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Everything posted by radiumskull
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Not exactly piracy if you didn't use the ACTUAL game assets from Dishonored. Which probably wouldn't work anyway, because the character models won't be comparable in terms of proportion. If someone were to adapt Hancock's outfit and create original game assets, that wouldn't be piracy.
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- dishonored
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Okay, like... they ran Fallout 4 through a Second Life filter? Seriously...
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From what little I know, the only way to edit the SWFs would be to use a decompiler to break them down into FLA files, which can be edited with Adobe Animate (formerly known as Flash). But you may also have to know some ActionScript (the Flash scripting language) to be able to pull it off effectively.
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An idea and a question. (wip)
radiumskull replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Why would anyone stop you from doing this? You could pretend to be Donald J. Drumpf if you wanted to, the Secret Service won't visit you. Esp. since the scam calls mostly come from India. -
@luxerita, just FYI, that wall is one-of-a-kind in the real world. It's the 'Ennis House', a Frank Lloyd Wright design in Los Angeles that's been used for more than one movie set, including 'Bladerunner'. Wright custom-made that tile pattern for that particular house, so don't get too frustrated if you have trouble finding something similar. The closest thing I can think of in Fallout 4 is the 'Steam Tunnel' walls which are just randomly offset bricks. But mix that with the 'High Tech' building style, and you might get something you like.
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- blade runner
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From Whence Do The Deathclaws Come?
radiumskull replied to Rabbit1251's topic in Fallout 4's Discussion
Rabbit 51: true origins of the Deathclaws are explored in detail in the New Vegas DLC, 'Old World Blues', Definitely worth playing, it's almost a Total Conversion mod, in a sense. -
someone who makes mods and is good help
radiumskull replied to Kruizzy's topic in Fallout 4's Discussion
@Kruizzy: good luck with your new game -
Adding Skyrim hair to Fallout 4
radiumskull replied to Mindsettings's topic in Fallout 4's Discussion
Depends on where the hair geometry and textures are coming from. If you're talking about porting actual game models or other assets that come with Skyrim, no, you can't, because of legal/intellectual property reasons. Which may be why you can't find anything. However, if someone did create new original hair geometry for a Skyrim mod, you would need their permission to use those assets. And if you're going to create your own new hair models (even if based visually on Skyrim hair), then you're just creating new hair for Fallout 4. -
Imgur is basically made for this purpose, and it's amazingly easy to get something uploaded there and posted here.
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The bolded part says that it's your problem to satisfy copyright & use obligations. That doesn't mean there are any, but not as far as the average person can tell. The majority of the posters are from Pan Am, which went out of business in the 1990s, but the name and trademarks are apparently still owned. So it's in a gray area.
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Need some info on elevators
radiumskull replied to greekrage's topic in Fallout 4's Creation Kit and Modders
There's a CK category under 'Misc' called 'Packins'. It has a TON of stuff, but things are pretty clearly labeled. A pack-in is just a clump of separate objects you can drop into the Render window, and boom, there they are. Warning: they're separate objects as soon as you drop them. Double-click on it in the Object window if you want to see a list of what's in it before you drop it. IIRC, the elevator pack-in has all the stuff you need. -
send settlers to raider outposts
radiumskull replied to tawatabak's topic in Fallout 4's Creation Kit and Modders
I think no one's answering because no one knows. Raider Outposts are like another kind of Settlement, but obviously the two aren't the same, nor are they compatible by default. Only thing I can advise is keep looking at the files, see what you find, and try some experiments. -
Two unrelated questions.
radiumskull replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
1. Maybe, but I'm not sure how it's done. Take a look at the companion files to find triggers for when they run into other companion NPCs. There aren't many, but I believe there are a few. 2. I don't think so, especially since you won't be selling anything. -
For many months after its first beta release, Creation Kit would crash anytime I clicked on - just clicked - a list item. That meant I had to be careful around a lot of places, especially Quest entries. After several updates, that problem went away, at least for me. I run Win10, and I suspect it has something to do with FO4 being built on Win7 systems. I brought my old Win7 machine up to spec and installed everything, and it worked without crashing like that. Sorry I don't have a definite answer for you, but if you have another computer running a different OS, you could try that.
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Color Remapping Index
radiumskull replied to yahanwiwi's topic in Fallout 4's Creation Kit and Modders
If there's a way to do that, it would be in the Reference Properties, the window you get when you double-click an object instance in the cell. If it is available, it would work like the Material Swap in the Extra tab. Come to think of it, that might be your answer. -
Actually, I think the issue is that the windows are 'modal', and can't be resized, because they aren't designed to be. Conventional wisdom says that since CK was designed to fit BGS's single hardware spec (i.e. everybody had the same size monitor), the devs didn't need to put that in. And here we are. It was never designed to be a commercial product, but you would think that knowing it would be released, they would've taken that into account.
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I was working in CK on one monitor that didn't have the right aspect ratio, so I had to crank it up to a distorted level to get the bottom edges of the windows to show. As they say on Game of Thrones, "It is known."
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Show map in terminal
radiumskull replied to shavkacagarikia's topic in Fallout 4's Creation Kit and Modders
@shavkacagarikia: Stands to reason that if you did a hack with the Pip-Boy SWFs somehow, you could get the interactive map displayed on a terminal - that's all the menus are, after all. But I'm sure some fancy coding would be necessary. Otherwise, just do a custom version of the map that @chucksteel mentioned, and load it as an image.