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Deleted2628341User

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Everything posted by Deleted2628341User

  1. From an immersion and realism perspective, that would make absolutely no sense. The Institute itself is the detonation point of essentially a nuclear bomb. Even if there were passable areas (which there wouldn't be) nothing would be able to protect someone from the levels of radiation that would persist. I imagine there might be a few mod authors out there who don't give a crap about realism that might venture to make this happen.
  2. I've seen several posts regarding a Readius/PDA mod for Fallout 4, most of which are a few months old at this point. Hopefully I'm mistaken but I don't believe AlexScorpion is making mods anymore, and they were the original mind behind the Readius in Fallout 3 and New Vegas. For me as I'm sure it was for other, it was a must-have mod. I can make the pip-boy tolerable in FO4 with re-textures and such, but a recreation of the Readius would be very, very welcome. I'm not nearly skilled enough to do this, but I do have some ideas on how to overcome some of the inevitable challenges that would accompany the creation of this mod. I think the first and foremost biggest challenge would be the vault door switches (aside from the acquisition scene, but I'll get to that). Vault doors in FO3 simply had a lever that the PC interacted with to open it, and vault doors in New Vegas were mostly just broken (open by default with no animation). Bethesda decided to make vault doors more interactive by doing a couple things. 1. Every vault door has some sort of opening/closing animation. 2. Every vault door has a console that requires a direct connection with the pip-boy via a specialized cabled interface. Cabled eh? How about we make that connection wireless? This could potentially mean making a simple texture change to the vault door console and adding a "connect" button to the readius in order to form a wireless connection and allow the door to then be opened or closed. Another challenge would be the animations. This could be handled in a myriad of ways, but I think the simplest would be adding a slim profile multi-function dial to the readius that would be able to use the existing animations use to turn the dial and flick the little switch. Maybe just reposition the fingers a little bit so it makes more sense, but would more than likely be easier than creating brand new animations. This is of course assuming the tools are available for modifying animations. Also I'm assuming new animations would be needed for the left hand since it's unlikely the old animations from FO3 or FNV could be used again in the updated engine. Finally the acquisition scene in Vault 111 when you first get the Pip-Boy normally. This could be handled several different ways. I think the easiest would be to completely remove the power-up sequence, replace the scientist skeleton with a super low-level ghoul and you loot the device from them. Before you say this makes asking Struges what a ghoul is redundant, first the ghoul would be named (Scientist or Overseer, whatever they were pre-war) so for new players they still don't know what it is necessarily, so when you ask what a ghoul is it's kind of like an "Oh, that's what that thing was" type of thing. There are a few things I didn't address, like the animation of moving the device around, or holotapes. Holotapes could be inserted on the side of the device more like a floppy disk or an 8-track rather than one of those old VHS recorders... Yes now you know I'm old. As far as the animation of moving your arm/hand around, I have no idea. I know that regardless of how a mod like this is approached, it will be a lot of work. Hopefully this helps those more skilled than I overcome some of the challenges that the changes in FO4 will most likely present when it comes to this sort of mod. Sorry for the super long post, but I wanted to throw this out there. I wish I was able to do this myself but I mostly just tinker with the GECK/Creation Kit and dabble in a little bit of scripting... May someone more skilled than I succeed where I cannot.
  3. There's always been an issue with the P90 in every game FO3 and up. It's supposed to be a two-handed rifle but for Fallout it's always been just a bit too compact. Adding new animations may happen in the future but so far I haven't seen anything new because the tools just aren't there, and whether someone will make animations specifically for the P90 is unlikely as it's never been done prior. Also as far as I know it is not possible to add new weapon-specific animations (hand position, reloading, etc) which has also been the case since FO3... I don't disagree, the P90 is an awesome weapon and I'd love to see it in FO4 but only if it can be done right, and so far history isn't in our favor...
  4. This is why I don't play in survival mode... However I would imagine that a side effect of using a stimpak would cause your adrenaline to increase, which would also increase metabolic rate and therefore result in increased hunger. RadAway I thought caused thirst due to dehydration but like I said, I don't play in Survival mode.
  5. You need to know the FormID for the cell you're trying to COC into. Not the RefID but the actual FormID. For example, Abernathy Farm would be something like ArbernathyFarm01, so you would type in the console: COC AbernathyFarm01 to get to that cell. Also you'll need to make sure you place a marker in your custom cell so the game knows where to put you, otherwise it could throw you into a void of emptiness.
  6. I've searched high and low, I could've sworn there was already something about this in the forums but none of my search terms could find it and I was hoping there was a solution. So for the last while, anytime I visit a doctor or use a decontamination arch in one of my settlements, they'll remove all but ONE HP of radiation, causing my HP bar to remain completely visible unless I use RadAway. I don't have the slightest clue when this actually started, but it's ridiculously irritating especially since not even doctors will remove it completely. It's very possible a mod is causing this but I have nearly 200 plugins installed and I'd really rather not go through the process of disabling them all, then activating one at a time to find the problem... I use LOOT to help get my load order straight to reduce conflicts as much as possible. I'll copy the contents of my plugins.txt file if someone wants to peek at it and maybe give me an idea if a mod is in fact causing the problem. Otherwise if this is a vanilla glitch, maybe someone knows the cause and possibly a solution as well! Thanks!
  7. So I guess this can be disregarded. After messing around with Calyps' Harness Wardrobe mod and RustyXXL's CBBE conversion for it, it seems the harness is inherently buggy and prone to clipping when using a mesh other than vanilla. This tells me it was poorly constructed and until someone makes a higher quality mesh it simply won't convert perfectly. If I'm wrong in this conclusion then I hope someone is still able to assist in the conversion of this mesh. Once again other armors have converted to my specific bodyslide preset just fine without any issues at all, so I'm thinking the harness just has issues, and maybe other clothing.armors as well.
  8. Hi, I downloaded Bodyslide and Outfit studio, watched the basic tutorial video on how to convert vanilla outfits to CBBE and wanted to try to get the Harness outfit converted so it would fit my custom CBBE body. Other conversions work fine, such as the Kerrigan Bodysuit conversion amongst others. The issue I'm having with the harness is the textures around in the butt area clip through the outfit. I've tried using the inflate brush to add a little padding to the affected area but when I load it in game after rebuilding the outfit, it still clips through. I have no idea how to fix this. I'm hoping someone can help me out here. Looking at the image again I noticed there is slight clipping in the bra area behind the shoulder but I am not so much concerned about that as I am the main issue outlined above. Any suggestions? Thanks.
  9. Hello, I tried searching the forums for the answer to this but I couldn't come up with an answer. I updated my avatar which is reflected within the forums, but it is not updating in any of the nexus sites. Does this just take some time or is there a reason it is not updating? Thanks!
  10. I'd like this as well. In particular I would like to see a long hair version of the Unlady-Like hairstyle similar to Natalie Dormer's haircut for The Hunger Games MJ Parts 1 and 2... Longer, straighter and neater versus looking like there should be a bunch of sticks tangled up in it. Some proper long pony-tails and braids would be welcome too!
  11. I'd like to see laser sights return. It was possible to add a laser sight to the 10mm pistol in New Vegas, seeing this re-added and expanded would be great! Also attachable flashlights for weapons would be welcome too! In all honesty I find the pip-boy light annoying.
  12. Thanks for the input. Honestly the main reason I'm asking here is because I know there are custom voiced followers out there that have hundreds, even thousands of lines of dialogue so my main concern is keeping everything organized. I do have the deck16 site bookmarked as I found that on Google, and I only kind of skimmed through it all because at the moment I don't have everything I need, time included.
  13. Hello fellow mod authors. I am looking to create a new, unique follower mod that would include custom voice acting. I plan on voicing the character myself, however I was wondering if anyone who's already done it could provide a sample of the dialogue script(s) they used so I can get an idea for format? I know that seems silly that I'm not sure how to write my own dialogue, but it is a first, and I'd like to write in a way where if I needed to, I could have someone else do the voice-acting, or even something for a potential future project. Thanks!
  14. Okay, I've searched the forums on the Nexus and haven't even seen this particular issue addressed, if I missed something please link me to the topic. In the Touching The Sky quest for Dawnguard, I've progressed to the point where I first meet Knight-Palading Gelebor in the cave at the altar for Auriel. He won't initiate any conversation with me and I have to get really close before he moves at all, otherwise he's just stuck at the altar. If I initiate conversation it progresses normally until the conversation ends and he says "Yes, let me show you," at which point he returns to the altar and either stands there or prays, he doesn't even move towards the wayshrine to cast the spell as I know he's supposed to do. I've played through Dawnguard a couple times on previous playthroughs some time before the latest update. I had one playthrough where I made it to this point and tried everything I could think of to get around the issue aside from using console commands (I really don't care to mess my game up any more than it already is). So, I started a brand new playthrough, got to this point again and am having the exact same problem. I did a little bit of the main quest and a few sidequests. Does anyone know a fix for this that doesn't involve console commands? Apparently the Unofficial Dawnguard Patch doesn't address this issue as I've had it since I got Dawnguard. My game is up-to-date with no real way to rollback to a previous version, I am running a number of mods that have never presented an issue before. I have Dawnguard and Dragonborn, didn't really care to get Hearthfire. I want to reacquire Auriel's Bow legitimately, any and all help would be appreciated. Thanks!
  15. The default launcher for Skyrim will not show master files that are required for the game to function, you need to use a third-party launcher like Wyre Bash or Nexus Mod Manager. The Skyrim.esm and Update.esm files should always be checked since they're required for the game to operate "properly." If you're not using a third-party launcher, you can verify you have the Update.esm file by navigating to your steam\steamapps\common\skyrim\data directory.
  16. So I'm running Skyrim with the 1.7 patch and Dawnguard. For a while I stopped playing altogether and that was when 1.5 was out. Initially the reason I started playing again was for Dawnguard, but I ultimately decided to start a fresh game and do some of the old quests again. Well lo and behold, at least two quests are bugged that I know of so far, the College of Winterhold questline and the Thieves Guild questline. The College of Winterhold quests stop after Under Saarthal when Savos tells you to talk to Urag about the discovery, the objective completes but the new objective does not display. Trying to use a console command to set the next objective hasn't worked. The Thieves Guild questline stops after Taking Care of Business. Brynjolf asks me to follow him into the Cistern, but once again a new objective is not displayed and once in the Cistern I'm considered trespassing and eventually the guild members start attacking me. Also once again using console commands to advance the quest has not worked. I have a fairly short list of mods compared to most other people I'm assuming. While I've done a little searching and it seems there are a few other people having these same issues and they apparently started after patch 1.6, I'm wondering if anyone has any suggestions as it seems the game may very well be unplayable, these are the only two that I've come across so far that fail to progress on their own but it's still irritating. Some details: Windows 7 Home Premium 6GB RAM Intel Core 2 Quad 2.4Ghz Nvidia GeForce GTX 550i 1GB Skyrim version 1.7 with SKSE 1.5.11 Skyrim.esm Update.esm Dawnguard.esm JSwords.esm LevelersTower.esm AmethystHollowsMaster.esm WhiterunREVISION.esp WhiterunFortified.esp RRBetterWhiterunInt.esp AmethystHollowsUpdate.esp AsharaPartyOutfit.esp AsharaWeddingOutfit.esp Carbon Fiber Bow.esp spelltomeconjureetherealhorse.esp dovahkiinrelax.esp faster vanilla horses.esp FS_EveningStar.esp FrostHorseWhite.esp Amanda.esp gourmetFix.esp Oblivion hair.esp Oblivion hair2.esp JSwordsDistributionBalancePlugin.esp MaleClericArmor.esp Masters of Death - Sicarious Armor (Standalone).esp R18Pn - Inner Wear Set.esp Review Studio.esp Spusetocustomhome.esp UFO - Ultimate Follower Overhaul.esp VickysArmor.esp whiterunMarket.esp diamondweapons1.0.esp (Steam Workshop) LeazerOpenLock.esp Thanks!
  17. Well that's unfortunate, I guess I'll just have to deal with the vanilla combat music otherwise I'm worse off than I was before.
  18. Thanks, that got me going in the right direction anyway. Only problem is there is no music at all once combat starts, but I think I know how to fix that based off the assistance you've already given. Thanks again! Okay so I retract my previous reply. While setting the conditions for the combat tracks worked well enough to keep them from playing, I can't seem to find a way to keep the world music playing during battles, and after it's stopped it doesn't start up again like it should. I've tried GetCombatState >= 0 but that hasn't worked so, I've also tried setting GetCombatMemberCount >= 0 but that didn't help either. I've tried each condition on their own and together to no avail. Additional help would once again be greatly appreciated.
  19. Thanks, that got me going in the right direction anyway. Only problem is there is no music at all once combat starts, but I think I know how to fix that based off the assistance you've already given. Thanks again!
  20. I'm getting the same thing, hadn't played the game until recently but since I bought Dawnguard and have that installed I've started playing again. Going through the thieves guild questline I got through the first two quests and went into the cistern after Brynjolf. I get to the center of the Cistern and everyone begins attacking. I had Serana with me and thought she was the problem, so I tried reloading and going in without her but was still attacked. It seems Bethesda broke the Thieves Guild quest with one of the recent patches (1.6 from what I've been seeing so far, 1.7 hasn't fixed it though apparently). Now I'm somewhat concerned about what other questlines were broken in the recent updates. EDIT: College of Winterhold quests are also not working for me once 'Under Saarthal' has been completed...
  21. Is it possible to do this using a custom INI? The problem I see with using the Skyrim.ini file is that you'd be overwriting the original file for any players that downloaded it. If someone downloaded multiple mods that used that method for multiple BSAs and they all modified the Skyrim.ini file, only one mod would be able to work at any given time while the others would not, unless I misunderstand how the ini files operate and they simply auto-update when overwritten rather than being replaced. I would say in this case if the BSA is too large for the game engine to process, it might be better just to provide the loose files.
  22. Question for anyone who may have an answer. I've created a custom worldspace and I am using custom music in it. What I would like to know is if there is a way to prevent the battle music from playing when an enemy is encountered. It kind of messes with the mood I'm going for but I haven't found a way to override the battle music on my own yet. All assistance is greatly appreciated. Thanks in advance!
  23. It's possible to export the Game Settings strings to a text file from the Creation Kit. I'm not 100% sure how that might help but it might be a step in the right direction. Of course there is no import option so once again I don't know if that little bit of info helps any, but you would think there is some sort of purpose for that function other than simply viewing the string values and their associated editor ids in a jumbled, unorganized mess...
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