that. Also where do you find voice actors, I have a few people I know willing to act but only 2 of them can do good voice acting. And certainly the 4 dialogue choices can make things easier or harder, and even challenge the modder to have their dialogue fit naturally in this perspective, and about the whole list of voiced dialogue I only asked because "fallout 4 protagonist list of dialogue" doesn't return anything besides news articles about the protagonist being voiced.
  10. Well you have to be more specific than that. Do you need models for new armor pieces and or new textures for the new guns. And for the followers do you even know how to use the CK yet? (no offense just making sure)
  11. Where's the download located? And by script I mean like a stage script not papyrus script. I write about the lore of a location what it looks like and how it feels then I create the area. But according to Danneyo you wrote those ahead of time before the CK came out which makes alot of sense. well an example of this would be having ultimate follower overhaul installed and having Serena as an companion, you have the basic talk, dismiss, command, inventory, train, ask them to blood tip arrows, and talk about your current situation. I liked this compared to having to open up menus like you do in fo4, the list (on pc anyways) is alot more clean and faster than a 4 selection command/chat window.
  12. Well duh we can use different scenes, and actions in phases and such to circumvent this however, in Skyrim it was much easier to just have a list of choices rather than submenu after submenu. Also for the voiced protagonist silencer it just makes the camera scenes weird for me, as it appears I am watching a conversation between two people other than me and someone else (like in skyrim) but with the silencer on its like I'm watching a guy talking to himself. However in a first person view and even an over the shoulder camera view looking at the actor its more natural, and I'm unaware of a mod that does this with the camera in dialogue otherwise I would use a silence protagonist mod. Also for more mods that have clips of the protagonist dialogue it would really help if there was a modders resource or wiki of all common lines spoken and where the voice file is stored for that line. I realise this is a really old complaint however, it's still valid, it's not like Bethesda has released an official "patch" for what I described. You make your locations first? Huh. I'd think a script of events and player Npc dialogue would come first, then modify the world so you know what you need first, but to each their own
  13. I blame A. A voiced protagonist, this makes quest mods a pain to play due to the awkward scilence between the NPC talking and you pretending to talk with only body motions. B. The four forced dialogue options, you have to have 4 at a time no more no less, granted you can have less then four but that leads to a blank option the player can choose still even though nothing is programed for that option. C. It doesn't feel like as much as a RPG as bethesdas past games, including Skyrim and fo3 (even though to some people they think Skyrim was as bad as fo4)
  14. No but there's mods that remove the save restrictions, which I believe is the only other difference between legendary and survival mode
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