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nonoodles

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Everything posted by nonoodles

  1. If you are interested in scripting, Fallout 4 will probably use Papyrus, the same scripting language as Skyrim's, with some added functions and such. This is a good place to start http://www.creationkit.com/Main_Page If you already have Skyrim, you could use the interim between now and whenever the official editing kit is released to learn how Papyrus works, it will give you a good headstart. Good luck!
  2. What you want (no dismemberment) is possible, just that it isn't possible to do right away as the tools aren't out yet AND will entail replacing the meshes of every dismemberable actor - ghouls, molerats, humans and everything else that moves and can be blown into meaty chunks - which could elevate the mod to 'highly incompatible' status. In fact, everything you mentioned is possible to a lesser or greater degree, some with scripting though mostly through mesh wizardry.
  3. Have you tried using 'disable' on them? Remember to use 'enable' if the wrong object vanishes, wouldn't want to be responsible for permanently removing things from your game. There are static object 'leaf piles' as well as leaf-covered ground textures. If it's the latter, it won't disappear. They were probably leaving those for modders to play with, hah. edit: whoops, apologies to the OP. Convo ended. But yeah, I stopped looking for logic in Beth games a long time back.
  4. Couple of guesses I'll throw in here that I can check back in a month's time and see how off they are. - complaints about grass poking through floors indicates that nope, terrain is still unmodifiable ingame - people still moaning about wonky AI pathfinding means nope, navmesh did not get upgraded to dynamic status (my hopes are dashed) but the bigger objects (walls, furniture etc) have some sort of L-Navcut function built into them. That made me snort.
  5. Probably have to wait until nif plug-ins are created or updated (for export-import) to make game ready assets for Fallout 4.
  6. I doubt it's laziness. Landscape and grass can't be edited or modified ingame (you can't just disable and enable them like static meshes, for example) and this shouldn't be different for Fallout 4. Your idea would work by having the objects disabled first then enabled afterwards, all within the same cell. That would take the fun out of building them yourself, though. Anyway, re OP's question about why nobody's cleaned up the world. It's obvious the game devs wanted a more 'recently post-apocalyptic' vibe so I just take the '200 years after the Great War' as an arbitrarily chosen number. It doesn't have to make sense.
  7. 'Possible abuse' was already brought up before the author moderation features were implemented back in...2013, was it? There's a reason why it was implemented. On the whole, the system has worked very well and is one of the reasons why the community is as enjoyable as it is, and why the modding scene has continued to thrive here.
  8. For what it's worth, I'm going in with tempered expectations but overall, I think I'll have a whale of a time. Beth's determination to tell us a Good Story this time around has had me fairly worried from the outset but that's about it.
  9. Interesting! Now if only I were home and had time to play the game...well, guess I'll have to sit this one out until December! :P
  10. Hey Boombro, the tub was meant to be part of a house I've been working on erratically :D but there's no end in sight, so I'll toss it into a pack with some old, some new meshes and upload asap. Sent you the link via pm, Eliora. Stone baths and spas sound interesting!
  11. Aside from the one Boombro mentions, I also have a wooden bath tub that I was going to use for a house. It's yours if you want it. And if you can't find the resources you want, drop me a pm - I'll be happy to make whatever assets you need.
  12. If they are esp files, then they are likely using TESnip which caused a lot of grief back in Skyrim. For now I'd suggest avoiding any mods that have an esp (*at least if you care about your save), be patient and wait for the proper modding tools to come out.
  13. I hadn't seen the intro couple as anything but a convenient chargen mechanism that was fully integrated with the environment and the pre-war story. You don't have to open a non-existent face-creating box now. It has both male and female character models in the same scene. It lets you switch effortlessly between them. I just don't see it as Bethesda dropping some subtle hint about sexual orientation/attitudes of this fictional era. Mechanism, pure and simple. Too bad if it restricts your preferences right now but we can mod that error out. :)
  14. Which other lore? As far as I'm aware, only the BOS has an implicit creed against homosexuality. That comes from FNV, considered closest to the lore and spirit established by the first two games. FNV had openly gay characters, and two of them were your companions. I can't recall anything in either Fallout 3 or FNV that marked this pseudo-era as hostile towards gay people. Anyway, this is the mod request forum so you can request anything. Yes, it will probably need the GECK/CK but if an adequate modding tool is made early, maybe you will get lucky.
  15. This reminds me of questions I got from someone who wanted to know only how something (script-related) works, or what it was doing to make it work like X and not work like B. It's not an invalid question but as I kept pointing them to the CK Wiki's beginner quest page, they kept getting frustrated. With all due respect to whatever was going on here, I think you're trying to leap into choppy waters without learning how to swim first. Or in your analogy, trying to learn a whole new language without learning its underlying grammar first. Which is fine, because no doubt many people have learned to swim or speak a new lingo that way. Theory, which is essentially what lofgren was trying to make you understand, is sometimes dismissed as less important than hands-on practical information, which is essentially what you wanted from the discussion. I suppose it /is/ harder to grasp and that's why some get frustrated and see no point in understanding these abstractions. If your scripting needs are not very extensive, I guess that's okay. If you mean to really delve into scripting, you may find yourself revisiting lofgren's explanations. Or, well, looking beyond the immediate need. However it goes, good luck and happy scripting. :)
  16. Hmm from what I saw on the new BA2 Extractor page, the meshes for clothing inc. headgear are very different - probably due to the layered system, plus whatever they've done to the chargen sliders. Besides what appears to be the usual outfit nif, there are a bunch of unfamiliar extensions. Weapons may be much the same. Though yeah, Nexus does not allow porting of assets between games, even if the games are from the same company and if the co. doesn't give its explicit OK.
  17. I had to skim through for fear of spoilers so apologies if this repeats anyone's point/s. I prefer playing in 3rd person, and - setting aside the whole 'silence your character' thing, which should be relatively simple - just wondering if the cinematic 3rd person dialogue cam can be prevented so we don't see our PC's lack of lip movements. Wait what am I saying, of course it can. Hopefully it will be simple. Also, this thread's timely. Having a common framework will make life easier for everyone.
  18. It's hard to say? One of my first anxieties when the Voiced Protagonist was announced was if it would mean a decline in quest mods, and mods in general that have you interacting 'verbally' with npcs. But if there's one thing defining a modder, it's sheer persistence so this won't be enough to stop anyone from making quest mods. I'm actually very torn. Having a VP does limit you from roleplaying to the extent you could in previous games. But I like the voices, especially Courtenay Taylor's and don't at all mind HER voice supplanting the one in my head so I don't really want to blank her out completely :blush: but also fear the transition from having a voice in default game -> (possibly) not having one in a mod will be too abrupt. By Talos, what a dilemma. edit: not sure what Immersive Speechcraft does so can't comment.
  19. But not for me, not going to get much personal time off work until Xmas. Happy gaming, you lucky lucky lot! :D
  20. The move to Bethesda dot net is probably necessitated by the introduction of console modding and all the 3rd party legalese that brings to the table. I doubt it will have a negative impact on PC modding, and there has been no, zero, zilch indication Beth wants to shut down every other mod site. The only scenario in which places like Nexus may lose out is if the new hub starts attracting more modders, for whatever reasons. Personally, I'm delighted as I've been wanting another mod site to frequent (alongside Nexus, of course :P ) with the same levels of moderation and good content we get here. Let's see how it turns out.
  21. It will...just work. :P Modders will have at least 3 choices: - leave the protag unvoiced - splice audio from the vanilla dialogue (limited but feasible) - get voice actors who sound like the ones in the game My guess is the more committed you are to your mod, the more you will try for option 3. From my experience, the attrition rate for voice actors is somewhat high, mainly because (a) it's hard work (b) the good ones will eventually want to move on to projects where they get paid.
  22. Pretty much what sumojellybean says, it sounds like incorrect weighting.
  23. Well that's 'basic editing in nifskope' like the title says, and he's showing how to do something he did for his mod, which is what the description says. Granted not all tutorials are good, have you done any basic editing with nifskope? Some experience there will be enough to tell you that you need to learn Blender/similar app to modify the meshes to this extent.
  24. Are you sure you've been paying attention to those tutorials? :wink: Anyway, you'll need to know more than nifskopery to make things like these single drawers.
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