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PoliteRaider

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Posts posted by PoliteRaider

  1.  

    I really will not understand why anyone with a little self respect will actually mod for bethesda stuff anymore,

     

    Personally, I like the games and settings they make, it's fun to make something that uses and extends that. I try not to let the mob sway my decisions about what I want to do and how I enjoy doing it. I won't lie, it's disappointing when you see people being ungrateful but I don't want to let someone who's doing that control my choices or take away my enjoyment.

  2. It can take a bit of time to get there. The Creation Kit was only released in late April, F4SE is still in alpha testing, Animation's just starting to be properly explored now and everyone's still getting the hang of modding the new engine. The people who'd be most ready to make a Fallout 4 mod right out of the gate are the Skyrim modders and if they're even interested in FO4 they'll still probably be dividing their time with Skyrim whereas new modders like me are still learning everything we need to know to start making complex large mods.

     

    There will be some but it will take a bit of time. After the DLC is all released is a much easier time to mod because you're not building on a foundation that changes every few weeks, I won't say you'll have to wait that long but it'll be a point where things change a bit and you'll probably see a lot more involved mods after all the DLC are done.

  3. Good thing I always save my mods. Got about 4 GB of mods for Fallout 4. He can't delete his stuff from my hard drive so I can use it whenever I want.

     

    I think perhaps you're missing the point somewhat. While backups are always a good idea and it's a good habit to get into to make regular backups, focusing on that as the concern of your post is showing pretty much a complete disregard for the author. Boasting then about your freedom to use it and possession of it, is showing a pretty strong focus on your own self-interest above anything else.

  4. HOWEVER, Also from a legal stand point...

     

    Your information is factually incorrect. Please note that Bethesda's legal team have contradicted your claims specifically in regards to mods for Fallout 4 and have advised that mod authors are permitted to file DMCA notices for their mods. Also so far as I'm aware both Nexus and Bethesda.net terms of service both explicitly forbid the actions you're describing.

     

    You may wish to research this matter more thoroughly before taking further action.

  5. I still haven't updated it from the day one release because apparently the latest version has problems running in Australia. I'm not sure if that would affect me or not, but I haven't been willing to take the risk.

     

    Don't get me wrong, I'm grateful for them making the program and releasing it but yeah I can't deny that it's got some real problems.

     

    Also thanks LlamaRCA I didn't know about that option.

  6. The nexus mods page is down for maintenance so I can't get you the links, however...

     

    Get your hands on the utility Bethesda Archive Extractor or BAE for Fallout 4.

    Extract the files in the sound directory.

    Replace the sound files that you want to replace with identically named sound files with the new music you want.

    ... optional: You may need to convert the file format if the files you have are a different sort.

    Put the new files in your fallout 4/data directory, mimicking the same structure of directories that you had in the archive (BAE will automatically keep this structure for you).

  7. All good. Just be careful about lines like 'every single, and I do mean every single' if it's just a general overview. Gives the wrong idea.

     

    Also it's not rare at all to see people give their work away for free. I'm not sure where you're even getting that idea from. I mean... https://en.wikipedia.org/wiki/Volunteering

     

    In the arts world, people frequently work away for fun and to develop their skills. Often giving away their work because you really need an audience to develop your artistic abilities. After a while though, you reach the point where your skills are developed to a professional level and some of the artists move on to selling their work.

     

    The artificial barrier here in modding to making that leap means you get people who are capable of making valuable work toiling away for free, which is a slightly unstable position. It may be maintained through passion, drive, community engagement and other such factors but if their only option to move forwards is to leave and move to other things... well, that's going to happen sometimes. By relying and counting purely upon people's altruism, is it any wonder that sometimes it gets worn down and a mod author can get frustrated.

  8. PoliteRaider, thank you for the speedy response! I went in the CK and checked it out. When I say I have no scripting experience, I also mean I have no experience in creating mods too. Where could I go to read up on the info? I've tried to google it, but I only ever find mod review videos.

     

    Well, there's the Creation Kit Wiki that Bethesda maintains. It's especially good for referring to for any Papyrus scripting you need to do.

     

    Alteratively there's some youtube tutorial channels that are worth looking at. Many are still for Skyrim but while there've been some minor changes here and there, most things are done the same way as they were in Skyrim so I think it's worth looking at those too.

     

     

     

     

    At the end of the day though, sometimes you just open up the files and see how they work. If you load Fallout.esm into the creation kit, just load up something you're interested in from the vanilla game and see if you can figure out how it's done and why it works.

  9. Just as an aside, it always amuses me when all the men in an argument think something wasn't sexist and the women think it was.

     

    For the record I'm right with you on it being a sexist cliche.

  10.  

    1. You have no idea if thats accurate and as someone else stated before its naive. Sure you might think monetizing something will increase the quality but that simply isnt true. The way markets like this tend to work is they produce what is in demand not what is innovative or better. To provide a more grounded example do you remember skyrim nexus when people found out they could make cbbe slutware and get 100 thousand endorsements? I do. Now imagine if modders figured out they could make skimpy clothes and make 100 thousand dollars?

     

    Every single, and I do mean every single, innovative modder would stop all their projects to learn how to make outfits to make skimpy armors and get in on that money. That is 100% how market economies work lol its not even arguable. So no just because something has a price tag now doesn't mean it will suddenly become more innovative and higher quality. Maybe armors and such might reach higher level of quality but the less profitable, and often times most interesting an innovated mods such as quests will decrease in quality and quantity.

     

    I'm finding it a little peculiar being told what every mod authors will and won't do. Excuse me? I can tell you exactly what one mod author will do and no more than that, please don't presume to speak for me. The dismal science is just a model and doesn't accurately describe human behaviour, it certainly doesn't give you any right to comment upon mine.

     

    I have no intention to charge for substandard work, I have pride in what I create. If I was going to focus on what made money, rather than my passions, why on earth would I be doing modding of all things? Why would I study the arts? I'm not going to stop giving away fun content that I make in my free time for free. I am going to put more time, effort and resources into content that I'm selling because I refuse to charge money for something that isn't worth what I'm charging.

     

    Every single person you're talking about right now is currently making the choice to give away their labour for free. While I can't speak for them, I think your assumption that they're all focused on the money is ignoring the one thing that you know for certain about their choices so far.

  11.  

    One idea is to remove the ability to select certain perks when leveling up. To unlock said perks, you would have to "learn" them from old journals, books, or dialogue. I was think all the crafting perks could be transferred to books that are scatted throughout the wasteland. I watched two simple videos by a man named Svaalbard on youtube about making and editing basic items. With that basic knowledge, I was able to make a magazine that unlocked a rank in Gun Nut when picked up. I was also able to place it within the world space. The part that is eluding me is how to disable the perks in the perk window and how to make it so each magazine provides the next rank for said perk.

     

    Add a condition here to lock the player from selecting the perk in the perk window.

     

    http://i.imgsafe.org/cbe7f0ea26.png

  12. Here's a tutorial, you'll probably want to watch the earlier ones in the series though which will cover aspects like creating the menu or setting up the properties for your script.

     

     

    (It's for Skyrim but that doesn't matter for most purposes).

  13. Have you had a look at DarthWayne's tutorial?

     

    http://www.nexusmods.com/fallout4/mods/12192/?

     

    I'd say it's worth giving it a try to see if you can learn it for yourself, since it's a good way to start learning about scripting. However if you get stuck or decide you don't want to try it yourself let me know and I can help set it up for you.

     

    Edit: Alternatively, you can give it a try and feel free to send me any questions and I'll do my best to answer them. I'm a bit of a novice myself but fortunately this is one thing I know how to do.

  14.  

    Unless someone bothers to script some, not really. You can't have a prefab that is already made and you just plop it down - everything inside it will be STATIC.

     

    Are you saying that a prefab bunker with a modeled bed/s, generator, turret, perhaps even a garden planer cannot have multiple stats, ie 10 def 50 power, 2 beds, 2 water 5 food?

     

    Or rather the garden, bed and any other interactive built into a prefab wont be recognized as such.

     

    ie you cannot build a prefab item with sub-components?

     

    Ethreon's already covered this, but just to respond to one part I spotted in there. It would be easy enough to add the stats as you mentioned. You could make an invisible object or a pet brahmin that adds whatever you like to the settlement stats.

     

    However the only in game support for a combined prefab turns it all into a single item which would all do either nothing, or the same one thing when interacted with. You'd also have trouble with animations sometimes depending on how you did it.

     

    It is possible to use papyrus scripting to directly create objects where you want them. (Look at the mod 'Campsite' for examples of this sort of thing). However doing that for a whole settlement would be a difficult and slightly tedious process.

  15. I'm sorry but I was looking at this the other day and it's really quite frustrating. The visual effect seems to be a built in hard-coded aspect of the invisibility tag. Anything which makes you invisible triggers the effect from the engine, without it coming from anywhere in the .esm or .esp files that can be easily changed with a mod.

     

    Of course I might be missing something, so I can't say there isn't a way of doing it but there's certainly nothing I can find.

  16. Isn't invoking deities pretty much the only way Papyrus works? :P

     

    I'm glad it's compiled for you at last. It's unfortunately not a guarantee that it's going to work in the sense of doing what you want but at least you know you've got rid of the errors and it'll work in the sense of loading up.

  17. Yeah it's all pretty modular. I don't know any other way of changing them, but then again I don't know a lot so it could be something I'm missing.

     

    But the script used simply appends additional items onto the existing formlist even if the original content is changed. Doesn't matter if you change what's on them, so long as you don't replace them with brand new formlists that the script won't recognize or add so many items that there's no room for the script to add the additional ones.

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