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humanindustry

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Everything posted by humanindustry

  1. Overwatch on B.Net. Not B.Net own by Blizzard, B.Net owned by Bethesda. Go Sue. Will that work? No because I tried to tell them about this BUT. I made the mistake of using WORDS! Words hurt there brain which is why you only get 185 char to speak with!!!! You need to think more like a caveman, or if you wanna go more simplistic, think like the mod thieves. Like Yur mod, bet site. thief bad, you sad? Or just write a ton theft reports in haiku form, then once you've gathered enough, make a book out of it and see how many copies you can sell...
  2. I think it's gonna be a hilarious clusterf***. Most clothing/armor mods are dependent on a bunch of different body mods/physics systems and you really need to pay attention to what mods work with what. Now imagine all the different mods being stolen and uploaded, probably without mentioning which skeleton/body mod/physics system that is required for each mod, ppl downloading them and all the bugs, glitches and ctd's that will occur for the gamers. Unless they fix their site before that which will totally happen along with world peace....
  3. This. If you're gonna do a brothel mod for fallout and don't include Fisto in it, it's simply not a fallout brothel mod :) Also, might as well have a few sexbots named Virginity Prime, Orgasmatron, Ass-a-tron, Mr. Handy (no need to change that name really...), Yes Man (same), Hardened Mr. Gutsy...
  4. Ok, I'm just really curious as to how a zombie apocalypse is more realistic than a post nuclear war one :)
  5. I too would like to see the raiders as a possible friendly faction (there's zero RP elements with factions in FO4 in its vanilla state), and a ton of tweaks to other factions as well. But I'd say a lot of this stuff is not gonna happen until the GECK comes out, and if someone is gonna do a mod this huge and time consuming, it would have be someone who really likes fixing up the raiders. (As in not me) That said, a bunch of raider decorations are already available through this mod: http://www.nexusmods.com/fallout4/mods/1478/? A few things you suggested will probably be available through separate mods down the line, (I might create a slave shop post-GECK and raider settlers pre-GECK if I have time for it, since I want them myself), but if you want the whole experience in one mod, then you simply have to hope that some good modder wants to spend the time it requires to do it all. Or, if you have a strong opinion on what the mod should include, this might be a good reason for you to start modding yourself ;)
  6. DDproductions have a few mods that makes a mob spawn when you throw a grenade, or fire a fatman, like this one: http://www.nexusmods.com/fallout4/mods/8432/? Haven't looked that much at that particular mod, but it's probably a good place to start as any.
  7. I prefer the second one, but that's largely because I prefer to have the floors sort of blending into the background of my settlements, and I'd probably be annoyed by the edges in the first pic if building larger floor areas.
  8. No one seems to have been able to add standalone face tattoos yet, tho I really wanna test it and see if that's possible as of now. Making them as replacers is really easy tho, could do that later today when I get back from work. Also, could add them as replacers for face paints as well, should be possible in theory at least
  9. It's possible, but it's also insanely boring to do (at least in my point of view) :) Anyway, if you hit up fo4edit, check the Constructible Object menu, pretty much everything that starts with "workshop_co_" is for settlements. And if you add a description in the DESC - Description field, it'll show up in game.
  10. When hardcore mode (and the GECK) comes out, I'm pretty sure someone will make a mod that forces the player to use the toilet (or some conveniently placed shrubbery) once in a while, it's too fun to not add in. Until then tho... Someone might do something with it, but seems probable that waiting for a mod like this makes sense.
  11. This is the kind of mod where waiting for the CK is probably for the best, editing specific world spaces in this manner at the moment is sort of complicated it seems :smile:
  12. Haven't bothered with the exact meaning of the prefixes since I've mainly used the npc's to create copies for my own mods so far, thus not editing any npc's from the fallout4 esm directly. Some seem to refer to locations or specific quests or factions. Enc might stand for encounter, but that's just a theory I got. But, took a quick look at the Leveled NPC entries (which defines which mobs spawns at which player level), and the npc's that the lists refer to have the prefix enc. Not sure if you've checked that list out, but it's a good way to see how the game throws enemies at you. Like, the list for normal mongrels is LCharViciousDog [LVLN:0007313E] in fo4edit, and links to mobs for level 1, 12, 20, 30 and so on. Sidenote: some of the naming conventions in this game makes me wanna strangle myself, and mongrels is one of the worst I've seen. Mongrels are sometimes referred to as vicious/wild/feral (etc) mongrels in some places, yet a lot of lists for them refer to them as vicious dogs instead. Then there's also the vicious raider dog, but at least they are consistent with naming those dogs "raider dogs" all the time
  13. Did you build it for "Unique Player CBBE Body" or "Unique Player CBBE NeverNude" in bodyslide? Since that's what changes your player body when using the unique player mod, while the normal CBBE body affects everyone else but not the PC then.
  14. Based on what I've seen from comparing and editing/creating different NPCs in fo4edit, there's probably some other way to do it, but I know this one works at least. You can edit unarmed damage for NPCs under PRPS - Properties. The property you want to edit (or add if it's not there for some reason) is UnarmedDamage [AVIF:000002DF] under Property - Actor Value. Then Value defines that bonus damage. A good example is to compare DN062_FeralGhoul04pink which is set to lvl 14 in fo4edit, which has an Unarmed Damage value of 5.000000 to DN062_FeralGhoul07pink which is lvl 52 and has a UD value of 75.000000 Also, I think their level matters as well, but not as much as the unarmed damage does for those mobs. You might wanna look at their health and resistances in Properties too while you're at it, the lvl 14 ghoul has 10 health while the lvl 52 one have 385.
  15. Do a search for "fallout 4 adult mods" and google should send you to the other site where this sort of topic probably have been discussed already, should be one of the top hits. These kind of mods are sort of their thing. As for the main topic, nothing I care for personally, but the thought of a mod like that for both genders which makes most npc's masturbate furiously more or less all the time at the most inappropriate situations did make me laugh. Like when you talk to Sturges the first time in Concord, imagine Preston "helping a settlement" in the background while Sturges gives you the details of the mission.... :D
  16. As chucksteel said, it's under furniture, FormID 0008674c. Don't think the value is defined by the script, since it seems to be the exact same one as for the settlement beds. But on other hand, there doesn't seem to be anything obvious that defines that limit, with the possible exception of one or both of the Properties. (The properties themselves, which can be found under Actor Value Information, doesn't seem to be editable in any meaningful way in fo4edit), or if it's defined in one of the unknown record flags which haven't been decrypted yet. So well.... good luck! :)
  17. If they don't release a Liberty Prime voice set for the robots, there will probably come a mod that adds it. I really need a LP voiced robot in my settlements... As far as the fight club files, there's both arena and CZ factions in the game files, and it's possible to create a fight club mod already in theory by just editing an esp. Had a mod like that as a WiP. Spawned the fighters by adding them as settlement decorations (meant you could place them easily and without having to mess around with the console commands or using scripts). But put it on the shelf due to a really annoying CTD bug if I didn't scrap the winning fighter afterwards and then saved and reloaded. But, the way 2 random unarmed fighters fought while I tested it actually surprised me, they had far more variation in their attacks than I'd anticipated or seen in game at that point. Ended up just spawning random fighters just because it was so fun to watch. And now when that DLC have been announced, it makes a lot more sense. Edit: and now I got rid of that bug, apparently the arena faction bug doesn't crash the came like the CZfaction does... :P not sure if there's any point in polishing and releasing that mod tho considering that the dlc will be a bit more advanced anyway.
  18. Feel sort of done with updating craftable dogs now, plus I got stuck in xcom and have too little spare time as it is. So might not start working on anything worthwhile for another week or two. That said, gonna get around and update/upload the tattoos I'm using And add the aliens to the settlement menu since why not? Haven't seen any mod that have added them yet. And possibly a robot defender with the Liberty Prime voice, some random, fun looking mesh and a really patriotic paintjob. (had plans for a more serious robot settlement mod before Bethesda announced their DLC) See if I can abuse some keywords to make some new furniture with some weird uses. Same with outfit studio, can do some weird things with non female meshes in that program... :)
  19. Yeah, waiting for the dlc's for a mod like this makes a lot of sense. Only problem is that HK's voice files can't be uploaded here without some issues with copyright, and the best part of HK at least for me is his voice (consider the ton of skins for HK 51/55 in TOR, most work but would fall flat without the voice). A mute HK would just be depressing.
  20. What about unarmed? IIRC you can block if you're unarmed (if you can't then just disregard this entire post) There exists an unarmed "weapon" in the game files, with some functions to it, haven't checked for a block one though.
  21. Barely use power armors myself, so haven't even tried out the frame you can buy in goodneighbour. But checket out the vanilla files and there seems to be 3 material files for the PA frame. And I'd start looking at the armor addon in fo4edit, and copy those as new records into a new esm to see which armors erc that refers to them. And a lot of mods use material swaps for armors (or npc's), so you probably have a few mods installed that you can check out how they handle the swaps. The main perk of using those is that you don't need to include a nif file in the mod, or a nif for each separate armor if you're doing a couple of reskins. It has situational uses, but have used it for both my mods as it was the fastest and cleanest solution in a few cases.
  22. Geckos weren't in vanilla Fallout 3- they were in Mart's Mutant Mod. I'd love to see sesom bring back the iguanas and for someone to rig up some radbunnies from the irradiated rabbit mesh on the pack brahmin. Since when were geckos not part of the vanilla FONV? If I remember correctly , the basic tutorial experience comes at the start of the game and helping Sunny Smiles to hunt ...Geckos. They were in New Vegas (and FO 2 as well), but not in Fallout 3. Their existence in NV was never disputed.
  23. Yes and no. The problem is that all power armors in the game, so far as I can tell, use the same appearance for the power armor frame. These armor pieces are just attached on top of it and you can see a lot of the frame through the gaps. The gloves (along with practically anything else you see that's grey rather than blue in this armor) are part of the frame and so aren't covered by this paint job. I can easily enough change the frame to have white gloves, but this would then change it for every suit of armor regardless of whether it's got the USMC paint job or not. If this is the only suit of power armor you intend on wearing, or if you don't mind swapping your mods around out of game when you change your armor in game I could certainly make a file for you that gives all power armor white gloves. I've asked around to see if anyone knows a better fix for this but I haven't found one yet. Haven't tried it myself for power armor frames, but theoretically by using fo4edit: adding a new power armor frame to a new esp by copying it from the main esm, then either putting it on a merchant or make it craftable, should be possible. After that add a new material swap in fo4edit which links to the retextured frame for that power armor frame.
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