Jump to content

UlithiumDragon

Premium Member
  • Posts

    101
  • Joined

  • Last visited

Posts posted by UlithiumDragon

  1. Alt+F4 will ask the game to close itself. Sometimes this isn't good enough.

     

    What I like to use is a little app called Super F4. Unlike Alt+F4, it doesn't wait for the program to close itself: it forcibly stops the process. This would be the most effective way to leave the game as quickly as possible.

    https://stefansundin.github.io/superf4

     

     

    EDIT: Oh, right. There really isn't any way for modders to do what you're asking right now. Maybe once official modding is a thing and we can edit plugin data... but not right now.

  2. Illegal? I mean, not really - the files are on your computer and were distributed by the company. Against their TOS? I don't know.

     

    Is it against Nexus policy? Again, this is a very foggy area and I'm not sure. If the process involved including files that came from downloadable content that players using the mod didn't already have, then yes it would be. But that isn't the case here... so I'm not sure what Nexus' stance is on the matter.

     

    I would guess it's fine. It's not really any different from visual swapping anything else that is unobtainable (i.e. like the Overboss PA swap I posted a day or two ago).

  3. Also, there is nothing that states mods are not allowed...

     

    "Fallout 76 does not support the use of any mods, add-ons, or other third-party programs. Please be aware that the use of such applications may result in Fallout 76 not functioning properly."

    Source: https://help.bethesda.net/app/answers/detail/a_id/44429/kw/mod

     

    Note that they make no mention of TOS violations or say you'll be banned for using mods. They simply state that they do not support mods and you may break your game by using them.

  4. It might be possible to increase the brightness of the red blinking light they have, but I'm not sure. It would depend on how the effect is set up. If it's set up the same way as the prisoner coller effect is (and I suspect this is the case), then editing the plugin data would be required to do that, and we can't do that.
  5. I've tried converting some outfits over, and I've run into issues with anything that uses the physics engine. I.e. the skirt parts of dresses don't deform at all when the character does.

     

    I've not been able to figure out a way to solve this yet. I'd imagine hairs may have a very similar issue.

  6. You can go inside the vaults right now if you really want to. All you need is to replace the vault door mesh with a dummy, empty one. The load door is already set up and everything: literally the only thing blocking you from going inside is the static vault door mesh.
  7. I tried porting over some of the head bob removal mods from Fallout 4... and they DID remove the headbob... but they cause some other bugs with how the character holds the guns while they move, so I had to give up on that idea. I don't think this is possible until we can either edit the animation files, or edit the plugin data.
  8. LooksMenu (same as RaceMenu for Skyrim) relied on quite a few Script Extender functions. I have no idea if the Silverlock team is even planning to me a SE for F76. Even if they are, they may not be able to (or want to) start working on it until official modding support comes out.

     

    Sure, people are editing SWF menu files right now, but they aren't adding anything new. Or rather, they aren't able to do anything with them that the game doesn't already allow. Until we are able to edit plugin data at the very least, the most a UI replacer for the character creator could do would be to move the visual elements around, reorganize the menus, maybe add some sliders that control functions that are already able to be controlled, etc.

  9. CMM files outline the regions. Pretty sure I wrote that in my texture editing tutorial, or somewhere.

     

    Also common\pl\equip_scolor.evsc probably defines which color channel is customizable (seems to always either be green or red). But I've never tried editing it.

    Ohh... Huh. I guess I had trouble getting the CMM files to convert before and forgot about them.

     

    Thanks for the info, I should be able to convert them now that I've got Rawtex set up correctly. Though if they're BC7 format I still don't have a way to export those.

     

    EDIT: Yup, they're BC7. Damnit.

  10. Has anyone figured out how to edit the dyeable areas for armor pigments?

     

    Since I don't see any texture files that outline the regions, should I assume that means the data is baked into the model files or something...?

  11. As is, currently there are a whole 40 pages, 25 items each page, for 1,000 in total. but with Kulve Taroth coming up for PC sooner rather than later, we're going to run out of space even if you only have one of each weapon max upgraded and each of the armor pieces+charms that amount of space isn't enough for it all. I'm just hoping someone would be willing to look into this. Thank you very much in advance.

    That may or may not be within the realm of possibility for modding. You'd need to be able to edit the data that stores the item information. Depending on what file controls that, it may not be possible to inject additional data into it safely.

     

    But I'm not an expert on this stuff, and I'm just theorizing here. The odds are very high that the data for this is stored in the general save file for that character, and while you can make edits to that file without breaking it, I'm not sure about injecting additional data into it.

  12. In response to post #46957530.


    BlindJudge wrote: We have some fun ones for you this week, taking into account the comments that we received last week we've dug deep and struck some real gems. SirSalami has come across some toy soldiers, TerrorFox1234 is trying his best to blend in, and I've been smashing in doors and having a real blast.

    We love to hear your selections, so if you have a mod you would like to submit to the community (not your own), please check out this new and handy form

    Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just our personal picks. That said, hopefully, you'll find something you may not have seen before. Who knows, maybe we'll even learn a little about each other along the way.


    SirSalami
    width=600,height=363https://staticdelivery.nexusmods.com/mods/1151/images/12553-1-1461898611.jpg[/img]
    Mod: ColloseusX's Toy Soldiers
    Game: Fallout 4
    Author: ColloseusX

    Here's a silly one. This mod adds a set of unique tools to be found outside of Sanctuary that will allow you to spawn miniature minions, simply with the pull of a trigger. Tiny soldiers, synths, aliens, super-mutants, and even deathclaws will all arrive at 1/10th their normal size. These adorable little guys are no less aggressive than their larger counterparts, leading to some pint-sized yet epic battles that are a joy to watch unfold. So grab a bottle of Nuka-cola, spawn a few (or a few dozen) of these little guys, sit back, and watch the fireworks!

    I certainly had a good time with this one. As the name suggests, you really do get a feeling like you're playing with toy soldiers that have sprung to life. Just be sure to back-up your save first as these types of shenanigans could possibly affect the stability of your game.


    TerrorFox1234
    width=600,height=363https://staticdelivery.nexusmods.com/mods/1091/images/415-0-1484712024.png[/img]
    Mod: Camo Index UI Display
    Game: Metal Gear Solid: The Phantom Pain
    Author: CantStoptheBipBop

    I’ve been a long-time fan of the Metal Gear series (we’re pretending that Metal Gear Rising never happened). My favorite game in the series, by far, is Metal Gear Solid 3: Snake Eater. Along with the beautiful level design and interesting characters, it has some of the best stealth gameplay and mechanics ever. One major improvement that MGS3 brought to the table was the Camo Index, which allowed you to monitor your camo rating in real-time. This was based on your position (standing/kneeling/prone), which suit you were wearing (compared to the environment), line-of-sight, and other factors. Combined with the ability to switch your suit at any time, this made for incredible stealth play as you adapted to your environment.

    Of course MGS4 brought about the OctoCamo, which acted more like a chameleon’s skin. Press up against a wall, tap a button, and watch the suit change to match the pattern. While this was really effing cool, for some reason it wasn’t as memorable to me. Perhaps because it didn’t require much thinking, whereas in MGS3 you were constantly watching your camo index and considering which suit would work best for certain situations.

    In MGS:TPP the OctoCamo was done away with, and the Camo Index returned. It works pretty much identically to MGS3 with two drawbacks. You can’t switch camo instantly (you need to call in an airdrop and wait for it) and the Camo Index is buried in your iDroid, meaning you need to pause the game and navigate through menus to see what your rating is. This mod fixes the latter. While you still may need to deal with the annoyance of waiting for your new suit to drop in, at least you can keep an eye on your Camo Index as you move through a mission (which is still calculated based on your positioning, lighting, sound, line-of-sight, etc).


    BlindJudge
    width=600,height=353https://i.imgur.com/2SzrDIN.gif[/img]
    Mod: Splinterz - Breakable Wooden Doors
    Game: Fallout 4
    Author: UlithiumDragon

    "Those pesky-half rotten wooden doors are no longer made out of adamantium and can now be shattered like the soggy toilet paper that they should behave like!" - UlithiumDragon

    It's so true... there is something to be said when you walk up to a door that has seen a nuclear fallout, 200 years of weathering, storms and multiple mutant/ghoul attacks and it is still totally impervious to any of your weapons. Yes you can take on deathclaws, behemoths and an army of ghouls; but a simple door has you beaten.

    Well, thanks to UlithiumDragon that is no longer the case. Now you can take out all your frustration on those pesky wooden barriers, entering properties like something out of an 80's Arnold Schwarzenegger movie.


    (Guest submission)Everlive
    width=600,height=363https://staticdelivery.nexusmods.com/mods/110/images/55677-2-1404675401.jpg[/img]
    Mod: Loot and Degradation
    Game: Skyrim
    Author: isoku

    Loot and Degradation brings back Oblivion's item durability and repair hammers while also utilizing Skyrim's crafting and tempering systems.
    Weapons, shields and armour will now lose durability with use and eventually break. It is very customizable and allows you to decide if items really do break and disappear, if you get scraps from them, if items have to be under "fine" temperment before breaking, if NPCs and followers also have breakable item, and more. The mod also modifies the loot system to add in items that could already have a level of temperment to them.

    I like this mod because it adds not only a new level of immersion, but also a real reason to have a back up weapon, armour and clothing underneath your armour. A new level of management so even the best of items have a weak point if you don't manage it.



    Every week, we feature a few mods that have caught our staff’s attention, as well as some that were submitted by you, the Nexus Mods community. If there is a mod you’d like to see on this list, then please check out this quick and handy form.

    If you haven’t already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

    7018713-1480437404.jpg  7018713-1480437515.jpg

    Thanks, and have fun modding!


    Wow, I certainly didn't expect one of my mods to make it into the staff picks!

    Thank you lol, what and honor! ^^
  13.  

    Bit late, but if you want to quit without saving, first quit to menu, then quit to desktop.

    Actually if you want to exit without saving all you have to do is open your pipboy first. for some strange reason this disables the save function.

     

     

    Bit late, but if you want to quit without saving, first quit to menu, then quit to desktop.

    or do what i do...

     

    Open console and type QQQ and enter

     

    Alt+F4. Or use the applet I use, Super F4, which doesn't ASK a program to close itself like Alt+F4 does, but rather instantly kills the topmost process.

     

    It's an excellent little program and I've been using it for years:

    https://stefansundin.github.io/superf4

  14.  

     

    I could never get an elevator with doors to work so gave up. But making a raising/lowering platform controlled by buttons (one at each end and one on the platform) is dead simple. Let me know if you need help with one of those!

    I need help with one of those. I used the PowerLiftMiniCartPackIn, and I can get it to work, but even though I have changed the bottom floor to 6 instead of 10... the cart continues to travel down through the ground instead of stopping at it's destination.

     

    I have been trying to follow the discussion, but I get lost in all of the linking references talk.

     

     

    I hope you read the reply about the elevator data being PERSISTENT...meaning if you are testing on the same save it WONT change.

     

    Yes, also this. Bethesda really shot modders in the foot here, and so anytime you're developing a mod with a physical area you need to make sure you DON'T save in it... ever. It also means we can't really play our own content till we're SURE that we're done making it, and I don't know about you guys but when I'm playing my own content is the LAST time I'm "sure" that I'm done with it, as that's when I come up with all my new ideas for stuff. :[

×
×
  • Create New...