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ShinraStrife

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Everything posted by ShinraStrife

  1. So I was already planning on making a hockey stick but I also wanted to add some jerseys and the Fluxland - XL Live remix goal horn from my favorite team, the Bolts. I know that it is against the nexus ToS so I have sort of a workaround, so that Nexus is totally free of any legal responsibility: I have the mod packed with a plain white jersey diffuse texture with no NHL logos at all or any NHL copyrighted content. I then add an exe that also contains no copyrighted content whatsoever. This exe will be able to overwrite the jersey's diffuse texture with one obtained from my FTP server if the downloader wants a teams logo on their jersey (they must specify the URL to the NHL logo they want added to their jersey, these logos will be housed on my own private server and will not be included with the mod or posted anywhere on the Nexus servers). Nexus ToS regarding uploaded mods and copyrighted content: " All files uploaded must have been created by the uploader or used with permission from the original author of the content. Such permission must be indicated in the Readme text attached to the file and/or on the Description page (or in the Description field for images), and must be obtained in advance, before uploading the file. If you cannot provide proof of consent then your file will be removed and your account is likely to be banned." No files uploaded with the mod would have NHL trademarked logos, sounds or any other works, therefore my mod would not be in breach of Nexus ToS. Is this a feasible way of making a mod like this? Please no troll comments, spouts of hatred, or anything generally not helpful to the discussion at hand. A staff or moderators opinion would be very much appreciated.
  2. You'd probably have to edit the swf files that it's in since it is HUD related. You can use JPEXS to decompile the swf files
  3. Huh, sounds like the same as before then. Geck had a thing called texture sets where you can put in your diffuse, normal, etc and create a new form for what whatever you're applying a texture to (a 10mm for example) and while you're selecting the model, you can just drag in the texture set onto the model and it'd apply it. In FO4Edit I see texture sets and material swaps. Why use both? XD Such confusion.
  4. The problem with using a 3rd party compiler is you would need all the source scripts that came with skyrim (because there are a lot of base functions that papyrus wont know about unless you have those source scripts) so I think you are stuck with skyrims compiler. You don't have to edit the scripts inside of the CK though. What I do is link the compiler to Notepad++ so I can do everything from there and dont even need to go into the CK: http://www.creationkit.com/Notepad%2B%2B_Setup
  5. Yay I guessed right! Anyways I like the idea of your mod. Cool stuff.
  6. Gaming logic; the world is flat, not round. And I think the model he is showing is the troll meteor? Idk
  7. I don't think they'd change it. If its working why fix it XD Anyways thanks for shedding light on the subject. I'll add each one to the post after I can verify the values are still usable in fo4
  8. It IS the same engine regardless of what label is on it at the time a new Bethesda game is released, It's just been improved upon. FNV to Skyrim, Skyrim to FO4. Bethesda games always contain references to their previous games. Some famous reviewers even stated the engine, while improved upon, still is behind other current AAA titles (something I think many people can agree on) And I know most people don't buy Bethesda games for the graphics, they buy it for the storyline or the modding. But it feels kind of silly that modders have to turn the game into a beautiful work of art through texture overhauls, lighting and shading overhauls, and even external measures like ENB and FX injection, when it should already be up to par due to the game costing as much as other AAA titles released in the same year.
  9. I think this might be amount of scripts attached. SlowTimeJet has two. So beginning of the data is 02 00. abProtectronRaceEffect has two as well. 02 00 again. CritPlasmaEffect has 4 (FXEquipItemOnEffectScript, FXScatterImpactEffectsOnDeath, AttachAshPile, FXaddItemOnEffectScript) and first two bits(?) are 04 00. Yes I think that too. I had forgotten that I posted this XD I'll update it now.
  10. An interesting change is material swaps are used a lot. I was adding a magazine and found that most magazines used grognak the barbarian comic nif files and just swap the textures with a BGSM record. It's innovative and makes it so I don't have to pack the nif file with my mod, instead I can just pack the textures I'm changing and reference them with a mat swap.
  11. What web browser are you using? Chrome is amazing at sending external protocol requests. Internet explorer.... Not so much
  12. I would start with skyrim creation kit tutorials as games made before it have concepts no longer used. The biggest example being a completely different scripting engine being used from fnv to skyrim; Papyrus. After you have a good idea of how records are setup, and the capabilities of Papyrus you'll be making mods in no time
  13. Yes, I was planing to add them as harvest-able plants. In a later update (maybe v2.0) I was going to implement a bartender. (An AI behind a bar table, not the adult version of a lemonade stand that exists currently)
  14. Yeah it feels that way o.O I also can't figure out why textures, when you look at them in WTV or photoshop or what say you, can be super detailed, 4k, but when you load it into the game it looks like wet ass. The oblivion engine's age is starting to really show. No matter how much they polish/improve on it it's still a dated engine.
  15. When I first published my mod I got lots of useful feedback but it has tapered off lately. I still feel like there's a lot more I could do to make this mod perfect so I'm making this topic and hopefully I get some feedback as to what I could change or if the features I'm planning on adding would be welcome. For those that don't know what my mod does, it allows alcoholic beverages to be crafted at the chemistry station after you have party boy or party girl perk at least rank 1. Currently my mod comes in 3 flavors; Default - Most recipes require one antiseptic, 2 glass, one pure water, and an ingredient specific to the type of beverage you are crafting. Realism - Recipes require slightly more food and antiseptic and require empty bottles instead of glass. Realism x5 - Same as default except recipes require more antiseptic and most require at least 5 food ingredients. (for the hardcore players) I also have optional plugins that allow you to craft bottles from glass, ferment food into antiseptic, and a plugin that gives you an empty bottle whenever you consume an alcoholic beverage. What I have planned for the next major update (v1.5): A new brewing station to be used in crafting alcoholic beverages (instead of crowding the chemistry bench with the recipes) A new Brewmaster perk with 3 ranks (each rank can be unlocked from reading magazines found at various breweries and bars): Rank 1 - Allows crafting of alcoholic beverages (this will be the required perk instead of party boy/party girl) Rank 2 - Allows the user to create ice and use it to make ice cold alcoholic beverages as well as allowing crafting of some newly added beverages (different types of wine, ciders, and malt liquor) Rank 3 - Allows the user to craft mixed drinks (martinis, margaritas, daiquiris, cocktails, gin & tonic, long island iced tea, and many many others) New ingredients to be used in the crafting recipes (grapes, onions, different types of fruits, sugar cane, barley, hops, ect.) Here is a semi-final texture for one of the perk magazines I'm adding: http://s18.postimg.org/5sb1bgy09/Screen_Shot47.png Any thoughts or criticism would be greatly appreciated! :D EDIT: All progress updates on my mod will also be posted on my dev blog from now on.
  16. Alpha is one of the 4 channels stored in the dds. Usually it goes RGBA. I only use Photoshop for bmp to dds conversion so idk how to set a color to alpha in PS but in gimp you could always select the parts that need to be transparent then use the color to alpha option
  17. When I re-read my tutorial I find it kind of monotonous because I have been using markup languages since I was 9 years old. But I didn't make it for people who knew their way around XML. I made it for people new to the concept that want step by step explanation of both XML structure, and how each tag is read by NMM.
  18. Objects that are non referable cant be deleted via in-game console. You'd have to edit the worldspace cell that the house is in, which is a bad idea until the CK comes out.
  19. Mhmm. What a lot of people don't realize is that Bethesda cant release the CK that they used in making the game because it has a lot of third party software (like the ones you mentioned above) that they legally cannot distribute with the CK.
  20. Without official editor the easiest way is to place your items near existing ones and slightly adjust (X,Y,Z). Find some object on a table for example where you want to put your stuff, click on it in console and remember FormID. Load your plugin in xEdit, enter FormID field into search field (left top corner), make sure that found REFR record is not persistent, then copy it as new record into your plugin. Replace "NAME - Base Object" with your item, adjust position/rotation, and remove any other subrecords if any, also clear Record Flags too is there is something set just in case. Your REFR record should only contain NAME and DATA subrecords. As always, thanks for the guidance zilav. :D
  21. Such staggering beauty in those screencaps....
  22. I must now hover around the comonwealth as the only vertibird that the BOS dosen't crash into the ground. Vertibird master race!
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