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Everything posted by Fantafaust
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Fallout TV -> New Vegas story & lore tweak mod
Fantafaust replied to FireEyes's topic in Fallout New Vegas's Mod Ideas
The events of New Vegas are not altered by the events described in the show. The specific event you've described takes place after all the events of New Vegas. -
Accessing LStewieAl tweaks via script
Fantafaust replied to Fantafaust's topic in Fallout New Vegas's GECK and Modders
Niiiice Thanks, these functions should be perfect -
I'm recreating my old Zoom Assist mod that lets you set separate mouse/controller sensitivities for scoped/iron sighted weapons when aiming down the sight. Back in the day, just getting and setting the sensitivity via ini functions was fine. But now with LStewieAl's tweaks, there's a new option for vertical sensitivity. tl;dr how can I check if that's enabled, and how can I access and set the value?
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Place dead npc INSIDE object
Fantafaust replied to Fantafaust's topic in Fallout 4's Creation Kit and Modders
Thanks for the reply this is a cryopod type situation, but another part of it is inventory level, so I just tried PickupObject() for that part: it picked the actor up but crashed when I tried dropping it back into the world. Still, that was pretty fun lol So I'm going to try the furniture and snap into interaction next, thanks for the idea EDIT: So far nothing works for dead actors really, and even resurrecting them to put them in a chair isn't working out consistently, plus it's bad for the corpses' inventory. I'll have to think of something else EDIT 2: Okay, so I made a duplicate of my jar object with no collision, to swap in and out with the final jar, letting me place the body properly via registering the body for OnGrab() and OnRelease() -
It might be a stupid question. I have a hollow object, let's call it a jar, that I want to move a corpse into. I can occasionally do so, but it's not very consistent. The jar is a constructible object in the Workshop Menu. I'm using MoveTo, SetPosition, and SetAngle, but it still ends up off to the side of my hollow object. Weirdly enough if it works on the first jar during a game instance, it works on all of them. If it doesn't work on the first one, it has the same offset when used on subsequent jars. Any thoughts?
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OnMenuOpenCloseEvent detects both the open and close, to be clear. Also, about Utility.Wait, that time does NOT pass in menu mode, which would include both pipboy and terminal. I'd say your script is initially getting stuck due to the Wait, continues after the first exit of the pipboy, then functions more or less as you want on subsequent calls by accident. So get rid of the utility.wait line in your function, see how it goes.
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Codsworth's Spoken Name Suggestions/Requests
Fantafaust replied to Fantafaust's topic in Fallout 4's Mod Ideas
Eris is in the Girl Names pack, but I can certainly add these others. The way I've been going about it is single name, since tmk he'll prioritize last names. So if you name your character Silver Shroud he'll use the last name, "Mr Shroud". -
Codsworth's Spoken Name Suggestions/Requests
Fantafaust replied to Fantafaust's topic in Fallout 4's Mod Ideas
GI Joe names, got it I think I pulled about 519 unique names from the toys -
Codsworth's Spoken Name Suggestions/Requests
Fantafaust replied to Fantafaust's topic in Fallout 4's Mod Ideas
Thanks for that link, I'll cross-reference their list with mine and see if I'm missing any EDIT: okay, I've got 331 unique names out of that, a lot are probably homophones though, so I'll have to go through it first. Thanks again -
I have added several thousand new names for Codsworth to say when addressing the player. All names are for both male and female players, AKA Miss and Mister versions, ie "Mister Max" Vanilla Pack 1(Homophones) [Status - COMPLETE] --------------------------------------------------------------------------------------------------------------------------- In addition, I will be including AI generated names of middling-to-good quality. AI Pack 1(Girl names) [Audio Generation Status - Miss: COMPLETE, Mister: IN PROGRESS; 80% COMPLETE] [Audio Review Status - Miss: IN PROGRESS, Mister: PENDING] AI Pack 1(Boy names) [Audio Generation Status - Miss: PENDING, Mister: PENDING] [Audio Review Status - Miss: PENDING, Mister: PENDING] --------------------------------------------------------------------------------------------------------------------------- Planned AI generated names. These are names I have planned but have yet to organize or remove duplicates. Fallout 1 Fallout 2 Fallout 3 New Vegas --------------------------------------------------------------------------------------------------------------------------- This is a WIP, of course. If after you check the lists, you have requests for names to add, you can do so in the replies. If you would like to assist in quality control for the AI generated names, let me know. It will not only take a very long time for me to generate all of them, but also much much longer to listen to each of them and decide if they're good enough for the release.
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Assign names to what?
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Maybe I'll look at it in the coming weeks, if my internet ever gets fixed lol
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No more unbreakable melee blocking
Fantafaust replied to Dimensionlord1's topic in Fallout 4's Mod Ideas
I'm going to throw in that Supermutants should also be able to break power armor blocking. Also: how would someone not in power armor, attacking a power armored individual who is blocking, be handled? -
That could be a fun, tiny little mod. You could call it something clever like: Waste Not, Want Not You can steal that lol
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I believe there's a mod that restores that Red Rocket? don't remember the name tho
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I wouldn't mind taking a look for you, but if I would need to test it in-depth, idk if I have the time for that
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I don't know what map they would have followed to come up with the vanilla one, it's radically different than any irl map I've seen, with roads being placed with no real logic at all and very famous local features either omitted(Quincy Market) or unrecognizable(public common's park) I'd call it pretty lazy, if nothing else
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It's kind of both, but mostly the first one. Comparing the locations included in the vanilla map to the real world, the actual worldspace is vastly smaller than it should be. Even roads are in the wrong places and far smaller too. So just expanding the vanilla map isn't enough, you'd also have to include the missing buildings, roads, and water features from real life. My basic plan is to expand the whole map to full size using a topographic map from the 1950's Boston area converted to heightmap for the CK, then reposition the existing vanilla locations to their proper place in the new landmass, then build the roads. We'll see how it goes
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Quick papyrus access to connected workshops
Fantafaust replied to Fantafaust's topic in Fallout 4's Creation Kit and Modders
Thanks for the heads up, will check it out EDIT: I believe I have a good grasp of it now and repurposed what I needed from it, so thanks for the help. -
Not entirely what you're asking for, but I'm toying with the idea of expanding the map to full size, aka roughly 4.5 times its current size, since the map is supposed to be nearly 12mi² and it's more like 3²