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About StuykGaming
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http://www.stuyk.com/
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Stuyk#0001
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The donation system is really neat. However you guys will have to be contributing constantly. You may want to look towards a system such as the Basic Attention Token to fund creators. If you can manage to get that implemented into the website, nexus mods program, or anything else in general it could pretty great for everyone. https://basicattentiontoken.org/
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FO4 Modding Tutorial List
StuykGaming replied to Deleted33373940User's topic in Fallout 4's Discussion
Photoshop for texturing. 3DS Max 2013 if you want usable models with collisions; furniture and such. 3DS Max 2013 link -> http://trial.autodesk.com/SWDLDDLM/2013/3DSMAX/ESD/Autodesk_3ds_Max_2013_EFGKJS_Win_64bit.exe -
FO4 Modding Tutorial List
StuykGaming replied to Deleted33373940User's topic in Fallout 4's Discussion
Here's an updated link for the Converting Models to the .nif format for Fallout 4. http://stuyk.com/fallout-4-converting-models-from-3ds-max-to-nif/ -
FO4 Modding Tutorial List
StuykGaming replied to Deleted33373940User's topic in Fallout 4's Discussion
Here's an updated link for the Workshop settlement guide. http://stuyk.com/fallout-4-creating-a-new-settlement-location/ -
Thank you all for voting, we'll be continuing on track with the current methods. You can follow the official page for new information on the update as well as what I'm currently working on. Thanks again.
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Sure let them just rework the entire engine, re-release the game, add a new price tag, and break all mods. Sounds great. How about you wait for the next game which will surely be under a new engine. If it's not, why even buy the game?
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Workshop Script Wrapper
StuykGaming replied to kinggath's topic in Fallout 4's Creation Kit and Modders
This is a pretty ballpark question. No idea what you're talking about. -
If you all are feeling interested in voting in this poll, I'd appreciate it. Vote Here If you like the current system, Complexity is the vote for you. If you want a different faster system with less objects to stack, simplicity is what you would vote for. If you have never used Modular Housing you can find it here. Looking for general opinion on build times, preference, etc.
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Settlement Construction
StuykGaming replied to AlmostBoring's topic in Fallout 4's Creation Kit and Modders
Here's an article on adding a custom menu + filtering objects. http://stuyk.com/forum/viewtopic.php?f=11&t=28 -
Hi. When you create a script or add a new script that's the name of your script. For example: http://i.imgur.com/3W3uiRv.png My script is named 'Stuyk_RainDestruction' Inside the script I also need to make sure my deceleration of the script matches that. Scriptname Stuyk_RainDestruction extends ObjectReferenceAlso what are you trying to extend. Is it an ObjectReference - A static object / switch / etc. Actor ActorBase etc. Try simply adding ObjectReference to the extends part. That should at least let you compile it. So when you first make your new script. http://i.imgur.com/ePFekv4.png Never change the thing down below. You can pretty much always untick Const. And if you're still frustrated about it. I'm currently writing a tutorial that doesn't go super into detail about stuff so you don't get lost when writing Papyrus. Edit: Here's that tutorial
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Tutorial for creating a weapon.
StuykGaming replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
You cannot add collision to objects in Blender. -
Hey ajs, been kinda following you do a bit. Anyway hopefully I can lend a hand. You're pretty close but when you call things like a Location. That's actually something you need to call it as. So when you're poking around the Wiki, the hyphened off things are literally what you would call it as, or rather what it applies to. http://i.imgur.com/1YJK6c9.png Actor, ActorBase, Location, FormList, ObjectReference, Potion, etc. What you want to do is instead of cast for a 'Strings' You want to cast it as a Location. <CAST AS> <VARIABLE> = <WHAT YOU WANT TO GET> <POSSIBLY CONVERT> Honesty check out this 'Cast As' page. http://www.creationkit.com/fallout4/index.php?title=Cast_Reference STRING are literally words. It's like using Debug.Notification("THIS IS A STRING") INT is an Integer, they have to be whole numbers. 0, 1, 2, 3, 4, etc. FLOAT is an Integer with Decimals. They store exact number values. 0.21, 1.53251, etc. BOOL is a true or false statement. It can only be true or false, no matter what. Here are the function literals. http://www.creationkit.com/fallout4/index.php?title=Literals_Reference Hope this can clear some things up for you.
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[WIPz] Fallout 4 Script Extender (F4SE)
StuykGaming replied to behippo's topic in Fallout 4's Discussion
As I'm slowly getting more and more into scripting / programming. I never realized how much of an importance it is to have a functional and usable script. Today I tried to simply get the length of a string in Papyrus. You simply can't. How can you not have such a basic utility added into Papyrus. Godspeed F4SE Team, you guys have your work cut out for you and I can't wait to get a hold of all the utilities you guys will be writing to make our lives much easier.- 717 replies
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- f4se
- script extender
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Normal maps broken again?
StuykGaming replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Try using the Intel Texture Works Plugin. http://stuyk.com/forum/viewtopic.php?f=16&t=3 Some export information there.- 14 replies