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hamguy21

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Everything posted by hamguy21

  1. How to use with Mod organizer 2?
  2. :pinch: I cant belive it was that easy, thanks! I never realized you could scrap the barrels, i thought they were just decoration.
  3. Can someone remove the radiation at the starlight drive in? these idiots keep walking right up to the radiated water, i had to block it off but they still somehow get in. http://i.imgur.com/U5hKS2U.png http://i.imgur.com/grZipCF.png http://i.imgur.com/uT3cFTY.png
  4. How would custom quests be done since fo4 is mostly voice acted.
  5. fo4's combat was improved by ID software the people who made doom since they are from the same company. if you wanted you dont even have to use vats but it helps in combat.
  6. Kellogg has augments which stop his aging. he is a cyborg.
  7. No, they won't. As I've said, it would take a complete overhaul of the existing game engine, something they will not do for an already-released title. In order to make such a drastic change to the game engine, they would need months of QA testing. Not to mention the fact that increasing the mod limit wouldn't generate any new game sales. I keep telling you that its already done. there is an arbitrary limit. Mods are a huge reason people buy Bethesda games. No, they won't. As I've said, it would take a complete overhaul of the existing game engine, something they will not do for an already-released title. In order to make such a drastic change to the game engine, they would need months of QA testing. Not to mention the fact that increasing the mod limit wouldn't generate any new game sales. Its not arguing its discussion.
  8. Did you multiply 256*256 to get a 65,535 mod "limit"? The "arbitrary limit" is 254 because the engine uses two hexadecimal numbers to represent load order. Those values can be 0-9, and A-F, for a total of 16 per unit, so 16 * 16 = 256 different combinations. 00 is reserved for Fallout4.esm and FF is reserved for dynamically added items, so there are only 254 "free" slots for mods to use. It is not "just a few lines of code" that would need to be changed. Simply trying to tell the game engine to use 4 hexadecimal units to address load order would give us that magical 65,535 mod number, but it would require searching through the entire codebase to find each point where the game used to expect only 2 hexadecimal numbers and change the code so that it now expects 4 hexadecimal numbers. And you would then still need to change Fallout4.esm to have it be addressed in 4 hexadecimal number load order. Finally you would need lots of testing to make sure that you didn't break anything in that process. You'd also need to rewrite the GECK / CK to support those 4 hexadecimal addresses too. And all the DLC, to boot. Even if you "cheated" and told the engine "OK, if the FormID is only 8 units long, the first two units are load order, and if the FormID is 10 units long, the first four units are load order", you would still need to search through the code to make those changes, and it would have the result of making each of those code areas twice as complicated as before, because you've introduced a conditional that wasn't there before. The mod limit of 254 will not be changed by the release of the GECK / CK. It is not "arbitrarily limited" because Bethesda is worried about people crashing their games, it is the consequence of a design decision that was made back in the Morrowind days. I am not saying we need to mod this, im pretty sure Bethesda already has this covered. they will eventually increase the mod limit.
  9. Yes and no. This is an example of what I personally think of as the Elevator problem. People just think of an elevator as an elevator, however the taller a building becomes the more difficult an engineering and coding problem it becomes to get an elevator functioning. If it can service all floors, then it has a massive chain of the same length which has a weight of its own to consider. You have to increase the tensile strength of the chain, which increases the weight and adds to its own problem. How do you program the sequence in which the elevator visits floors? Nearest first? Then you'll have the elevator stuck in local loops moving between floor 2 and 4 while someone on floor 16 is always waiting because it never arrives. In sequential order? Then you'll have the elevator taking massive times to get from floor 2 to floor 4 because it goes past 16 on the way. Edit: There's a lot more examples, but I just wanted to illustrate the point. A program written to handle 255 elements will use vastly different techniques in memory allocation, search algorithms and looping structures than one written for 6 billion. A program optimized for one will not be optimized for the other. So assuming you could simply hack this variable with a hex-editor or something, you wouldn't want to. The game's performance and stability would drop immensely. I doubt that. 64bit skyrim can handle up to 65,535 Mods. Of course there will be a limit since the engine probably cant handle that many mods, but right now its 255. in the future i suspect Bethesda to increase this to 500 or cap at 1000. The arbitrary limit of 255 is because 1, there is no Geck support. and 2, the more mods people install the more problems the game will have and crash. they want to set a limit so people dont complain about crashes, but what about people who know what they are doing, and people who are not using Consoles.
  10. I am 100% aware we are talking about Fallout 4 and not Skyrim. It would still be a massive undertaking to overhaul the underlying code to support an increase in load order addressing beyond the current constraints. They would basically need to rewrite the entire game engine, then rewrite all of Fallout 4 to support that new engine. No, they wouldn't. Fallout 4 is already 64 bit. It is 64bit ONLY. They dont need to change anything except for a few lines of code that says to limit mods at 255. http://i.imgur.com/0ZdnfXd.png?1
  11. Because it would be a huge problem. It wouldn't just be a simple "increase the number of mods allowed'. You would need to go through the entire codebase and change each area from 32bit memory addressing to 64bit memory addressing. The game is already 64bit, Do you not realize this? We are talking about fallout 4. not Skyrim. Why is that? Both the XBox One and the Playstation 4 support 64 bit architecture, they both have the AMD APU. You are correct, I forgot about this.
  12. the limit was 255 because of 32bit address not allowing more than 4gb.64bit allows for thousands of gb so there isnt any limit on the amount of mods you can install but the more you have probably the slower your game will run. only because you only have so much video Ram. well Bethesda can easily change this after an update [PEOPLE NEED TO VOICE THEIR OPINION]. fallout 4 is 64 bit and 64bit can address over 18 quintillion values. Its likely only 254 because of consoles. This would not be a simple fix. They would have to recode a large part of the game engine to make it work, introducing all sorts of new bugs in the process. You are making it seem like it seem a huge problem. it would be a simple fix.
  13. the limit was 255 because of 32bit address not allowing more than 4gb. 64bit allows for thousands of gb so there isnt any limit on the amount of mods you can install but the more you have probably the slower your game will run. only because you only have so much video Ram. well Bethesda can easily change this after an update [PEOPLE NEED TO VOICE THEIR OPINION]. fallout 4 is 64 bit and 64bit can address over 18 quintillion values. Its likely only 254 because of consoles.
  14. the limit was 255 because of 32bit address not allowing more than 4gb. 64bit allows for thousands of gb so there isnt any limit on the amount of mods you can install but the more you have probably the slower your game will run. only because you only have so much video Ram.
  15. That is not true, on one of the terminals in fo4, it states that the Chinese had advanced technology. the stealth boy was just america trying to backward engineer the Chinese stealth tech which was much more advanced than the american stealth-boy. meaning they had some advanced technology maby from backwards engineering alien tech.
  16. If you have an nvidia graphics card you can change a setting to get smoother gameplay. usually the computer will pre-render multiple frames causing the CPU to throttle. if it is on any other setting besides 1 change the setting. If you ever run a benchmark set it to its maximum number. http://i.imgur.com/FKrGChG.jpg?1
  17. I always thought one day we would get to see how china and Russia sufferd during the war. You know, old fallout fans have been always yelling how beth fallouts add nothing to the lore and thus pointless. But I really wonder if they beth to touch those parts for real. why would all of china and russia be wiped out yet there is still some parts of america, they both had equal amounts of nukes pointed at eachother. Russia has railway bunkers under each city, i dont know about china but they have ancient caves. china also has a desert so it would be cool to see desert towns.
  18. I always thought one day we would get to see how china and Russia sufferd during the war.
  19. I've come up with a UI for PC during construction. what do you think? there is already a game similar to fo4's build mode. well thats G-mod. not saying there should be a gravity gun type of tool but it would be nice to build in a larger radius using a tool similar to this.
  20. No. Again, nothing like that is exposed to vanilla Papyrus. I dont see why you need papyrus for this. dont we have Nifskope.Well, adding, say, six meshes together in Blender, cleaning up vertices / faces, stretching the texture, etc, can all be done, of course. But then what would you do if the player only put 4 objects together instead of six? You could create one, two, three, etc, item blocks and replace what the player puts down dynamically, that would work. It would be a major pain, but theoretically possible. lets say you added a gun into the game that selects objects and groups them together dynamically. couldn't you create a 3rd party app that can be ran through a batch file but can be selected with the gun?
  21. No. Again, nothing like that is exposed to vanilla Papyrus. I dont see why you need papyrus for this. dont we have Nifskope.
  22. There never is a thing such as "unified modding". A modder can just as easily "break" your textures using the CK as they can with FO4Edit. This argument is also known as "I don't want to pay money for what I can get for free and if you want to get paid for your hard work then f*** you". Last I checked, no one was holding a gun to your head and forcing you to download those thousands of shitty mods. Yup. Getting paid for your work. Controversial, that. I've been Modding games since the 90's and used mods of other peoples for years, I understand modding and the modding community. Mods were never about monetary gain, it was always about extending the life of a game past its expiration date. it allowed for the release of very wonderful game modes which were all released for free and made with love. some became highly successful and became full blown games, Example: Killing-floor, Counter-strike, Red Orchestra ,Natrual selection, Team Fortress, Dota. These were all mods which were released for free and became so popular that people were willing to pay for a full blown game. Releasing 4k Horse vagina textures for $99.99 is not really modding. I understand if you want to make money for your work but dont bring paid mods into a place where things were free. There is always Counter-strike, TF2, or literally any other game that already has paid skins and weapons that people are willing to buy. This argument is also known as "I don't want to pay money for what I can get for free and if you want to get paid for your hard work then f*** you". Yes "f*#@ YOU" Why should i pay for something which should have been free.
  23. That would likely be more doable, since you could just use SetScale (though SetScale only makes the object bigger / smaller on every axis). And it would just make the texture look worse because you're stretching it over the larger mesh. couldn't you just Tile the textures?
  24. Citation needed. there is no reason to post any citations, it is obvious. the impact it will have is many shitty mods the break the game. since there is no creation kit, there is no unified modding. people have to hack the game to get things to work and this breaks things. I installed a mod and my textures broke. I am not sorry but paid mods is real shitty and if you support it you are shitty person. If you want to earn money for your work modding is not for you. the appreciation you receive should be enough and the experience you gain should be used on your resume assuming you want to be paid to make games. if you want to make money go make a game or do it in a game that has micro transactions. Next you'll have people copyrighting mods so you cant improve or use what another mod author created. it just creates a restrictive and Toxic environment, where creativity is sapped out of the system in favor of monetary gain. How many thousands of shitty mods will be created for pennies. which add up.
  25. That's not going to happen in-game, if I understand what you are asking about. There would be no way to tell the game engine that those previously separate objects are now one object, at least not in any useful way. Let alone telling the GPU renderer that. wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture.
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