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Everything posted by WardenAI
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Why is game crashing in large settlement attacked battles?
WardenAI replied to qweglooeefdf's topic in Fallout 4's Discussion
Could be that certain type of enemies spawn with a weapon that is somehow buggy on NPCs, I noticed that would happen to me in Synth areas using Institute weapon overhaul. -
Ok so I got a wierd bug, my character suddenly started to lack animations like running right with weapon drawn and going from running with weapon to relaxed and other glitches like running slow on normal jogg. So I wanted to see if it still was the case reloading a previous save from when it happened and it was still there, note that no animation files was touched etc... nothing. So I started a new game and there all the animations was working as normal, no glitches etc, all was working as Normal. So here is the question. WHY!? and how come its still on one character no matter the save? but new character is working as intended? Should'nt atleast restarting the game work? I have a couple of ideas of how this is, but I cant figure out why reverting to an older save would'nt work? Gasmask of the wasteland in combined with Power Armor seem to do wierd stuff, I have nothing else touching those two things and when having mask on when entering Power Armor makes my character stuck for a couple of seconds when exiting for some reason, I guess its rerunning the scripts ontop of eachother, like removing and putting it on at the same time, but that does'nt explain the animation bug itself does it? I have changed animation files during the game before this but not in a couple of saves, but thats just loose files.
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Disable VATS until you get the Pipboy
WardenAI replied to Freeasabird767's topic in Fallout 4's Mod Ideas
As you see, there is a conflict there. There are two intentions, but what does it mean and what does it conclude? He is torn, in terminal he states many things about gen 3 that they are humanlike tools, but he thinks they lack creativity and since we are building bases so atleast we do have creativity, but that could also be that he also never gave them space within the institute to be "creative". But Nick Valentine is creative and he is a gen 2, so not sure if Father is lacking in knowledge or that he want's to have them be tools to distance himself from them, but yet he creates a image of himself as young Shaun so he torn of what he and institute has created. But yes why would'nt he let you leave yet want you to destroy the institute and everything else? Is it because what was taken from him? He wanted to create life and yet destroy it. Does this give any evidence that he created Father/Mother as synths, no it only give us hints in the lack of understanding himself and the needs he want to be fullfilled. This might be confusing since we dont have awnsers, but the game clearly give us a reason to think that we might be Synths, because the game itself wants us to question humanity. Humans are also irrational, even what we think is reason is up for debate by philosophers. I get that this line of thinking might seem confusting and my explanation on how I think of it be unconnected, but im not good at converting my thoughts to words, so I hope you could read abit between the lines here aswell. -
Disable VATS until you get the Pipboy
WardenAI replied to Freeasabird767's topic in Fallout 4's Mod Ideas
Doubt his deeper intentions was ever disclosed but there where hints, Father: Ah, there you are. You've met with the Director, then? Sole Survivor: I have. He's gone. Father: Good. That's finally over. Sole Survivor: You know, in some ways, you were right. Synths are just machines. Father: Is that what you believe? Sole Survivor: That they're just machines? Father: Yes. Isn't that how you see them? Sole Survivor: I don't know. Father: It's difficult sometimes to judge. They're so much like us. So very close. But, no. I don't believe they're just machines. They're... alive. Sole Survivor: Synths are a new form of life, Father. They're not robots. Father: I understand. But it doesn't change the fact that they're... creations. They're machines. And machines can be... destroyed. Sole Survivor: You want me to destroy the Institute. Father: Not just the Institute. But everyone. The Brotherhood. The Railroad. And yes, even the Minutemen. They all have to go. Sole Survivor: What? Why? Father: It's the only way. To ensure that no one can take advantage of the Institute's creations. We can't allow the technology to fall into the wrong hands. Sole Survivor: That's insane. Father: Is it? The world is a dangerous place, Father. It's full of... conflict. And war. We need to be prepared. We need to be strong. Sole Survivor: Killing everyone is not the answer. Father: No. You're right. It's not. But it's the only way to ensure that the Institute's technology is never misused. And that's all that matters. Sole Survivor: I won't do it, Father. Father: I had hoped... I had hoped you would see things differently. But I see now that... that was foolish of me. I'm sorry, Father. I can't let you leave. Sole Survivor: Father, what are you doing? Father: I'm sorry, Father. This is the only way. [The conversation ends as "Father" dies on his bed.] -
Disable VATS until you get the Pipboy
WardenAI replied to Freeasabird767's topic in Fallout 4's Mod Ideas
Because they never acted parents, they raised him sure but he probably was missing out on love and care as they are basic human needs but these scientists could'nt provide that. I also bet that none said they where his father or mother (since he does'nt say that anyone was) but knew everyone had them, so ofcourse he would miss something he never had, he is not evil he is in pain and this is shown in game with the confusion on what he feels when he finally confront the parent. He followed us and spent lots of resourses and energy on it, he ployed a decoy with boy Shawn to see if his parent was still searching for him when he had him with Kellogg in Diamond City. -
Disable VATS until you get the Pipboy
WardenAI replied to Freeasabird767's topic in Fallout 4's Mod Ideas
What if it was a test to see that Synths could be just as human as humans if not more human, Mankind Redefined is their slogan. Maybe he was so invested in us because he placed his mother/fathers memories in this synth body, other synths did'nt matter becuase they had no value. Maybe our decision did'nt matter on his deathbed, just before that. Parhaps his care for his mother/father to live on forever, mattered more than telling them that they are synth. Remember if we where synth and he gave us the Synth boy Shaun that means that his desire has come true, to not live alone forever, which he had up until his death. He never grew out of his sorrow for losing his parents. Counter argument to my own theory is just as valid as counter to this being a blunder on developers part but: Sure you could say that we are not synths because we can be harmed by radiation, but why in that case could'nt that be a test to see if someone is a synth or not by looking at skin change to radiation exposure? Counter counter: Parhaps it does'nt kill us but simulate death/dying. Why did he leave us alive? like Kellogg could'nt have taken the kid without killing the other? Why create a vengence scenario or was it a mistake, why was there hardly any sorrow for the other parent? Thing is, I think both parents died during Shauns abdution, and they saved only one parents memories or parhaps both. Why do we gain abilities like visual ones if it's in the pipboy? a few questions. -
So I have a request, I love having Dogmeat with me but I think he lacks a personal skill or flavour other than grapple, I would love to have him either scare away other enemy dogs or make him bark at them to make them friendly like the skill we got with Wasteland whisperer but passive if you have him with you. So when enemy dogs comes in reach of him he barks at them and they are either pacified, going friendly or run away, this would also work on mutant dogs etc as they also are a dog faction and they are like my greatest fear in the game :/ Thank you in advance!
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Disable VATS until you get the Pipboy
WardenAI replied to Freeasabird767's topic in Fallout 4's Mod Ideas
But we are a synth are'nt we? Does'nt institute Terminal explain VATS? -
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So I like building with Vault Workshop, even outside of vault areas, but the banging echi when stepping on the floor of those are annoying. Anyone know what sound to replace to remove those or know anyone who has already done that who could point me in the right direction?
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Hi, so here is the deal, after 200 years I doubt any picket fence will still be up and running and it always bothers me coming to sanctuary with them being all around just nocked down abit white everything else are aither burned or blasted to pieces, besides time itself would have made them dirt so now I wonder, anyone who has any idea how to get rid of them without creating a conflict anywhere? can you change Nif to 0 so that its still there but not showing or that anything interract with it? or How do I go about this?
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Oh Hi mate, yea I thought it would be abit tricky, parhaps it works better if I turn them into esl files instead, not sure how esl handle that large files tho? Do you know its limits? I already packed all those files into Main and Texture BA2s, mainly just need to get the esp merged, its abit frustrating why there is'nt an easy way to merge master esps together more easily, feels like there would be an easy script to remake formIDs and name ID so that it counts as own edits without tagging the original file as master. Not sure I have the time to do all those edits, especially that tedious XD As for lasers I still has it, just paused abit since I remade the whole fallout to mudout, burnt and darker than before with alot of photoshop done to textures :P got to 12th of december to finish up all I want to do before I have to pay for photoshop XD not sure I want to pay 62euro a month for editiing textures casually so using trial time atm. But I am abit messy and distracted with alot of project I take on, but it will be released soon, unless I decide to continue doing Winter version after this while I still got time :P still has abit to do with some mods to the lasers just before I can release it, and someone wanted plasma too but I could just type what to edit to them anyway ;) talk to you later mate ;)
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Hi so I have been trying to merge vtaw 1, 4, 6, 7, 8 + Scientist esp into one big esp, I tried to use merger (https://www.nexusmods.com/skyrim/mods/69905?tab=posts) and sure while it merged all it still made me need to use the other esps as master which made the merge kind of useless. I do have packed all assets of them into one Main.ba2 and Textures.ba2 but I cannot make them work alone under one esp... why is it so hard to get records into a esp without masters? I mean what does deep override even mean if it does'nt do just that in xedit? Is there any kind soul who could help me with this endevour? I clearly cannot make it work with scripts, merger, clean masters etc, even made the change form id script to it but it still makes it use the damn .esp as masters, hence make a merge redundant since it will only add one more esp instead of removing the use of 5. Anyone know how or could make it please? And also need to get rid of picket pence from the game, like changing nif or something so that no records are removed but so you cant physically touch them or interract with them nor to show up visibly.
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Is'nt there a way to add material shaders/mask to every outdoor item so to react to weather to parhaps make ground and such change texture midgame/ingame? like wetness shaders but for snow so that it activate during certain weather types, not sure how many types of shaders or mask the engine may handle tho.
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Hi, so I have had a break from fallout 4 for 2 years and I am now looking for a ground texture mod I used to use which was called leafy landscapes (mud version), and I wonder if there are anyone who know where I could either find it or if there are any alternative version of it around? in my pictures here on nexus I have a picture called just that which shows hows it looks. I loved that one but cant find it anywhere. NVM Found it on an old extern Harddrive which I thought had crashed, had most of my own landscape mods etc on it aswell! YAY!
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Did almost the same, just changed the lifetime of the projectile to 0.00002, changed the muzzle to a different animation since someone told me that lasers somehow spew out gas to project the laser into beam. Also changed the sound description and removed 2 channels so you only hear the "gas" spew out as you fire and added power armor light to give a better light representation, and changed the sound also so that it sounds more like a constant burn :wink: I'll release my version soon ;) in a week or so, need to change institute lasers aswell tho.
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I have made a mod that makes beams for lasers invisible without using dummy textures and changed the muzzle flash + light and the impact + impact sound, and also removed most recoil also made the beam repeatable(automatic by default) will also change automatic reciever to do something else, parhaps increase automatic dmg. will fix institute lasers soon too, but not sure I will do plasma since thats not really realistic to me, but I can share the method when I release so you can do it to that aswell. Just dont want to promise too much, have made alot of personal mods that I never released in the past.
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Ideas in fallout spirit: Idea 1: An alternate gameplay where you play your own "sandbox" game and things around you starts to happen during times, rumour has it that the man/woman in blue jumpsuit the vault dweller keeps wrecking up (or helping) the commonwealth, you can get to locations which are cleared and parhaps have "errand" guys or a radio(transmission) that reports the deeds done by him/her so that you could get to the places. At the end you face off with the vaultdweller after you hear him destroying factions or you find out that he joined the institute at the end (insert any faction), and you decide to face him off by calling for him/her from a radio station so that you could meet up and fight. This would need the whole world or places to be changed to represet where the Vault Dweller has been when you get there, so I guess a NO cell reset is a must since this guy/girl is working fast! it would also be nice for RPG element to be able to also catch up with him before events take place and face off in an earlier stage. Idea 2: You and your memory is part of an experiment, parhaps institute and you wake up on a surgical table somewhere as an alternative start, the idea is to excuse using synth stuff or mutations with character building. Story could be the same, just for flavour.
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Cheers mate, found that aswell as making laserbeam invisible through esp alone :wink: so now I see impact, the muzzle, have different sounds abit lower and next to 0 recoil. But you are right need to fix attachments aswell, but so far all vanilla attachments works fine, also increased the rate of fire so that automatic is more of a constant laser also and so that it dismember instead of regular dmg. :wink: As Danse likes to constantly say... "Outstanding!" It sounds like your project came ahead by leaps and bounds! That is awesome! I'm guessing... you found a nif in the vanilla files that isn't visible, and replaced the vanilla value with that? If so, what was the name of the nif? Not gonna lie. I kinda wanna see your work. That constant beam sounds very, very, very interesting! If you don't mind... what values did you change for that? I dunno the settings for auto fire. :pinch: (Edit) Oh! Dude! I wish that I knew how to script a lot better. It would Totally ROCK if I could script that to do a burst fire. Like, tap the trigger, it fires 2 or 3 times. Hold the trigger and just start sweeping a beam back and forth. (/Edit) For the vanilla attachments, it can get tedious. :sad: Basically you need to look at each one, and find where it changes those particular values. I usually have 0.00 copied to clipboard, so that I can just Ctrl + V (paste) when I go to edit. Is there a way to send the esp? So you could check it out yourself it you want? :)
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Hi I am looking for a retexture replacer for trashpiles to parhaps have burnt skullpiles retex and mesh.
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Cheers mate, found that aswell as making laserbeam invisible through esp alone ;) so now I see impact, the muzzle, have different sounds abit lower and next to 0 recoil. But you are right need to fix attachments aswell, but so far all vanilla attachments works fine, also increased the rate of fire so that automatic is more of a constant laser also and so that it dismember instead of regular dmg. ;)
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I am looking for someone who is able to change Feral ghouls body into Synth gen 1s body to make Feral ghouls look like broken Synths walking around in Zombie like behaviour. Or make Synth gen 1s have ghoul behaviour and animations, either way is fine. Would totally donate 50 euro for this (not sure if I can offer in forums, but tell me moderators if not and I'll remove), I myself just cant do it since it does'nt seem like a simple swap because of the nodes and how textures are placed. Please help me, would be perfect for my setting. /Thank you in advance!
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Would'nt just retexture it to black do if so? I mean open the nif of the beam and replace texture with just black?
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How do I make invisible laser shots? I find both recoil and the shots abit wierd to be visible.