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CrEaToXx

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Everything posted by CrEaToXx

  1. I want to add that some of the flash files are of even older version type than some of the FO4 files. I can only wildly guess here, but I think they were using some of the Skyrim files as template and worked on them with either CS4, or CS6.
  2. Hello, If I may I'm about to create a video tutorial series on creating mods. The first view videos will focus on the UI, since we do not have access to creating (non experiment .esp)plugins, and model/texture modding is just starting. I'll move on to coding Papyrus and texture modding via Gimp once the time is ripe.
  3. The Earth is no more, so I doubt that statement. Even with the absolute worth condition, Earth would be far from a total collapse. Dr. de Grasse Tyson addressed that in an article once. While human made climate change is a fact, the conditions can never again be that bad as, let's say, in the Cambrian period. And even then, we'd still be far away from a total atmospheric collapse.
  4. Yes, I can verifie that. I had the same experience in Fallout 4. Unfortunately there's not a lot you can do, but carrying less items. Payrus has to iterate through every single item in your inventory regardless of stacks. If you carry a lot of items, there's a lot to iterate through.
  5. I agree on the trait/skill pick. The number of traits is ok, but the number of available choices could be more vast. Skills are actually refreshingly abundant, and I guess we're going to face the same limits as past Beth games with no option to add new skill trees. But we'll see, maybe they're going to source the flash files this time, and make it easier to mod them. The only real flaw I feel was no choice in skill set whatsoever. You are bound to chose from presets, even on the "unknown" preset. They obviously improved the whole controls and UI in comparison to previous titles, but it's still not enough for me. The photo mode for example, doesn't allow choosing options in the menu if you are an arrow key player. There's also not control setting to rebind choosing category options. You can choose the category, and rebind said key, but the options can only be configured if you use a controller, or play with the default WSAD keys, so the menu gets controlled by the arrow keys. And the dynamic switch between controller and keyboard/mouse must be finetuned. It's rather unpractical, and in contrary controlling the ship with mouse is quite ok for me, so I stayed with that. And of course, this game totally needs a survivor or "needs" mode/mod. Oh yeah, and eating to heal, also no go. I must have consumed at least 25.000 calories in 2 hours of gameplay on very hard difficulty, yet I magically did not die from overeating.
  6. Count all the items in a container, get their weight, then have the last item removed back to the player inventory whenever your limit is exceeded. You can do it with a perk menu, or simple OnActivate with canceling the original function. What I personally modded is having containers removed from the game world after a random amount of game time, as if someone has taken them. I also allow to salvage them. For a wasteland the game tends to feed you with masses of constantly respawning goodies. I wonder where they come from.
  7. Just use this guide... https://stuyk.com/mod-a-custom-settlement-for-fallout-4/ Your attempts may very well fail because you did not add all cells to the location, haven't properly setup an encounter zone, haven't properly set up the center and/or map marker, or did not correctly edit already existing cells you've edited, to be included in your location. And no, one must not always make a custom location if one is present with unique name. It doesn't really matter to the game if the cell is exterior, or interior. But for sure you would need to link the doors, so the provisioner knows where to go. Take a look at how Automatron does it.
  8. A feature I feel is missing from these kind of mods, is an actual resource cost. Building whole settlements free of any cost is not really attractive.
  9. How does it not support strings? Also no, unless you reverse engineer the HUD framework. Unfortunately we do not have the same level of transparency in UI code, as we did for Skyrim. The function you want to invoke to is simply missing in the HUD framework. Edit: actually I was wrong about transparency. Scrivener07 did it some 2 years ago. But I don't how he's related to the "official" HUD framework and/or script extender team. https://github.com/F4CF/Interface Maybe ask on their Discord channel?
  10. Ints are internally converted to floats. All the engine does, if you catch a value by int, is to not count anything after the period. So technically it would look like that: "1.", while in Skyrim and SSE an int was an actual integer. F4SE isn't to blame. It's functions are still fully operational. The problem lies with MCM not properly making use of all F4SE functions, like it did for Skyrim. And I think the problem is rooted inside the .swf, not the .dll. At least that's my guess when I reviewed the action script in Adobe.
  11. Yeah. PlayerAlias script on a Quest. Then start a timer on real time, or game time, and have a leveled spawn placed at, or anywhere close to your position. Conditionize if you must, like f.e. only on a cell change only when you move, only outside of settlements, or interiors etc.
  12. Nothing in the FO4 Payrus is "technically" an int. Consult the CK Wiki in that regard. But that may not even be your problem. The MCM handles keybinds internally via the .dll and flash file, so the "standard" F4SE code to catch the hotkey might not work. I tried as well and it didn't. So I had to find ways around it. I guess the necessity never arose because with the release of registrators hotkey mod all problems were solved. Unfortunately that also means a huge chunk of functions present in SSE, are not present F4SE. Let us know if you manage to come up with something. You can verify that by trying to rebind some unicode keys in MCM. While these are perfectly working in the vanilla keybind menu, they do not work in the MCM. On my German keyboard this is true for the <>, the print and the pause key. There might be others. MCM also can't catch the difference between left/right shift and ctrl.
  13. I would rather have an option to whipe them all out without breaking the majority of quests.
  14. Universal snapping can't be done, since a snap will not only align to the opposite snap point, but to its axis as well. Also, the more snap points you add, the more potential f*#@ery you create. At one point too much is just too much.
  15. The source is there, you just have to read it. Then head over to the CK Wiki and see if there are already functions available for your needs. All these mods do is modifying the timescale global in real time, under certain event conditions. You could use a perk condition for what you wanna do I guess.
  16. It isn't hard. It just takes a freaking long time to learn. Start small, do some lazy balance tweaks, then maybe start scripting by reviewing original code. Texturing isn't magic either. It's just even more of a time sink. Making F4SE plugins is considerably hard due to how you have to set up the environment, and tracing code in the .exe. If you happen to have access to Adobe flash tools, you can jump.in doing UI work. But that's advanced modding, and of course, consumes more of the time you don't have to begin with.
  17. Well, if it's in a script the hazard effect doesn't necessarily need to be applied via magic effect. Explosions and projectiles can do the same, to name a few. Or the script may contain a simple damageHealth() function, that directly applies what a dmgHealth MGEF would do.
  18. Environmental fire isn't a magic effect though. And a Molotov isn't environmental fire. If you can't find the correct variable it might very well be scripted. As far as I remember all environmental fires are MSTT's. Find the correct one and see if it has a script attached.
  19. I do it the old school way. Raise the no find chance in leveled lists to 90% for general reduction, and add keywords for specific items. There are more then enough vanilla keywords to limit almost any item from any list.
  20. I second C&P. It adds karma mechanics, and features to make your settlers start a rebellion. Aside from tons of other game enhancing features that is. Pair that with some of SKK solutions, and LiannKar immersioners, and you'll have a whole new layer of depth.
  21. Good morning, happily ignore this if it exists, and I'm just to stupid to find it. If not, could you guys maybe add it? It's a bit uncomfortable having to browse through every single notification to delete them. You guys want me to have an easy life, I want you to give me an easy life. Give me an easy life, you know you want to... :thumbsup:
  22. The circle is still going round? Wait, I've got a contribution... Also, weren't some users saying they're about to delete their mods and leave? Well, none of that seemed to have happened for the major part. Dat inconsequence.
  23. No, it isn't. Not getting banned would be a viable solution then?
  24. I'd love to see the demographics forums vs database. I feel there was way more activity in the forums in the past, at least if you take only Bethesda games forums into account. More and more I get the feeling forums are outdated, even if they are up to date with modern standards. There's a lot of other platform variants that show way better functionality. By modern I meant something like "away from forum software" in general. What other use do forums have vs f.e. Discord or Reddit, other than archiving? There's also YT and Twitch, and not to forget Steam. In terms of support Discord is superior. Hell, even Emailing is. I nowadays often feel forums are just used because of traditional reasons.
  25. It is actually shared control. You get to keep the original, no? They've obtained the right to do with the copy as they please. If I buy "insert any medium in here"(a CD for example), the original owner has absolutely no right to ask me to delete the copy, that he willingly agreed on sharing(selling). The only difference being, we shared our work for free. That makes as actually quite stupid, or not, because there we cycle back to the EULA argument, that prohibits us from selling any content we've created with any of the game developers creation tools. So the only real solution to that issue would have been not to start modding to begin with. I know that sounds shitty, but that's what it is if you willingly agree to share your content for free on the internet. You were supposed to sell licenses of your product, for compensation that new users have the right to use your content under given consensus(not copying, redistributing etc.). But that you can't do according to Bethesda EULA agreement. So again, starting to mod a game was an unwise decision if you ever felt the need to share it with the internet. However. I came here for another reason. Reading how the Nexus is trying to uncouple the forums from the Nexus file share platform, does anyone have any inside if there are plans to cease the forums existence in future? I feel like they are on a general path to update the whole platform to more modern standards.
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