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StuykGaming

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Posts posted by StuykGaming

  1. Really cool stuff! Bookmarked. I got the necessary programs so hopefully I can make a new armor! Just gotta decide whether I want to learn 3DS Max or Maya and if I want to go with Photoshop for texturing or perhaps something else

     

    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

  2. I remember helping out both those guys back when this all started...fun days...easier days.

     

    Anywho... Stuyk put his back up.

    Here you go: =)

    http://stuyk.com/fallout-4-creating-a-new-settlement-location/

    (I think he refined it a bit, too, as there was an error in the original that I didn't spot on a quick browse of this new one)

     

    PM me if you find anymore errors. I'll correct them. The layout should be much nicer and easier to follow.

  3. 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?

  4. 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.

  5. 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 ObjectReference
    Also 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

  6. 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.

  7. 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.

  8. And so I dont get hated on for editing my ish, I forgot to mention the only reason I'm even here is I lost all my work in a hard drive. So before you haters start with your hating. I know I shoulda backed it up. I know it was dumb not too, but wow this is the world of the modding fallout 4 nexus community huh?>?

    Take a moment and review the numbers in the 'Request' section.

    9,608 Topics.

     

    That's more than all of the 'files' section threads combined.

    Nearly more than all of the threads in this entire Fallout 4 section combined.

     

    What does that tell you?

     

    There are hundreds, upon hundreds, upon hundreds of ideas that people want. It's overwhelming, and there are only so many mod creators out there.

     

    Instead of making requests and asking people to do the work for you. Take the time to learn modding if you're truly interested in committing time to it.

    Nobody will take anyone seriously unless they can put out some serious proofs.

     

    There's an entire mod for Fallout 4 being built around Washington. They've got concepts, screenshots, and plenty of details that anyone can go off of.

     

    Nobody is going to steal some dudes idea off a forum.

     

    Eh.

  9. Okay so generally the way Keywords work they're basically function calls for scripts a majority of the time.

     

    They're often attached to scripts to cause certain things to act a certain way or for the script to check if it HAS that specific check.

     

    As you can see there's a list of Keyword.

     

    http://i.imgur.com/Tgozktt.png

     

    Now if I'm not mistaken you can take this list of keywords and add it to all of your actors to cause that specific effect.

     

    It may be based off the default Level Character set.

     

    You'll probably have to do some investigating of your own to help you figure it out.

     

    http://i.imgur.com/grPDyS6.png

  10.  

    Thanks. I was looking for this very same thing to get my own works started.

    If I were you I would definitely NOT learn from tutorials on how to mod from before the Creation Kit came out. Learn the proper way to mod using the Creation Kit instead. Look at Skyrim tutorials, there are a lot more of them and better quality than many available for Fallout's Creation Kit. For the most part the information still applies. This very forum section has a PINNED thread full of tutorials. https://forums.nexusmods.com/index.php?/topic/3760875-fallout-4-modding-tutorials/

     

    This thread hasn't been updated in a while. I recommend scavenging the pages too.

  11. Recently re-wrote a handful of tutorials. You can check them out here:

     

    Snapping Nodes aka BSConnect Points (CPA)

    http://stuyk.com/forum/viewtopic.php?f=14&t=10&p=11#p11
    Exporting 3DS Max to Fallout 4 .NIF

    http://stuyk.com/forum/viewtopic.php?f=14&t=6
    Using Keywords for Special Triggers

    http://stuyk.com/forum/viewtopic.php?f=7&t=9
    Opening a Door Using Only Papyrus

    http://stuyk.com/forum/viewtopic.php?f=7&t=8
    Spawn Enemy / Actor Function

    http://stuyk.com/forum/viewtopic.php?f=7&t=2
    Repeatable Textures Made Easy

    http://stuyk.com/forum/viewtopic.php?f=16&t=4
    Texturing Exporting for Fallout 4

    http://stuyk.com/forum/viewtopic.php?f=16&t=3
    Navmesh for Settlement Objects | Stairs | Ramps | Floors

    http://stuyk.com/forum/viewtopic.php?f=11&t=26&p=27#p27
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