-
Posts
20 -
Joined
-
Last visited
Nexus Mods Profile
About JMan240

JMan240's Achievements
-
Bodyslide not displaying presets/bodies/etc.
JMan240 replied to Jeddaven's topic in Skyrim's Skyrim SE
Yeah, I'm also having this issue. Something about CMP Config (maybe), or just Steam's inherent stupidity, nuked an otherwise perfectly functional and slightly altered version of the SEPTIM mod list yesterday morning. Got the looping launcher, can't run it out of Steam now, unintsalled all my mods trying to fix it, SKSE wasn't launching the game at one point, etc. Trying to nail down what that is while going back through SEPTIM because I know those are safe, and I added Bodyslide back on. It's still setup to point to the same place it was before, I have UNP Renewal body installed, I have a bunch of Bodyslide converted vanilla armors installed, all exactly in the same order and place they were before but now? Doesn't work. No presets of any kind. -
Okay, so I edited visibility around Echo Lake Lumber while trying to learn how to use precombines and previs. Problem is, even though I was working in a mod file, those visibility setting persist even after I've deleted the esp and reinstalled the whole game via Steam's delete local content feature. Obviously there's been a file left somewhere, or something that didn't get deleted by Steam needs to be removed, but I don't see anything that jumps out at me and don't know enough about how to fix this. If you do, please let me know, thanks. Also if anyone knows a good tutorial for precombine and previs, I'd appreciate a link. Echo Lake Lumber is a decent sized settlement and I'm expanding it a bit, so I'd like to use that stuff if I can. Thanks. Edit: Welp, naturally, I found the Vis folder immediately after this. Was too tunnel visioned on the data folder. That said, I would still like info on how to work with that stuff without busting everything, if anyone feels like being helpful.
-
Things not Scrapping in a Custom Settlement
JMan240 replied to youbetterwork's topic in Fallout 4's Creation Kit and Modders
Can you point us to somewhere that tells us how to do that editing, because google is a mess of nonsense for finding that stuff and I'm sure it would be useful. -
Things not Scrapping in a Custom Settlement
JMan240 replied to youbetterwork's topic in Fallout 4's Creation Kit and Modders
I'm going to bump this as well. I wasn't really satisfied with the mods expanding Echo Lake Lumber to include the cool little stalls, mainly because the rest of that settlement is so jam packed full of worthless cruft that doing anything with it was a pain in the ass. I don't have all the scrapping mods, just one that lets me scrap some of the trash greebles. I don't like scrapping the big greebles in the game because I'm paranoid about it not playing nice. That said, stuff that should be scrappable out in that side area isn't. But not all of it isn't. For example, all of the counters can't be scrapped, but those should be scrappable. And only a few of the cash registers can be scrapped. I did notice that the default open cash registers were the scrappable ones, but the ones that were default locked weren't. There are two forms of the cash register item for some reason, even though there's an option to set a lock on just about any item in the game and that's sorta pointless. My best guess though, is that the locked ones aren't tagged for editing in-game because you can't place them and would never need to place them because you can't manipulate the lock from the in-game editor. I should, though, just be able to replace those outright, losing whatever was inside originally in exchange for having stuff that is editable. It would, however, be much more convenient if I could just make that stuff scrappable. I haven't had a chance to test replacing that stuff, and it'll be hard for me to rope Homemaker counters into creation kit without wonking all my stuff up since I use Mod Organizer, but try replacing that stuff in the mod editor with stuff from a mod that has a bunch of the greebles. That's the only thing I can think of, is that some settings we can't get to easily are stopping those elements from being altered, because the only difference I saw in the object editor menu for the two registers was that they were technically different objects. -
I'm just about ready to gouge my eyeballs out of my head with how laughably unhelpful and packed with useless jargon every single one of these mod pages is, but instead I'm taking a deep breath and asking here. I'm using XPMSE and would like to use belt fastened quivers, which it appears/claims to have support for, but I've tired a dozen things and the quivers themselves never move. Installing XPMSE with its belt fastened quivers option did nothing, didn't even update the animations like the installer said it does. Installing anim support for Archery Gameplay Overhaul means I have the animations I want, but those rancid sacks of animal pelts holding my arrows are still on my damned back and nothing I do moves them. There doesn't seem to be a single actual answer to this question anywhere that I can find, using RaceMenu does nothing, it just resets without moving, and the MCM Styles list for XPMSE is empty. The problem here, to me, seems to be that the skeleton is not updating to a version that moves the attachment point for the quiver - also that XPMSE and RaceMenu are broken somehow. Some one, anyone, please help me before I put a head sized hole in my monitor. MCM menu for XPMSE: http://i.imgur.com/8f9Iz0h.jpg
-
Fallout item models & House/Furniture design
JMan240 replied to sage1548's topic in Fallout 4's Discussion
I might be interested in this later on down the line, but you're better off waiting and reposting this around the time the Creation Kit launches, because right now all people can really do is replace textures. -
Hello everyone! I just wanted to drop a line in here, even though I know we're a ways out from creating quest mods and the like. If you need someone to edit English Language versions of anything here on the site or in a mod, let me know. I've got an English degree and I might as well put it to use supporting something I love while I wait for the chance to create my own quests and whatnot.
-
I thought the hair looked fine compared to old stuff. The game is more stylized, so the hyper-real approach probably isn't going to cut it in Fallout 4. Wouldn't mind the longer stuff being higher-res though. Also I think saying modders make normal looking hair is maybe a bit of a stretch. There are some decent looking hair mods out there for the previous games, but I don't think the majority of them or Bethesda's work has been particularly great so far. Hair is hard as hell to create in a virtual environment. Also, Piper definitely has hair physics of some sort, as does the female main. Though the female main did not have hair physics at E3, she had them in a short glimpse of the bomb going off from the launch trailer. In fact, hair physics all over the place in the launch trailer. Female main, synth underground railroad lady, Piper. Hair physics exist, my guess is that it just wasn't in place in the Alpha build they brought to E3. They do seem to be understated though, which I honestly prefer to over the top nonsense. They're probably using something similar to normal cloth physics for that though, so I'd expect to see that in there as well. Of course, it's also possible that they add in tesselation for the conversation scenes and remove it to save performance while you're running around.
-
On the Rumor of No Visibly Holstered Weapons
JMan240 replied to SyphonX's topic in Fallout 4's Discussion
Probably true, to avoid clipping on what appears to be a generally beefier set of weapons. It's an aesthetic decision, but someone will almost certainly design a holster weapon system at some point. -
I haven't seen many people saying it, but I personally find the hud to be absolutely atrocious. It looks like something lazily mocked up in vector art to me. I might be able to get along fine if they allow opacity adjustment, but I'd prefer something that was less of an eyesore. I'd do it myself when F4SE releases, but I have no experience with UX design.
-
To piggyback on my last post, I'll tear this thing to shreds. This is what I'm talking about. Not expressing concerns about stuff. Not being skeptical about Bethesda's ability to deliver, but just blatantly spreading a lot of completely false stuff while claiming that "research" was a part of gathering that false information. "The FO4 EULA is more restrictive than previous Bethesda games." Barely, at least in regards to mods. Most of it is the same stuff saying Bethesda can use mods in their marketing, which they rarely if ever do and is probably more likely than not a legal cover for them talking about specific mods on their company run website without having the modders come after them for something that could be construed as in-house PR copy. (They're paranoid, so that wouldn't be a surprising reasoning.) It also allows them to put together an infographic about modding community for their site without getting sued. Small potatoes. It does the pretty boilerplate stuff where it says assets from the game belong to Bethesda, and assets created by modders belong to the individual who created them in the context of them being used by other modders. The only thing I saw that could be construed as more restrictive is the limit on modifying executables via use of something like the Creation Kit. Thing is, even stuff like the large address launchers for previous Beth games don't modify the actual executable, they just run a wrapper when launching them. So almost none of that EULA is any more restrictive to 99% of modding. And the other 1% already lived in a dubiously dark "grey area" or were simply just modifying the exe to accept cracked license codes or fake Steam verification checks in support of piracy. "The game is meant for console players." There are two ways to look at this. 1) You haven't played it, and in that context what does that even mean? Made for console players? How can you "know" that without any hands on time? You mean it's more friendly to a controller? Because a lot of people I know who play on PC have preferred using controllers for previous Bethesda RPGs anyways. You can use a controller on PC. 2) Well yeah, thanks to the absolutely massive dip in PC gaming around the start of the previous generation due to the 360 and PS3 technologically leapfrogging the then-stagnating consumer PC market, Bethesda has been aiming at console for a decade at this point. I will say that outside of the floaty mouse cursor, I've never found any of the Fallout UIs to be particularly hostile to PC players from a design standpoint. Skrim was a bit bunk, but we fixed it and Bethesda made a few tweaks as well. Fallout 4 certainly looks to have a much less terrible UI from a function perspective than something like The Witcher 3 at least. I'm not a super huge fan of the 4 dialog options bit, but we can fix that as soon as F4SE launches and... since PC copies are all digital now all of the leaks are coming from console. "Bethesda does not want anything related to FO4 made public unless they control it." Yes, and? They're in the business of selling a game, and that game isn't out yet. It's perfectly reasonable at this point for them to try and keep a lid on things so close to launch. "Reviews for FO4 cannot be published until after the game is released" Really? Because, you know, there's a thing floating around that Kotaku posted that lists the embargo as 9AM, EST, Monday. And unless I'm mistaken, the game doesn't launch until 12AM EST, on Tuesday. So, unless you live in an alternate universe where the time-space continuum has folded over on itself... this is just a bold-faced lie. Like, 100% verifiable, this is false and there is no way to claim otherwise. That information was widely available well before this post was made. "The game is not Next Gen like Todd Howard claims." What the hell is this even meant to say? You're complaining about Bethesda trying to control their message, and then riding the "next gen" marketing terminology nonsense train to crazy town? "Next gen" is a marketing catch phrase, and we're almost halfway through this current console cycle based on their computing power - so unless Sony and Microsoft prove exceptionally stubborn it's beyond time to move on. Leave the marketing lingo to the marketing people. Next-gen doesn't exist on PC. "Bethesda will lie about the contents of the game." What is this based on in the context of Fallout 4? And what does Arkane working on Prey 2 have anything to do with this? 1) The turn around from reveal to release is too short for features to be cut from Fallout 4. They unveiled that game when it was feature-complete. 2) No one ever claimed Akane was working on Prey 2, that was an internet rumor floating around when Bethesda acquired them. Please stop with stuff like this. Please. Like I said, I'm not against anyone being critical of Bethesda, but these conspiratorial falsehoods help no one.
-
Uh, I don't think a lot of you understand what it means to be a linear game. Some of you have been throwing that nonsense around a lot, and it's getting pretty damn annoying. If you want to compartmentalize it down to any one individual quest, then most games are going to be linear by that standard. It requires a monumental amount of work to have players end up in multiple places at the end of a quest and still tell a good story, and even when they don't provide non-linear quest narratives Beth RPGs have always had an air of non-linearity due to their go-anywhere design. I'll also say that I agree with jet4571, and found most of New Vegas' main story beats to be incoherent s#*! that valued choice to the point where giving said choice overrode any attempt to provide context or motivation. After you kill Benny, it gives you a bunch of branching nonsense but no reason to do it other than that it is quest log. There's no motivation to do almost anything in that game outside of clearing them off the quest list. (Which, honestly, to me as a writer seems like a far worse sin than maybe being a bit too inflexible - though I wouldn't accuse any Bethesda RPG of being inflexible.) FO3's story is a far cry from linear also, because while yeah, you can trounce around following the marker - just as you can do in New Vegas and Skyrim - you can also just straight up ignore that and go find your dad in Tranquility Lane. I know that's what I did completely by accident on my most recent playthrough. I found that vault while ignoring the main quest, remembered what all goes on there, and skipped the first third of the main quest. That's not linear, not even remotely. You can't sequence break a linear game, that's why it's called linear, things can only play out in a straight line. Something can only be linear if there's only one outcome and only one way to get there. Call of Duty is linear (Black Ops II excluded), Half-Life is linear, Metal Gear Solid (pre-5) is linear. Bethesda RPGs are not. This is not a subjective assessment, something is either linear or it is not - regardless of whether or not you feel satisfied with the breadth of the choices offered you. By all means be critical of Bethesda. They deserve your criticism like any other decently sized pub/dev. Being skeptical is fine, but you guys are rolling in a pit of nonsense in this thread that seems tailor made just to s#*! on people who are excited about the game - which isn't cool in the slightest. We've got assholes saying Fallout 4 doesn't look meaningfully different than 3 - which anyone with a brain and eyes can see isn't true. We've got another asshole saying the Creation Engine is a 32-bit engine and others whining about ancient Gamebryo stuff - wholly ignoring the fact that this iteration of it clearly is not, and that in the video game industry software is rewritten into something new and different far more often than it is replaced outright. Then we've got people who don't know how to read a f*#@ing EULA saying that F4SE won't be coming out and other people lapping it up as an excuse to pile on the bullshit. We've got still more people claiming they know things or feel things about a game that has had one wide-release demo and some leaks from a series of sketchy, ridiculously unreliable sources. Chill the hell out. Saying you're worried about Bethesda games being buggy? Sure, that's perfectly reasonable. Saying you don't think the game looks good? That's cool as long as you tone down the nonsense factory pumping out assertions that it hasn't gotten visually better in almost a decade. Saying you're worried about how the streamlining of combat and other stuff will affect the flow of the game? Cool, me too. All of this posturing and bad-mouthing using deeply flawed, and sometimes completely false, information though? That's f*#@ed.
-
Discussion about the rights of androids
JMan240 replied to Northwain's topic in Fallout 4's Discussion
I plan on creating a narrative mod that more deeply explores this stuff from a different angle. But here's the question I pose as an alternative in response: We've clearly seen via Fallout 3 that androids can exercise some form of self-determination. They can make the decision to change themselves, so why would they continue operating within the parameters forged for them by humans if they are able to change and also desire change? If they chose not to make that change, then why? If they choose to alter themselves, then where does that re-position them on the scale of consciousness? I think those questions have far more substance than the borderline nihilistic question of what is or isn't real. IMO, that's a rather rote angle to approach synthetic life. -
:nuke: *waits rather impatiently* :nuke: I guess it's not that odd that this isn't up yet, considering Bethesda has already clearly specified that there will be no mod tools until next year. If I remember correctly, Skyrim was just "you'll have em when they're ready". Though, I have to say, I find it odd that they can't just put a couple programmers on mod tools after the game goes gold and get it out the door faster. Or hell, don't they have someone doing workflow in-house? What are they going to be tweaking in the last two weeks of dev time? FO3, NV, and Skyrim all used basically the same editor with like one or two features tweaked from game to game. Don't expect this to be much different from the previous Creation Kits unless they're really aiming for the fences here.
-
As an aside to my last post, I was speaking with the SKSE crew for a freelance article that looks like it won't be happening. The responses are more generalized than you all might need, because I needed explanations of how that stuff worked in their own words, but I'll leave them here.