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Everything posted by Nikonthenet
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Would love a mod that allowed us to radio for backup and have a specific companion arrive via vertibird. Thanks for reading! *fingers crossed*
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Hi and thanks for stopping by... I'm seeking a way to stop an object from casting shadows. I want the light emitter to cast shadows, thats all well and good. But can I stop a specific object from casting a shadow? Fingers crossed someoen can help as I'm running out of ideas here and my google-fu is weak on this issue!
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One of the most jarring things for me is stormy weather not visible from inside your ships cockpit. Added to this, there is no rain effects on ship windows, or helmet visor. Also, being able to free-look when stationary in ship, would be great! Just my 2units :)
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Hi there, I've created a number of mods now, mainly for fun, but all have been well received gaining several hundred and in one case over a thousand endorsements -which is not much in the scope of things, but great for me as a hobby-modder. Anyways, I'd like to share some elaborate Settlement Builds I've done, but not sure the best way to do this...? So far my mods have been limited to textures, standalone new objects, lighting system changes, that kind of thing. I was planning on using 'cell-ripper' to create a new save with my settlements included. So people could then cell-rip my settlement into their game. However, I believe things have moved on since I planned to do this. I am searching, but without knowing exactly what info I'm searching for its proving difficult. Very briefly, what do I need to do to extract a Settlement build from a save game, and create an esp? Once I know the basic process, I should be able to work out the rest for myself as I have before. Thanks for any help provided :smile:
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Some great ideas here! I was also thinking about the audio and feedback through the gamepad JC! It would add a lot. The core idea was simply that Stimpacks could not heal you until the bullet is removed. I think something like this could be very complex, but could also be simple and still add an extra dimension to the experience. I don't know much about the code side of things, but learning -I've tinkered with FO4Edit and released a couple of Standalone mods since I last posted! I guess though that the complexity could be added after completing the mini-game and first level of code required. That way at least we could have something playable before the detail was added? Too much detail in the mechanics might also put some people off, so it would also be good to offer a basic version first and a more complex version later? I guess I'm just saying 'lets do this' but also 'one step at a time!.' Roadmaps are good too though :D
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RESOLUTION: This issue was caused by too much green in the RGB values on the specular map, when using BC5 format Intel Texture Works. There is a threshold, after which the game engine seems to use a specific reflection texture, in locations with low light sources. This is likely nothing new to experienced people! but for anyone learning about texturing, hopefully this will shed some light on the issue :tongue:
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Thanks Totalmeltdown, thats awesomely helpful! :) I'm almost 100% the files were saved in correct format, unless last minute mistakes were made. I will double check. -Does 7z compression effect these things? Wow, it quickly gets complicated with the number of mods running. And here was me thinking some re-texturing was, a simple, and easier place to start learning to mod :P
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Thanks again :) Yes, I've had someone with this issue confirm they ARE NOT using Moar Gore, and one person who is does not have this issue; so thats confirmed as not conflicting. "missing _d on file name" As my mod is a texture replacer for 'Enhanced Blood Mod', I use the exact same file names as EBT which is believed to be working correctly with almost 16k endorsements! Could the lack of _d be the cause? and if so, why would the issue not effect the base EBT textures?
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Hey :smile: I recently released my first ever mod, its a texture replacer that replaces 3 files, the base texture, normal and specular maps. - Bloody Mess For the majority it seems to work just fine. But a couple of individuals have reported the blood textures appearing 'bright bluish grey' when my mod is used with another mod. My mod contains no .esp while the other mod does, but contains no textures. Heres a screenshot of the issue: https://imgur.com/a/vxGgR As this is my first game re-texture, I just wanted to check/confirm...is it possible for my textures to cause this issue? Perhaps a certain value in the _s or _n in combination? Any help is appreciated. Partial RESOLUTION: This issue was caused by too much green in the RGB values on the specular map, when using BC5 format Intel Texture Works. There is a threshold on the colour values, after which the game engine seems to use a specific reflection texture, in locations with low light sources. The issue itself is currently unresolvable(until the CK's out) and due to the way the game engine handles reflections. My issue was linked to the reflection texture 'popin' at certain camera angles. This is likely nothing new to experienced people! but for anyone learning about texturing, hopefully this will shed some light on the issue :tongue:
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Do you folks above see a problem having this 'heal' the crippled effect? Or do you just prefer the ideas you posted for other reasons? -I thought having the cripple effect permanent until surgery is completed would be both more realistic and good for the game-flow. I imagined: in a nasty fight you take one to the leg but manage to defeat the enemy, you're crippled and hobble around slowly looking for cover. After finding a safer location in the back of a building, you start the surgery to remove the bullet. Once the bullets out, you're no longer crippled, but you are still low on health, so a stimpack would seal the wound and remove the pain, returning lost health. (you can still take stimpacks during combat to restore health and keep you alive -it just won't remove an crippled effects) I think it might get complicated if we used a system like radiation that reduces max health. Rad-Away removes that kind of damage(restores max health). Would surgery also then remove radiation damage, and vis-versa? Thanks for your input! As before, if anyone thinks they can help in any way to get this off the ground, it would be much appreciated!
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Thanks for the reply Khormin, and for your interest. I thought there might be more interest from the immersion crowd on this idea tbh! One issue thats immediately evident is the lack of a viewable body while in first person. -The lock picking shows a background and I was hoping we might be able to adjust the camera to face an arm or a leg(keeping character clothing consistent), and overlay the injury effects on top. If thats not possible, maybe have to go with bare skin, as if the armour+material has been removed. Otherwise -to my very inexperienced eye- it seems we really need only to change textures for bobby pin and screwdriver. And create a wound to replace the lock. Would have to be simple texture edits initially, I'm not clued up on animation for blood squirts, etc. Audio could be replaced too, adding to the atmosphere. How would this fit in the flow of game play? -I was thinking we created a new item 'surgery kit' or some such. when activated, it started the mini-game.
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I had this idea and trying to learn if its possible....I think its beyond me! My idea was for an 'Injury Mini-game'. Similar to lock picking, it functions exactly the same. The mini-game is re-textured to look like a body part with a bullet or shrapnel wound. Using a scalpel and forceps, you have to manipulate the bullet out of your body. This would work alongside a cripple mod that stops healing of crippled limbs, until the bullet is removed. Is this actually possible? And is it possible for a new modder!? Any guidance is appreciated! If you're a capable modder and would like to get involved, please let me know. I'm fairly good with photoshop and can 3D model and would like to help in that regard.
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You have some choice: http://www.nexusmods.com/fallout4/mods/433/? Above mod is also very good quality. It perhaps doesn't have the diversity your looking for though.
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Here is a FO4 Dance Mod: http://www.nexusmods.com/fallout4/mods/3672 We just need the animation to work when settlers are assigned to an object, in the same way guard posts work. I've sent the creator a message, hopefully they'll consider the request :D
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With all the Nude mods, its seems such a waste not too!
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We have the tools to create some fantastic post-apoc bars and clubs with flame throwers. Just need some dancing girls to entice the punters! Maybe a new settler role could be 'dancer' with a custom animation? -There are some excellent dance mods available for Skyrim, hopefully its possible here!
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Suggestions for zombie mod (WIP)
Nikonthenet replied to WOTmodsproductions's topic in Fallout 4's Discussion
I'm tracking your mod and love where your going with it! Great work :smile: You've already made some good progress on the updates. My thoughts go in two directions. You might like to make this mod replace Ghouls with Zombies for a true Zombie Apoc experience. I think some people may like some Zombie flavour, but not to replace all the Ghouls(I would). Therefore a way to add a standalone enemy 'Zombie' that doesn't replace or effect the vanilla ghouls might be good. I think slowing them down a bit will be a big step. For me at least, I'm sure as many people will be happy with them running. I don't think the 'headshots' will be as good until they are slow. For that true Romero atmosphere. I'd look into audio to support the mod. Nothing says Zombie apocalypse quite like the moaning of the dead..."Braaaaaiins!". Just don't over-do it, it can be a little too humorous(unless thats what your going for), maybe make it optional. Certainly have a lot of groans in there. Textures would be great also...if the look a little more like dead flesh, that would help a lot! While thinking about the above, I'd also aim to create some diversity in the textures and audio so they don't all look the same or repeat a small set of audio. That will have a big impact on the atmosphere and feeling created by the NPC's. Good luck with it! :smile: EDIT: Down the line, it would be good to have the roaming hordes you mention. A settlement attack by waves of 20+ zombies would be epic. FO4 handles large numbers of NPC's very well, see how far you can push it!