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Macrophobic

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Everything posted by Macrophobic

  1. Start from the list of names recognized by Codsworth.
  2. On the mod list page, there are 3 stats: file size, endorsements and total downloads and a lot of empty space. One important stat is missing: unique downloads. It's a better measure of mods popularity than total dls. Could you add this feature, please? http://oi67.tinypic.com/j9y648.jpg If a mod has a lot of bugs and it has to be frequently updated, the number of total downloads will be relatively high. If users are satisfied with the mod they have downloaded, they are likely to endorse it and from what I noticed about 7% endorsment/uniquedl ratio is a good result, while below 3% is poor.
  3. Thanks for help, I created a quest, but I don't know if it should look like this http://oi67.tinypic.com/21o1p8x.jpg or like this http://oi65.tinypic.com/55mptd.jpg And still I can't save the effect script. Maybe I need to add quest stages?
  4. It doesn't technically have to be a book, I checked some popular mods and their authors add new skill books as food items with custom effects. So I made a custom ingestible item and named it "qwerty" Then I made a new Magic Effect, "QwertyMagicEffect" and added it to the item. Then I created the effect script, and named it "QwertyEffectScript" scn QwertyEffectScript BEGIN ScriptEffectStart Player.ModActorValue CarryWeight 10 END And the quest script looks like this: scn QwertyQuestScript Int bbCarryWeightNow I can consume the item and it actually increases carrying capacity by 10. So after eating 100 "books" CarryWeight would increase by 1000, but apart of this, it works. However, when I add the condition scn QwertyEffectScript BEGIN ScriptEffectStart if QwertyQuestScript.bbCarryWeight == 0 Player.ModActorValue CarryWeight 10 set bbCarryWeight to 1 endif END I can't save the script. I probably missed or mistyped something.
  5. Thanks, that would make sense, but how would I check if this variant of book had been already read? I think I have and idea: make a hidden, weightless version of each craftable book, added the way bottlecaps are added after consuming Nuka-Cola, and it would check inventory for hidden books. I don't know exactly how, but I could try. My initial thought was to add 12 new perks and the "magic effect" would work only if the player hasn't obrained the perk yet, but I'm not sure how to do this either.
  6. It's not (Nexus users love this word) "immersive". Once you restore an old book, you don't lose ability to restore books. As for vendors, what I mean there are very few vendors, and most of NPC's don't seem to be fond of reading, so the best way for the Survivor to acquire some books that would help him to survive on the Wasteland is to reconstruct them from remains of those ruined books scattered around. However, the Survivor's only quest is to stay alive, find shelter, fight for food and don't end as someone else's food, not to loot every location for books. But the ability to read each title only once wouldn't make the game unbalanced, as there are only 12
  7. There are tons of junk books in the game. I want to make some use of them and make a plugin for DUST, to give the player a chance to get some XP or improve his skills, since there are no quest. The easiest way is to create some craftable skill books and they would require 1 undamaged book or, let's say, 20 damaged and a certain perk. There are 12 variants in the game, 4 small ruined books, 4 large ruined books and 4 undamaged. Craftable books would work like vanilla skill books: you "eat" them and you get a permanent effect, except it would take effect only the first time you read the book. Once you know the contents, you get no bonus for reading another copy of the book. Any tips how to do this? Maybe some sort of hidden perks?
  8. Do it Yourshelf and Creative Clutter contain static ammo boxes and shelves with some clutter including gas cans.
  9. For some reason, I can't edit texture paths. Instead, I only have an option to "choose" a file from my hard drive, then it shows the direct location of the texture. How can I disable this option and change the path to relative, like "Textures\MyCustomTextures\newtexture.dds"? I'm probably not the first person asking this question, but the search engine here is useless. http://oi64.tinypic.com/1ywu89.jpg
  10. Don't know about new settlements, but some mods make existing settlement flat ("like a football field") and ready to build, like Greentop Nursery - check other mods of this author too.
  11. I have a small request: could you add the uniqie downloads stat? It's more useful than total downloads. and there's enough space for one more stat.
  12. I'd like to add some new hostile NPCs to my game. What I want is to merge some custom weapon/clothing/armor mods and use new factions to add these weapons to the game. Newer mods use scripted levelled lists to distribute the gear between gunners, raiders, traders etc. Older mods however require using console commands, crafting at workbenches or buying from unique vendors - this way I can use the equipment only for me and my settlers But I need to make new gear exclusive to new factions. For example: Enclave marauders armed with plasma weapons and dressed in camo uniforms (and X-02 maybe), hostile (but not literally feral) ghouls dressed in cookware helmets, maybe some Chinese commandos, cannibals or some... crazy, creepy clowns? What I need is to find locations, when I can kill the inhabitants. loot the place and after a couple of days the enemies would respawn. I'm both busy and lazy, so I don't want to create new locations from scratch, just replace some existing gunners/raiders/muties. My first pick was Vault 75, but then I read some spoilers, that after finishing the main storyline, some locations previously occupied by gunners and raiders would be taken over by one of the main factions. Some other locations are taken over earlier (like the hardware store by gunners). I thought of the Rations Stockpile, but there are terminal entries connecting the inhabitants to some other group of raiders. Some other places are quest related, like geting rid of feral ghouls or bloodbugs. What locations I could use instead? South Boston Military Checkpoint seems safe. And what was the name of the huge factory regularly attacked by behemots? And what about interior locations? I don't want them to conflict with some popular mods, like South of the Sea, Subway Runner or Fusion City Rising (but I haven't played those mods, so I'm not sure which locations from the base game they affect). Perhaps there are some interior cells, small sized but with some respawning enemies inside and I could replace them with some other bad guys and place the entrance just anywhere on the map?
  13. I like the way Brotherhood PA Ovehaul distributes the armor depending on ranks and I could remove T-60 from the BoS lists. But If paladins get T51, and captains - T45, than I need to find some other armor for low rank heavy troopers. I would use B-35 if I knew how to make it spawn with "steel" color by default.
  14. I know it's a matter of people preferences, but it's a forum, so I can share my thoughts: I can't unterstand why yet another sexy-skimpy outfit, horribly disfigured female body replacer, face preset or 200th rifle gets so popular and people never get bored with things like this. Why dress Nora like a sex slave, if she could be a.. humanoid cat? Where's the fun? Now my short list of mods that I'm surprised they are so underrated. 1. M150's mods. Let's start with the fact all mods made by professionals are worth attention, and this guy is definitely a pro 3D modeller and someone who enjoys modding. But he also has a sense of humour and really crazy ideas. One of my favourite mods, "Animal Armors", gives a possibility to dress as a mutated creature (purely cosmetic, it's not a disguise), a bear mascot or (these are my favourite, cause they don't use armor slots) one of humanoidal races from The Elder Scrolls (Khajiit or Argonian). Do you like cats? You can play as a cat. I managed to add textures from other mods, now I have entire settlement ran by "cat-people". There is no cat armor for Dogmeat, but you can dress him as a... tablet or make that creepy Jangles Monkey mount him. The author also made some wicked weapons, like an acid gun (same acid mirelurk queens spit at enemies) or a melon launcher. I don't like custom companions, but the dolphin is so cool. But the most useful ot these mods is a rideable horse you can summon with a grenade and when you done traveling, you can shrink the horse and put it in your pocket. 2. Retro Fashion - these clothes are elegant and lore friendly, with high quality textures, yet they are not very popular. Maybe because the mod is quite new. 3. Postal Delivery Service - VERY useful and VERY underrated. Works like Mojave Express in FNV. Instead of carrying tons of junk to the nearest settlement, you can just drop the loot into one of numerous mailboxes, pay a fee and a postman will safely deliver it to one of your settlements.
  15. Am i the only person who hates T-60? It looks horrible, it's oversized, one modder managed to fix the helmet - now the helmet looks fine, but now it shows how ridiculously large the rest of the armor is. To all modders planning add new power armors to the game: please, consider making a replacer version. T-60 is not lore friendly, but I don't even care about lore, the armor can be still named T-60, just make it look normal and have a BoS paint job.
  16. I'm afraid Fo4 is far too different from the classic Fallout to change it close enough to feel the spirit of the old games. It's not REALLY post-apocalyptic, it doesn't let you to be a bad guy/girl, it doesn't have that abstract sense of humor. Yes, the game lacks some really crazy ideas, and when some modder makes a crazy, funny mod, he gets comments like "OMG how dear you, it's UNIMMERSIVE! In real life you wouldn't (...)". So I suggest checking mods tagged as "Unbalanced", "Unrealistic" and "Humor, Joke or Just For Fun". As for replacing music - the best way to replacing it is to convert music files to .xwm format and put the loose files into "Data/Music" folder. By "the best" I mean you can use any music you want. You can extract the music files from the "Fallout4 - Sounds.ba2" archive with Bethesda Archive Extractor, or at least open the archive to find out what the default filenames are. Even if they have a .wav extension, there are not wave files, just renamed .xwm files. To convert mp3 (or other supported format) to xwm, use MultiXWM. Than rename your files into, for example, MUS_Dungeon_01.xwm, and put them into Data/Music folder, the game will load these loose files instead of tracks from the .ba2 file. Other names will be like "MUS_Public(...)", "MUS_Explore(...)", :MUS_Combat(...)" - that's how you need to name your files. For combat music, I recommend tracks from Planescape Torment, some of theme will be just perfect. And Combat(...)Finale - it's some sort of "jingle", that the fight is over, so I just replaced those files with 0.1 sec of silence. However, Fallout 4 has a different music system than Fo3/FNV, it's based on "palettes" (Data/Music/Palettes) - 3-second ambience sounds. You can replace these short sounds with longer tracks, but there a side effect may occur - sometimes, when a fight begins, both tracks - ambience and battle music - will be played at the same time.
  17. I have a lot of standalone clothing mods, armor, jewellery, goggles and other accessories. Most of them don't have world models thought. Do you know of any mods that include some sort of box or a package with a twine? There are some big quest mods I haven't played, maybe one of them contains something I could use? In Elegant Hardware I found some nice looking gift box with a ribbon. I even made a vault-tec pattern retexture for it. But after editing it and changing paths to the textures, I found out the model is glitched (collision issues). I also tried to use a package from Eli's compendium and make a retexture for it, but now it looks just like a pillow. I'm looking for something like the gift box I mentioned. A package or a box. There are some boxes in the game, but they are static objects, A small briefcase like in FNV would be perfect.
  18. "A Mushroom Cloud". I wonder why it isn't even on the DCR playlist. Some copyright issue?
  19. I don't think copying entire nodes is possible (but I'm not an expert, maybe there is some plugin?). I tried to edit a standalone armor mod to make it use separate naming, compatible with Better Armor Naming and I ended up writing it from scratch (same rules that dn_CommonArmor, but in a different order). I used the Creation Kit, cause INNR look more transparent in CK, but I needed a tutorial to figure out how it works. There is a "Ruleset number" dropdown list, and the * symbol means the item's name (like "Gauss Rifle" or "Metal Left Arm").
  20. And the long road is really long, as there are 16 combat tracks (there were 64 'battle' and 8 'alert' tracks in FNV). The thing is: which tracks are played depends on the player's level, and after reaching a certain level 'standard' combat music won't be played anymore, on higher levels even behemoths don't trigger any music. But there is a mod that can fix this. As for _finale.xwm files, they are redundant and I replaced them with 0.1 sec of silence and I recommend it to other users, but it's only my opinion.
  21. In the CK, paths to mesh files are under: Items/Armoraddon/AAVault111Suit/Biped Model for the dirty version and Items/Armoraddon/AAVault111SuitClean/Biped Model for the clean version. It is a bit more complicated than in FNV. Clothing/Armor items may use more than one 'armor addon', e.g. Helmeted Cage Armor consists of: Underarmor (Drifter's outfit), Heavy Armor (armor plates) and helmet, some other clothes consist of basic clothes and gloves.
  22. I noticed you have an esp for download there too. Does it do anything on its own? Anything? Yes, if you have this plugin, you don't need Creation Kit, but you have to follow the tutorial, read it carefully and all filenames and paths must be correct. I added it on request. I used the Creation Kit for this tutorial (it's easy to preview and explain), and the person who asked for the plugin wanted to open it with Fo4Edit, see what changes I made and figure out how to make same changes with Fo4Edit. I couldn't release other files, like textures, cause there belong to their authors and some of those authors are no longer active. That's the reason I made this as a tutorial, rather than a mod. And id you do it yourself, you can use whichever texture you want, even make your own textures. You said, you want to use custom meshes, so it's very simple, just change the path to the .nif file. I didn't want to just use recolors. There are some mods that make vault suit colors moddable at armor workbenches - they use either simple recolors or palettes/remapping. I could make a tutorial or write an artical about remapping too, but I don't use it for vault suits, cause I wanted to use 7 from 10 coolest retextures i found on Nexus. The main problem was that all these mods, except only 2, edit only the wearable suit, and suits found on skeletons in V111 in V95 are still light blue with brown numbers. I usually don't pay much attention to details, but this really bugs me. For Vault 95 I had to choose a vanilla texture or similar.
  23. All vault suits use the same mesh, I mean 4 meshes: male, female, child and ground model (and 1st person male and female). Even the same textures (clean female, clean male, dirty female and dirty male), only numbers on the back are different. It just saves a lot of space, cause 1 BGSM file takes only 1 KB. I figured out how to use a different texture for each vault suit and I made a tutorial about it. Thanks to Elianora I managed to make a unique lab uniform for each vault.
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