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About matzman666

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It seems that with BSLightningShader alpha gradients does not work. With this material type you can only set a uniform alpha value (in the material file) for the whole texture. If you want an alpha gradient, you need to use BSEffectShader, but since BSEffectShader was not really indented for "normal" stuff like armors it may look strange.
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Script to Check Attached Weapon Mods?
matzman666 replied to FreedomsFlame's topic in Fallout 4's Creation Kit and Modders
There is no generic way to check which mods are attached to a weapon. The only thing you can do is add unique keywords to your weapon mods and then check whether a weapon has this keyword. But this then only works for your weapons mods. -
The problem with using swf holodisks that you cannot communicate with scaleform from Papyrus (yet), only from scaleform to Papyrus. It's impossible to implement a proper MCM when you can only communicate one-way. F4SE will probably implement two-way communication at some point, but we have to wait till then, and F4SE is also not a viable solution for consoles.
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Holotapes are only a temporary solution till we have a proper MCM. Compared to Skyrim's MCM Holotapes only offer very limited functionality. They only work well for simple menus, when you have a more complex or even a dynamic menu, you soon reach the limits of what is possible. Also, text replacements only work on terminals and not on the pipboy, restricting you further. One of my mods actually started as a case study about what is possible with holotapes. You can do more advanced stuff like seemingly endless lists, but a lot of effort is required for implementing them. I always thought Skyrim's MCM is cumbersome to use, but compared to holotapes it is very easy to use and user-friendly. However, on consoles holotapes will probably the only solution for configuration menus. That's why I will probably drop console support as soon as we have a FO4 MCM.
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Theoretically, there may be a way to install NSFW mods on consoles. Register an account at bethesda.net, upload whatever NSFW mod you want on your console (and don't make it obvious from mod description and pics what the mod is about) and set it to private, finally download the mod onto your console. Why do I think that could work? I suspect that Bethesda will not pro-actively check your mods (and when they do they will probably only have a quick glance), but mostly rely on users reporting inappropriate mods. And when the mod is set to private, noone can report it.
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Script command to travel - while time passes?
matzman666 replied to Falloutfxer's topic in Fallout New Vegas's Discussion
Yes, Game.fastTravel(ObjectReference akDestination). -
I made this mod with Papyrus, not with Flash/Scaleform. Currently there is no way to do it with Flash/Scaleform because of missing interfaces (besides that I refuse to learn a dying technology). Would require F4SE functionality to pass data between the game and the swf menu. However, I have seen someone experimenting with taking flash games he found on the internet and loading them into a terminal. Most where working though there are issues with key presses (Only predefined keys are passed to the flash application)
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Slot Use Standardization
matzman666 replied to Gambit77's topic in Fallout 4's Creation Kit and Modders
In my opinion this is a too wasteful usage of slots and should be streamlined. As already mentioned slot 61 is already used by special effects. In Skyrim outfits using that slot broke spell effects and the like. i would use object modification slots instead of body slots for some stuff (mostly addon stuff like jewelery, scarfs and stuff), that would free up some body slots. Mod slots are actually pretty cool (e.g. you can have an unlimited number of those), but currently massively under-used. in my opinion especially mods like FCO can massively benefit from mod slots. Theoretically you can use mod slots to reimplement FCO using a SINGLE body slot. Here (NSFW!) is an example of a mod that uses mod slots to allow users to mix different piercings using a single body slot. And here you can find some short description of what is possible with object modifications. -
Food/Water is already a stored resource (or did I missunderstand your definition of 'stored'?). The corresponding scripts calculate your daily food/water production, substract your settler's need and places the excess food/water in your workshop inventory. There IS already a benefit for growing more than you need, the excess food can be crafted into vegetable stark, which acts as an adhesive. The settlements script already take food from settlement A and move it to settlement B. The only thing new here would be to add the brahim as man in the middle instead of directly moving food from one settlement inventory to another. I don't think that would work well with the current settlement implementation, though it's an idea worth investigating.
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- settlements
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[PLANNED MOD] Settlement complete overhaul
matzman666 replied to Rorymc123's topic in Fallout 4's Discussion
I am also planning to overhaul the settlement system when the CK is finally there. I think it would be a good idea to join forces, I am a programmer by trade, scripting is no problem for me. My currently planned features are: Fix that damn settlement scripts, they are buggy and incomplete.Fix that damn settlement attacks, especially the spawn points, their placement is not reasonable at all. -
The automatically generated message clearly says that it is a malware issue, also 4 out of 55 engines on virustotal flag my file as malware (My file was generated with PyInstaller which has a long history of generating false positives with AV-software). I tried to resolve the issue with the mods, but I haven't receive anything from the mods yet.
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No, they are scanned after they have been uploaded and published. Happened to one of my files, got flagged by the AV-software a few hours after it has been uploaded and at least 20 people have already downloaded it. In my case I am pretty confident that it is a false positive, but there could be other mods that contain real malicious code.
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One of my mods is under moderator review since three days and I haven't been contacted by anyone yet. Who is the appropriate person to talk to about such matters (The moderator review was initiated by SiteBot, who I don't think is a real person and can be contacted)?
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I am currently working on an unofficial Pipboy Application (using Python3 and PyQt5) with the goal of providing a satisfying second monitor experience (it can also provide a satisfying second screen experience :wink:). Here is some teaser image: At the moment I am mostly concentrating on the map. It already correctly displays the player position (more or less, still some calibration needed), provides better zoom that the official app, and it can center on the player and follow him around. After that I plan also to implement other widgets to show your current status or other stuff. All widgets are implemented as Qt dock widgets, so they can be dragged around and arranged as you wish. Currently I am searching for icons (I am not a good artist in this regard as you can see in the teaser image), that I can use for location, quests and other markers. Has anyone already extracted the ones from the official pipboy app, or can me provide with similar good looking ones? Other suggestions and ideas for widgets are also welcome.