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Skyviper086

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About Skyviper086

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    http://1506virtualspotlight.blogspot.com
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    United States
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    F03, SFNA, SF2E
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    Mass Effect

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  1. I was on a discord and people were talking about AI voice acting. I have no idea how: 1.) Use the software. 2.) Add those audio files to the NPCs in Fallout 4. Hence my requests. BoS NPCs - Could they have a response for when you have X-01 power armor? It would be neat if they recognized the fact you have superior technology. Basically they recognize it and make you talk to a scribe so you that person can draw the schematics of any new tech you bring them. Piper - Always talking about building her a new printing press ... but never says anything when you get the printing press mod, and build her a new one. Companions (in general) and this is such a stretch goal. - It would be neat if they talked about the artillery that was dropped on a target. They can say things like "If it's still alive, it ain't happy." - Idle chit chat when resting/sandboxing ... asking about life before the war, (or not) - Them telling you their ammo status could be nice. "I'm low on ammo!"
  2. Interesting. You've made a lot of oustanding mods by the way thank you for your time and thank you for sharing them.
  3. Either a smart person or a lab somewhere that a conspiracy theorist had that as all the systems there for someone to figure out on their own how to get there
  4. Discussing neutral Institute access with someone and I had an idea I'd like to drop here. Encounter a really smart person getting drunk in Diamond City. They can't fight, shoot, and can barely survive on their own. This person is practically useless except for the fact they can help you build the interceptor thing. I can find a voice actor if someone is willing to take this on.
  5. I know that. But it's pointless to have to side with a faction to take out a bag of gas.
  6. I was thinking of something a little simple that a coder could. hopefully, easily do. Attack the airship once it transitions to it's physical presence at Boston Airport. Place hit box around that version of the airship and then have it trigger the cinematic destruction scene from when Institute blows it up. So basically: Prydwen shows up... Message box appears with following text: That airship looks like it could be a problem. Should I destroy? Then options (Yes/No) if Yes then place hit box over physical version of the when it's parked at Boston Airport. Player proceeds to quest marker indicated on map. Once at the location another message box appears with the text: This looks like a safe enough distance to engage the airship. Then player attacks airship but it actually hitting invisible box. Once the box is destroyed then trigger the cinematic event of the airship being destroyed. Problems if this event is hard coded with the quest line then this idea is screwed because the rest of the game will treat it as you siding with the institute. If a coder is so inclined then can also had random Brotherhood of Steel Vindicators that will hunt the player down until the game is over.
  7. Still thinking about this. Could it be possible to add a scripted trigger to destructible item? Lets say an invisible box around a key target area is destroyed. So when the box is destroyed it can trigger a scripted event that's already in the game of the ship being destroyed. Can something like that work?
  8. I think it does because I used some console commands and watched the Prydwen fly to Boston, then "anchor" and when that happened the Prydwen you walk on and stand beneath appears as the flying model disappears. With my limited understanding of programming I see two things. 1). Players can receive a pop up message at a certain level that "something big is coming" and they should make armor piercing weapons or get mini nukes or whatever. They engage the Prydwen's "flight model" destroy it and if that condition is met then code can set the Prydwen "mooring" code to not trigger. So the map marker won't be there, the physical model won't appear and all that good stuff. 2.) With the physical base ... I'm clueless. Best guess, send rockets and then trigger a scene from the minutemen blowing it up. Or whatever that animation sequence is. Or have a big huge blinding explosion and have the physical model disappear and then have the wreckage model appear as the blinding light fades away. A little smoke and mirrors.
  9. Exactly. Rockets, mini nukes, artillery, or something. So I guess to make it more challenging, have those rockets with a copper warhead for "Armor Piercing" abilities that players can craft.
  10. I was just wondering why do I have to side with a faction to take out the BoS and their big bag of gas? Can't there be a way to hack a system or something that will trigger the elimination of the Prydwen?
  11. My knowledge of coding is very limited so I'll ask this. Could a Power Armor mesh be used as a Marker that AI can walk up to and once at the marker execute code to exit power armor? And to have a set radius for this happen to prevent them from walking all over the wasteland. Basically could a "go there or sit there" function be tweaked for this? The Power Armor station would just be a furniture marker or something?
  12. An idea for AI to park their power armor in designated areas. I'm thinking a 3D object that's a mat with a script for AI to go and exit their power armor in a specific place instead of just where ever. Maybe have the script only run while in the area of the parking spaces so they AI won't walk all over the place to exit their armor.
  13. Hello, I'm learning to code I did (HTML/CSS) I'm currently working on JavaScript then onto C#, Python, and whatever else I can learn. Long story short I plan on doing a project to showcase in my portfolio. Having said that I'm wondering about the following. 1.) Can a player character be created and NOT have anything to trigger NPC reactions from the vanilla game? Can the player character be completely anonymous? If so where should I look for that? 2.) What block of code do I need to have in order to ensure vertibirds will have sound if the main story sequence will be removed? Thank you for time and if there's any tutorials that you think are great for new programmers to follow, please send them my way. I'm an open book.
  14. Solved it Validated Game files until I got a 100% successful validation message, deleted the Fallout4_default.ini file and let the game create a new one. It was a not a mod conflict everything works like it's supposed to.
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