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Testudini

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  1. Nope, far from it! However, I have run into some serious issues which I'll be detailing below. ISSUES 1. I was really sick from July to September. As in, I could barely get out of my bed sick, much less program-a-mod sick. 2. I've just entered my freshman year at college, which means I don't have as much time available to me. 3. I ran into a situation where I was going to have to rebuild the entire mod. However, I decided not to do that as... 3a. The mod wasn't fun. 3b. The mod wasn't funny. 3c. The mod was running into some serious technical issues that I couldn't circumvent. However, I am still working on Milkmen! It will be taking a different form, however. To that end, I hope to have a 'teaser mod' uploaded by mid-December! Happy milking, everybody! :) http://i.imgur.com/NN6EH49.jpg
  2. At the moment, I'm set on models, so no worries! I'll let you know if anything changes, though! :) It's one of two skulls of a small Brahmin. There's not going to be any one-headed abominations running around! :P
  3. Hello, everybody! It's been a long time since I last posted. This is due to a combination of being pretty bad sick the past month plus getting ready for college (only two more weeks!). However, I'm back in full force and I'd like to share a little of what I've been working on! Here's an Imgur Album showcasing my recent work on MILKMEN. Once again, sorry for the lack of communication these past few months! It's just a bit difficult to work on modding when your body's trying to kill you! :p
  4. Yes, this is somewhat possible, but not with a simple akActor.GetBaskingInTheHolyLight() function. I haven't tested this, so I can't guarantee it would work, but I imagine a combination of GetLOS() (to see if the player is currently looking at the target), GetDistance() (to see if the player is within a reasonable distance of the target), and IsEquipped() (to see if the player has an item that can emit light equipped). The only problem that I can think of is that there's no native function to detect whether or not the player's light is currently activated, so the script might still run even if the player's light is off.
  5. http://i.imgur.com/I3mM27c.png "Rumors speak of a man who traveled the wasteland, helping any in need and giving them a warm glass of milk along the way. As time passed, this man, “The Milkman”, faded into legend and hasn’t been heard of since." INTRODUCING MILKMEN Milkmen is a DLC-sized, quest-based mod that adds new outfits, weapons, adventures, and of course, all the milk you could possibly drink. Concepted as a successor to my Fallout: New Vegas mod, MILKMAN (that's with an "A" instead of an "E" :wink: ), MILKMEN has since evolved to be so much more. With over five planned main quests, a brand new companion, a story that goes beyond "my son's been kidnapped!", and a complete milk overhaul, MILKMEN will be the true next-generation milk experience that Fallout 4 deserves. ABOUT THE MOD Follow in the footsteps of "The Milkman" as you attempt to solve the mystery of why a band of raiders known only as the "Calfskins" have recently started terrorizing the Commonwealth. Drawing inspirations from American Folklore, westerns, and some of the best Fallout: New Vegas mods, MILKMEN's goal is to create a quest mod with an interesting and unique story. Instead of meeting cold-hearted assassins, you will converse with a woman who believes herself to be the God-appointed queen of Brahmin, or a Protectron that impersonates Johnny Appleseed. Instead of going on a quest to save the Commonwealth, you will be uncovering the inner turmoils of a man once thought pristine. As I stated, MILKMEN's goal is to create a unique quest mod with an equally unique story and set of characters. HOW TO HELP MILKMEN is as ambitious as it is zany. As such, I may require help for some things that are impossible for me to do myself. If you have any talent in 3D Modeling, Texturing, or Art Design and you're interested in working on this project, shoot me a PM! In addition, if you have any voice acting talent, feel free to send me some of your samples and I'll get back to you once I open voice acting for the mod. For reference purposes, and just so you know I'm not some overambitious dreamer with no experience whatsoever, previous (and current!) projects of mine include MILKMAN, FALLOUT: THE FRONTIER (main development team), BETTER AUTOMATRON WEAPONS, and LOCKSMITH. PREVIEW IMAGES UPDATE ALBUM #01 TUMBLR TWITTER YOUTUBE
  6. I haven't really fiddled with encounter zones or locations much, so take my input with a grain of salt. When you first enter a dungeon, enemies in that dungeon are "locked" to the player's level (roughly). That information is then stored in an encounter zone, so that when the player enters that dungeon later, the enemies will still be the same level as when the player first entered the dungeon. Locations are used for many purposes, mostly related to scripting and I believe radiant quests. If your interior doesn't involve either of those, I don't think you need to worry much. I'd personally go ahead and create a new location, though, just to be sure.
  7. I've never used it (so sorry if I'm being stupid), but I think the Creation Kit comes bundled with Bethesda's own archive tool. You can find it in "Fallout\Tools\Archive2".
  8. Get ready to have your socks rocked! Meshes\SetDressing\Tank\Tank.nif ;)
  9. The animations in Bethesda's games are handled through Havok, a third-party software. As such, creating or modifying animations in a Bethesda game requires a Havok license, which is typically very expensive. I believe there are ways around this (as people created new animations for Fallout: New Vegas and Skyrim), but I'm not sure if there's any feasible way to do it for Fallout 4 yet. As for why the animations already present in the game are so wonky, it's because the guns are so wonky. As such, modders are stuck with wonky animations meant for wonky guns, not realistic weapons such as an M16 or Nerf Dart Blaster.
  10. You'll need to find the correct Leveled List that corresponds to the correct group. It doesn't exactly work as a male vs. female percentage, but you can change the gender ratio by swapping out the entries for an equal entry with an opposite gender.
  11. I've spent about three days tearing my hair out trying to get a Protectron to wear a "custom" hat. I say custom because the mesh I'm using isn't technically custom, it's vanilla. I'm attempting to have a Protectron wear KitchenPot.nif but no matter what I do it's either invisible in-game or flat out crashes the game. At the moment, I'm trying to accomplish this by using Takahashi's Chef Hat, but nothing I do works. I've followed about four separate tutorials to completion, read ten separate threads with the same issues (albeit for Skyrim, FO3, and FNV, not FO4) and tried their solutions, tried messing with random values, everything. The bounding spheres completely encase the mesh. I've tried using both the regular KitchenPot.nif and a .nif I ran through Outfit Studio. The Outfit Studio'd mesh has the same exact shader flags as the Chef Hat. I'm at my wit's end here and I've completely run out of things to try. Does anybody have a solution to this problem?
  12. I don't have the Creation Kit open right now to give specifics, but if I had to guess... Right-click the cell ID in the Cell Window. Select Properties. Uncheck the "Load Exterior LOD" (or something like that) box. I don't 100% know if that's what causing this, but it certainly seems like it.
  13. I've been planning a mod that features both quests and a companion. Here's how I'm planning on dealing with the voiced protagonist: 1. For the quests, the protagonist will be completely silent. For the dialogue, I'll have two actual "lines" per choice. The brief summary of the option that you get in the vanilla game (and sort of like Oblivion's dialogue, where the dialogue was just "Jauffre", "Kvatch", "Amulet", etc.) and then the detailed subtitles you'd get if the character actually had a voice. If you have a mod that displays the full line of dialogue, you'll see the full line in my mod. Otherwise, you'll see the brief summary. I don't know how reliable this method will be though. 2. For the companion, I will use the method above for unique dialogue (such as for his introduction and companion quest), but for general running around and interaction (trading, asking about relationship, etc.) I'll re-use generic dialogue. So, in a way, I'm going for a sort of hybrid system. Silent dialogue for quests and generic dialogue for generic prompts. Hopefully it'll work out well.
  14. The idea is definitely possible. There was a similar mod made for Fallout: New Vegas. And, worst case scenario, it could always make for a killer enemy-type. By the way, really awesome design! I love the little terminal in the front! The only thing I'd point out is that it seems like it'd be a bit impractical for military use, considering there's no type of shielding in the front. Then again, it is a prototype, so maybe it was just never finished? ;)
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