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radiumskull

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Posts posted by radiumskull

  1. 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.

  2. 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.

  3. @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.

  4. 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.

  5.  

    The lo-res images shared as part of The Commons are for personal research and enjoyment. The Air & Space Museum does not warrant that the sharing of these images will not infringe upon the rights of third parties holding rights to these works. It is your responsibility to determine and satisfy copyright and other use restrictions before copying, transmitting, or making other use of protected items.

    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.

  6. 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.

  7. 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.

  8. How can I change the color remapping index for an individual instance of a static... like one of the parts of MachineKit.?

     

    When I change the color of a piece, it changes it for all of them in the game.

    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.

  9.  

    If I am understanding you correctly, the windows are too large to be able to get to the corners or top bar to move/resize. If so, follow these steps:

    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.

  10. @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.

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