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Cycllink

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    Fallout 4, Arcanum
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    Legacy of Kain: Defiance

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  1. Hello, I'd suggest after trying out what tomomi1922 said, start asking around about the specific conflicts you're having. Be aware that the load order is also used to achieve the result you personally want and perhaps the mod authors did not think of that result. For example I'm playing FROST, which overhauls NPCs among many other things, but I wanted to add two pre-war weapons to be used by those NPCs and the easiest way I thought of, was to edit FROST's plugin, specifically those NPCs leveled lists. Right now the weapons' plugins are above FROST in my load order, but there might be a more elegant solution as well. It may be that you require some patches to some mods with or without a change in the load order.
  2. Hello, I'd like to ask adding a new category to the list of mod categories (this page - http://www.nexusmods.com/fallout4/mods/categories/?), one that would contain mods that add any cut content, any content from concept art or from previous games. As far as I know there are only a few of these mods, and they get pretty much lost in the bigger categories. Maybe if any such mod created in the future would get listed in that category, I'd discover some gem I might skip otherwise. :) If this request gets refused and if there's a list of such mods on the forum, I would be satisfied if someone simply directed me to the topic in question, so I could follow it. I did a search, but I only checked whether the topic titles contained the words "content" or "concept". Thanks
  3. Hello, You know, I was wondering once, how are settlers supposed to warn you, when their settlements get attacked. So it's a great idea to make the ham radio buildable. I don't have the knowledge to make it serve a real purpose however, maybe only something insignificant. There are two options I can think of right now: - give you the ability to assign one settler to the radio and only that person will use it - or make it so settlers currently not working sit down randomly to the radio (and hopefully play the animation used at the radio at the Castle), the same way they use seats or workbenches. That means any settler can use it early in the morning or in the evening, before and after work. Personally I find the second option more realistic, but it's your request. :smile: I can add both of course, the only trade-off is a more cluttered workshop menu. The animation used at the Castle will require that the seat would be placed at the right distance from the radio. You might expect I'd resolve this, by making a radio-desk-seat set as a single placeable object, but there are probably some complications I can't solve. So you will need to pay attention to place the seat the right way. However that gives you the whole flexibility to choose whatever seat and desk you want. Oh, and by "For PC preferably" you mean you play the game on PC? At first I thought you mean Player Character. EDIT: Where do you want it in the workshop menu?
  4. Even if I can't take such a task upon myself in the foreseeable future, I want to let you know that I'll be looking forward to read more of such literate rants from you, kind sir. :) (Yes, I do mean rants having an extensive and respectable vocabulary,)
  5. Hello, I might give it a try sometime in the near future (as in 2 weeks from now or more), But don't get your hopes way too up, I've only just managed to create my first melee weapon and my first grenade and firearms are more complicated. (I have no idea, how to do animations for one, like reloading the blowtorch.) Except shooting the torch for a nice show of flames - I can already make junk stuff go boom. :)) Anyway go ahead then, get some more ideas out here from where this came from. Maybe there is something I know I can do, or maybe someone else will join the conversation as well.
  6. Hello, Have you seen any walls or railings that look similar to what you would like? If yes, could you tell me where to find them or post some screenshots? I can use the Castle's walls' texture too of course, but if you've seen something that resembles what you would like to build, that would help.
  7. I'd say it's still easier starting off by editing other people's mods. Delete stuff you don't need, change properties, copy stuff into new mods... And try FO4Edit at first. True, it's made up mainly of a folder tree and a table with properties, but you can concentrate on the properties from start and don't have to wrap your head around all the windows that pop up as soon as you start the Creation Kit. And back to lights, I'm mostly satisfied with how light acts in F4, but I'd like to hear what you guys consider is off. I'd say light can act naturally in the game, but they made a compromise and set most lights not to cast shadows. And then to avoid light effects that would've looked even more stupid, they didn't even use the spotlight effect (for hooded lamps for example) or gobos (like the wire shadow cast by the burning barrel you can build with one of the DLCs) and they added ambient light sources (that are not attached to lamps). So Bethesda created a take it all or leave it all situation. But it's a compromise those having uber computers are not forced to make. It's only a matter of whether the lamp mods we want for ourselves exist or are we forced to play with less realistic lamps.
  8. I suppose there's no reason for you to start working on the High Tech kit then. :) Robboten is pretty thorough with his work, so I doubt you'll miss stuff from his mod. But I promised you I'll help, so if you'll plan trying out modding, let me know.
  9. I have to say sorry as well. I haven't gotten too far. I've just tested the Rad Cocktail for the first time and it does nothing it's supposed to do. It's more complicated than I thought at first, but there's a cocktail in a mod called FROST that does radiation damage. I can use that as a template. FROST is an overhaul of the game, so it adds a lot of other things, not just some grenades.
  10. Hello, I suppose you'd welcome a more detailed answer, in case you haven't already gotten one somewhere else. Putting it simply, you can't have only the walls cast shadows and not everything else as well. First of all the workshop lamps are set, so their lights would not cast shadows. This can be changed, but then everything will have shadows, not just the walls. People fear that would cause considerable frame-rate drops. As far as I've seen it in some properties (it involves the shader files almost every object has), you can then head on and change any object you want so it would not cast shadows, but you'll have to change one object at a time. However that would disable shadows cast by sunlight as well (at least I'm pretty sure it would). Next, modifying lamps can be a pain in the ass. You can't see it, since for now they cast light in every direction, but if they'd cast shadows, you'd see that some of them are set in the wrong direction. And that leads to a chain of modifications you need to do and in NifSkope, it's somewhat of a matter of hit or miss. I for one, every lamp I created so far turned out having some bug or another. There are some mods that have lamps with shadows though. Homemaker for one has some of them. You might try only adding let's say 8 or 10 lamps that cast shadows throughout your settlement (one per room, let's say) and place lamps without shadows as secondary light sources, if you fear frame-rate issues. But that's the best you can get.
  11. Hello, I'd say it's not about the difficulty of the mod, it's about the amount of work. The High Tech kit is huge. There's one very good reason for which you should try creating this mod on your own: you would add only the pieces that you yourself want in the workshop menu. You don't need the CK for it. That's way too complicated for beginners. You can totally do this in NifSkope and FO4Edit. If you feel you would give it another try, you could use the Warehouse kit or the Barn kit as template. Those are more straight forward and their snapping is simple. You might try copying their connection points (both BSConnectPoint:Parents - CPA and NiNode - WorkshopConnectPoints blocks to make sure they work) onto the High Tech models and then fiddling around with their coordinates, until they're in the right position. Perhaps delete the points you don't need. I can explain in more detail if you decide you'll give it a try.
  12. Athanasa, is this what you had in mind? https://drive.google.com/file/d/0B0uh7FF5fNUmcmk1UzFReFFCOXc/view?usp=sharing https://drive.google.com/file/d/0B0uh7FF5fNUmOXRzZUdSeFRIVG8/view?usp=sharing I've only done the trailer so far. Of course this monster's a bit tricky to place. I might have to get some practice at overriding Object Bounds. For now those are not set. I might try making small parts of it sink into the ground, because at the moment it easily ends up partially floating. If you guys like it, help me find some models for support, to prop it from behind. And since I'm pretty sure people will want to build walkways on top of it, I'll also need models for supports that would hold the walkways. It's enough if you find it in the game and point me at it (show me a screenshot maybe). Here's a link to the mod file as well, so you could try it. https://drive.google.com/file/d/0B0uh7FF5fNUmWGYyUHdpUUs3NVU/view?usp=sharing Considering the bus with its side ripped off, it raises the same problem as the truck gate: I can delete parts of the model, but I don't know how to delete parts of the collision object. So you'd end up walking into an invisible wall. :( There's the possibility to use other preexisting collision objects with the bus, but where on earth would we find some that fit... And chucksteel, you were thinking about Junktown, right?
  13. Thanks for the info. Does the name Rad Cocktail sound ok to you, or did you think about something else? BTW, when you pick up any object by pressing and holding E, you can then throw it by pressing R. I suppose that will attract enemies' attention.
  14. Returning to the truck idea, there's also the problem with the model's collision. Currently not even the player would be able to walk through the grille. I've just placed a door in front of the vanilla truck model in NIfSkope and it's about the same width as the grille. So that's solved at least. Next I could place the truck on some barrels or anything, so it wouldn't have to be resized (immersion purposes) for a person to be able to walk through. I suppose this could be done via static collections, so only the truck's collision would require changes. However, you can't have powered objects in a static collision! (I only tried once though.) I've also created a few lamps, but only static ones (they were always turned on). Anyway, hopefully someone notices this thread, who can modify collision objects and helps us out.
  15. Hey there, I can only tell you what I'm capable of and that's not very much. I only fiddle around with object properties in FO4Edit, but I don't believe the Creation Kit would help with the issue. The biggest problem as far as I see it is that, I don't know of any way that could make a weapon's properties like damage change during combat. You can easily make a weapon destructible, so at the most I can make a bottle break (become unusable) and cause bleed damage at the same time for example. Perhaps someone could do it by scripts, but I'm no good at that. Or at least if I had a weapon to use as a template that acts similarly... I'm not sure whether I'll manage making bottles used as melee weapons be animated. I'll probably replace some other melee weapon with a bottle model, so they'll have the same animation. Next, this is less of a problem and more of an inconvenience, that I can't make a junk item act like a weapon or a weapon become a junk item without using a workbench. Turning a drink into a weapon, after you drink it, seems easier though. So if this is ok for you, write down the details, like damage, special damage type (bleed, stagger or any), crafting requirements for the radioactive bottle you want for your combat bottles :smile:) and I'll do what I can. EDIT: I just realized I can add explosion damage to a bottle used as a melee weapon, but I don't see any way to make it so it won't damage you as well.
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