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noahdvs

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Everything posted by noahdvs

  1. It's probably because the mod settlement items need a better nav mesh.
  2. It would have to be made a weapon that you must take out first. I'm not sure how that will work with the grenade hotkey or with NPCs, but I can try some things out.
  3. You could be using mod settlement items that don't have good nav meshes.
  4. SKE, SKI and SK all use SettlementKeywords.esm.
  5. Yet more BS from this guy saying Bethesda.net will be the only option, this time saying PC people will be the ones to make it so. You know what sucks just as much as people who try to shove politically correctness down other people's throats? People who take any opportunity they can to complain about PC people. Both talk a lot of BS, just on opposite sides of the spectrum. Where's the ignore button on this forum? You say there's no slavery. Not in vanilla, but you can hold people captive and force people to battle to the death in the Wasteland Workshop DLC. That's not slavery? I'm pretty sure gladiators were mostly slaves, fighting each other for their freedom.
  6. No offense, but I find it hilarious that you chose that title and a picture of a gun with that skin. To each his own though.
  7. Reminds me of the forums on computers in Megaton and Rivet City in FO3.
  8. It could be that giving the player more special points uses up the special points you can assign in the beginning of the game. To modify health per endurance point go to fAVDHealthStartEndMult [GMST:000E6EAC] under game settings.
  9. So, whatever the loudest of the two is what they will hear? So, it is better to make them the same then. They will hear both I think, but the loudest audible sound will grab the most attention.
  10. The gun makes a sound, the projectiles also make a sound so that enemies aren't oblivious to bullets that come near them if the shooter is using a suppressor or is standing too far away. The loudest audible sound for an NPC is the one that matters most. If you're using a silencer on a pistol, the projectile will matter the most. If you're not using a suppressor and you're in hearing range of enemies, the sound of the gun will draw the most attention.
  11. A bit of waveshaping distortion, compression, EQ and maybe creative use of convolution reverb could do it. Know of any good tutorials for Audacity to teach someone new to sound editing? No, but the principals you learn from any tutorial for any program should work almost anywhere. Look for tutorials for professional DAWs such as FL Studio, Ableton Live, Logic, Protools and Cubase. Join a music software forum and you might find a lot of useful tips. If you have FL Studio, the Image-Line forums are full of good stuff. Most of what I know I might have heard of from somewhere, but you're never good at this stuff until you do it enough times and/or just get lucky enough to find something that sounds cool. When you're learning, mashing buttons on the UI of an effects plugin never hurts. Sometimes the randomness of that approach will let you find something that sounds unique. Sometimes the software or gear you have access to matters, but most often it really doesn't, so try not to fall into the trap where you feel like you need everything. Just so you know, Audacity supports VST effects plugins. There are tons of free VST plugins out there and some of them are real jems.
  12. A bit of waveshaping distortion, compression, EQ and maybe creative use of convolution reverb could do it.
  13. I've been trying to make weapon sounds myself with no luck really as I'm a complete noob to sound editing in Audacity. What kinds of weapon sounds are you trying to make? Energy weapons or real guns? From scratch or from gun sounds you already have? I personally think the energy weapons sound good. Its the normal guns that I think need editing. 10mm pistol, hunting rifle, shotgun, combat rifle, etc. Pretty much what they lack in actual gun sounds. You're trying to make the vanilla gun sounds sound more realistic? That's not going to be an easy task. You might be better off trying to find real gun samples on the internet and processing those as needed. I have software that can remove background noise, so youtube demonstrations might be a good resource. Well more or less yes. Like I want to make the hunting rifle sound more like a boom and less of a bang. So more oomph, not necessarily more realistic?
  14. I've been trying to make weapon sounds myself with no luck really as I'm a complete noob to sound editing in Audacity. What kinds of weapon sounds are you trying to make? Energy weapons or real guns? From scratch or from gun sounds you already have? I personally think the energy weapons sound good. Its the normal guns that I think need editing. 10mm pistol, hunting rifle, shotgun, combat rifle, etc. Pretty much what they lack in actual gun sounds. You're trying to make the vanilla gun sounds sound more realistic? That's not going to be an easy task. You might be better off trying to find real gun samples on the internet and processing those as needed. I have software that can remove background noise, so youtube demonstrations might be a good resource.
  15. I've been trying to make weapon sounds myself with no luck really as I'm a complete noob to sound editing in Audacity. What kinds of weapon sounds are you trying to make? Energy weapons or real guns? From scratch or from gun sounds you already have?
  16. I'm an amateur audio engineer and I have some nice software. If anybody is in need of sound effects, ask me and maybe I can make something for you. Just so you know a little bit about what I'm capable of, I can make a propeller airplane out of an 808 cowbell, but I can't promise I'll be able to do everything.
  17. If you wanna complain about the game, there are already threads for that on Bethesda.net where Bethesda can read it if they want. I get you're upset and wanna share it with the world until they feel the same way, but you're off topic.
  18. Ah. I wasn't aware of that being a thing. I'm definitely interested, from how they explain it in the description. I'm still trying to get my head around everything at this point, but every fresh start has to build momentum. I just have a habit of wanting to fly before I can walk. XD Basically, there are a bunch of keys defined in \Data\hotkeys.ini and you can use an in game configuration item to bind an item in your inventory to a key. The bullet time mod gives you an aid item that toggles bullet time and uses up action points. You can assign the bullet time item to one of the hotkeys and use it just like an alternative to vats without using up one of your favorites slots. You could make a mod that allows you to toggle stealth in exactly the same way. If you use anything from the bullet time mod, make sure you ask for permission to use it first and even if you don't borrow anything, it would be polite to say you were inspired by it. Now, if you still want the effect to be attached to the mask, maybe you could attach a special keyword on the mask and have the stealth toggle item check to see if the mask is present by checking to see if the keyword is there, but I'm not experienced at all when it comes to stuff like that, so I could be talking BS.
  19. Setting FOV in the ini settings will make the FOV stay at 90, but not the viewmodel FOV. Maybe if you use an Autoexec.txt file to set the FOV, the viewmodel FOV will always be right? Put this in Fallout4Custom.ini (make one if you don't have it and always put your custom ini settings in here instead of fallout4.ini): sStartingConsoleCommand=bat AutoExecNext make AutoExec.txt in the \steamapps\common\Fallout4 folder and put the fov settings in just like you would do it in the console. Like this basically: fov 90
  20. I'm sure there are plenty of public domain or creative commons photos from the 50s and 60s on the internet.
  21. Don't try to reinvent something if you don't have to. You could make a mod that controls stealth like the bullet time mod. Instead of trying to make a hotkey, use FO4 Hotkeys for hotkeys.
  22. It could use melee animations or it could just be a hotkey function. Actually scoping in wouldn't need any new animations if it just made the player's screen go black before the scope view faded in. It might look a little funny, or it might not, but the blocking animation of some melee weapons could actually be used for the zoom in animation if the fade to black started at just the right time.
  23. I doubt it, but dual pistols would require single and left handed animations. I think we need 64 bit Havok tools to do that. Havok isn't sold to the public and I think it costs $40k to $120k.
  24. Revolvers have the bolt action flag. The weapons that have the bolt action flag (by default) also have animations associated with it such as the animation that makes the .44 look like a single action revolver. If you disable the flag, you disable the animation.
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