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seekingthesun

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Everything posted by seekingthesun

  1. I find that nifskope is useful just for its browsing of files. Things are organized in the ba2 archives
  2. I don't know when I'll be able to release it but I'm working on a mod similar to Bounties where you get contracts to kill. I'm going to release it episodically and the first episode is called "Pilot" which is a pun but also foreshadows the first contract : )
  3. I want to make a NPC hostile to another given that they have a keyword but I don't know how to go about this. What i'd like to do is approximately what the following pseudocode is about JimBobREF.setenemy(haskeyword "enemy of JimBob") Or a script that could do the following pseudocode GetHasKeyword Enemy of Jim Bob Function: Add to faction(custom enemyofjimbobFaction) If not, can anyone think of an existing quest that has similar functionality? Essentially I want to set a known NPC hostile to any spawned, procedurally generated NPCs as soon as they have the enemy keyword added to them
  4. The fallout 4 geck is almost entirely the same as it has been since Elder Scrolls: Morrowind. There's some things that have been changed about the game itself but you should be able to get started by looking at Fo3/NV/Oblivion tutorials for some things and Skyrim for others. Scripting is very close to that in Skyrim as are the way that in game objects are treated.
  5. Do you want interiors that are part of the outside, or do you want there to be a door and a load screen to a whole different interior space?
  6. Those settlement mods use reuse vanilla assets. You should instead just look them up in the creation kit and drag and drop them manually. You won't need to slave your mod to those settlement mods. That item in the first one looks a lot like shipwreckedmetalplate02 so just look that up and use it. I should warn you that while what you were trying to do is plagiarism which is very frowned upon here. If you wanted to make a settlement mod to say, enable nuka-cola vending machines like in settlements expanded, then that's okay because you are just plugging in a vanilla asset as a constructible object and the fact that you reverse engineered the item is just smart modding. However, if someone took a vanilla asset that didn't used to be, for example a snapable flooring piece, and instead plugged that nif into existing co_workshop_flooring E.G. and maybe even modified the base object to be the right scale, you ought not to copy that directly. Instead you should do what they did from scratch. Unless you get permission to straight up copy their mod. Sometimes they're okay with that. It would probably be easier to do it yourself With that out of the way. What you'd want to do is find the textures used for shipwreckedmetalplate02 and plug those into a vanilla flooring type. You could do this two ways. You could either make up your own custom material files, and include the right paths and do a bunch of meticulous work pathing them right. OR you could duplicate a vanilla floor, and create a custom material swap for that item that replaces the base textures with the ones from that metal plate, assuming they're the right size. You might have to do it the hard way.
  7. No you don't. I made a mod that has lore friendly magical effects that are realistic, as in they could exist in the real world, to grenades. I made a mod that adds a fear spell to a custom meshed grenade. It works as you'd expect, it induces fear: http://www.nexusmods.com/fallout4/mods/12916/? Likewise. All you have to do it assign a custom projectile any of the various vanilla effects. You could assign something to the grenade key that would produce the flamer flames, or the cryo effect through sending a projectile.
  8. I happen to actually know a little bit about that. The issue is not so much what register the dialog is in but what musicians/vocalists/music theorists call texture of a sound. For example, say that someone with a really gravely voice like Tom Waits were to sing in a high register. You wouldn't mistake them for a smooth voiced female pop musician. It it possible to use autotune technology to make fairly realistic sounding corrections to pitch. For example almost everyone who sings on T.V. if you what what to listen for you can tell what is their native singing and what is studio magic. You can even make spoken word sound sing-songy. There is an experimental music project called EMI I think where they are experimenting with copying vocals but that's another ten years down the road. Eventually you could have a computer compose a song, and sing it to your significant other on their anniversary as Frank Sinatra, but not yet. If I was to suggest the best way that this modding community could make a modular way to add content it be as follows, though the idea is simple, the implementation would be more difficult: Either put all the dialog files through professional voice synthesizing software so that there could be a central preset from which people could draw. Then, any dialog that's added for new quests could work from the same voice. OR: Create an alternate start mod with real voices. The problem that so many people fail to realize is that voice acting is a lot of work. There's a reason why dialog recording for games takes months.
  9. Can you be more specific about what you want?
  10. I want to make a NPC hostile to another given that they have a keyword but I don't know how to go about this. What i'd like to do is approximately what the following pseudocode is about JimBobREF.setenemy(haskeyword "enemy of JimBob") Or a script that could do the following pseudocode GetHasKeyword Enemy of Jim Bob Function: Add to faction(custom enemyofjimbobFaction) If not, can anyone think of an existing quest that has similar functionality? Essentially I want to set a known NPC hostile to any spawned, procedurally generated NPCs as soon as they have the enemy keyword added to them
  11. I've tried adding the NPC to a faction that hates another faction but I'm having trouble linking the TARGETFACTION to the keyword. How could I apply that keyword to specific targets?
  12. Backup fallout4/strings, then delete it and verify it the cache in steam
  13. However you'll probably get fewer downloads than a mod that adds a really buggy workbench as a baseid to a boring interior cell as a "player home"
  14. It would be easy enough to make a constructible object at a workbench that would produce concrete scrap, it's just concrete isn't very rare so it's not of much interest. hell I could a texture to the cut Mr. Brewer in the game files and make it into this.
  15. There's actually a mod out there that "does" this already(which is not me throwing shade at the author) the problem is that the gun just appears in the hand but the melee is the only enabled one. I spent a long time trying to make a dual pistols mod and I have it backed up on my external drive and it kind of works but as impressive as it is for an extremely amateur modder, it looks horrible and you wouldn't want to play it. Features of my mod that I'll probably never release 1. two pistols can fire at the same time 2. Left or right handed can be equipped separately 3. both pistols are animated both firing and reloading. And that's about all you can say about it. The player only reloads the right handed one, and in doing so the left handed pistol animates as if it is being reloaded but instead it is in the player's hand and it clips into right pistol and right hand. I tried to redo the animations to make it work but animation work is so hard that it's just above my level. If someone were to go ahead and animate two slide action pistols for the game I would gladly collaborate with them because it would be trivial to integrate it into the game based on what i've already done. If any of you who read this know a mod author that can do this, feel free to refer them to me.
  16. The modders who have made full service mods that have custom meshes/textures/animation are those that have some technical background and have been modding for around least 3 years. So yes, and I look forward to your mod sometime around the year 2020 : )
  17. workshopnpcscript has entries for NPCs to sit, eat, and "relax" among other things and they do tend to do these at different times of day you probably just missed them because NPCs that are assigned to work on something work insanely long hours and will sometimes just do things like pick mutfruit for 14 hours and then immediately go to their beds. There are some assigned tasks that they will never leave like artillery or guardposts
  18. Oh, you can retrieve that base in a variety of ways but the most straightforward is to start a new game and the moment you can control your character type coc egrettoursmarninaext02 into the console
  19. You can't even see your front in third person unless you hold down f and rotate. This doesn't come up much. Maybe you should move on.
  20. I had a really nice machine that would exceed the specs for skyrim in every way. But because of poor integration with the graphics drivers that I could get, never successfully rendered the light beams in that f*#@ing room so the only way I could progress was to solve that by brute force which required something like 300 different iterations to work.
  21. The scrapping interface is built on top of the buildablearea entries, obviously. You scrap by opening the workshop mode. It might be possible to launch it outside of that and assign it to a workshop resource container but without a good example of how that's possible, I'm all out of ideas. You could theoretically take a settlement's borders and set every boundary to something like 100,000 so it would envelope the entire map. On my computer I had issues with the other modders who got overzealous at expanding settlements because of the buildable areas bleeding into too many other cells and being really resources intensive. I suppose you could instal a scrap everything mod and adjust the borders and just try to give the map a quick, top to bottom scrapping, then disable that plugin.
  22. I have not EVER even come across whatever it is that enables godmode in the files.
  23. What's the baseid for that building? Can you command "enable" at it if you first command "prid"? If not you could just get that base id, and either look up its original coordinates and angle in fo4edit and use setpos on those coordinates or just spawn it in as player.placeatme baseid
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