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Everything posted by foxx0021
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This crap is making me insane. I don't understand how any of this works, and there are no tutorials that explain it other than stupid walkthroughs of scripts no one would care about anyway. Thought I could just make a script for a damn shovel that would determine, on hitting a target, whether a) the target was alive or dead, retreive info on said target, and then if it was dead, play a grave digging animation, create an grave object, and then delete the target corpse. but noooo, all kinds of stupid values and references that are not clearly explained anyfk'nwhere. Can anyone help me? This is bringing back flashbacks to an old javascript course I failed and made me feel totally fkn retarded.
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Loved the idea of the gravedigger mod but it really doesn't work that well, was circumventing the corpses not actually getting buried by a corpse remover mod, then the animations stopped playing altogether. Thinking it could be a lot more simple (though what do I know, scripting is still like Greek to me) to just make a unique shovel that used the grave digging animation as an attack animation and placed the grave at the character when the animation was done playing. Corpse removal could be included as a hit effect but not a must, as someone else already did a working mod for that. Feel like an experienced script whiz could throw this together in a few minutes, I know nothing about scripting, will try but hoping someone beats me to it.
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Custom Sounds won't play
foxx0021 replied to BlondPanda's topic in Fallout New Vegas's Mod Troubleshooting
Yeah I'm having a similar issue, weird because the custom sound replacers I put in the fx/wpn folder will play, but the ones I replace in the ui folder don't register at all. Game just reverts back to its vanilla bsa sound file for those. I even tried modding a plugin up with FNVEdit and manually setting the path but it won't work. Weirdest thing I've seen so far, am pretty much out of ideas at this point. -
Rudy enb and pipboy readius problems
foxx0021 replied to darocker48's topic in Fallout New Vegas's Mod Troubleshooting
Hmm that's weird. Didn't say anything in my Rudy ENB readme about anistropic filtering. -
1) Knife replacer for gun bash in 1st and 3rd person 2) Climbing system (made utilizing an invisible jetpack renamed climbing gloves, scripting it to only activate with collision, and a skilled animator to do replacer climbing animations for the jetpack), 3) Rappelling system (made utilizing a similar method as #2) 4) Parachute (made utilizing a similar method as #2) 5) Driveable Humvees/Tanks 6) Explosive activated building destruction events at a few classic raider locations in world, like Corvega Help bring the adrenaline rushing action from games like Battlefield and Dying Light into the world of Fallout Email any offers to: [email protected] or simply reply to the post Many Thks
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Been using the mod Yangtze nukes...it's pretty phenomenal...like launching a real nuke... especially paired up with Nukes Ignore LOS. Almost Reggie and the Full Effect. Only thing missing now is the glaring lack of non-organic destructive aftermath. I'm not a modder per say, but I know from using the mod Amazing Follower Tweaks that it is possible to clear cells with a script command...thinking it'd be pretty cool to see that command as part of the effect of a nuke blast. Probably game breaking if misused, but who cares. Wonder if the buildings would eventually respawn in non-settlement areas too. How 'bout it champs?
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They should have made Tom Cruise the voice actor and called it "Fallout: Edge of Tomorrow" with all the deja vu I get in this game. A dynamic spawning system is the the life no one can figure out how to breathe into this game... a world where your blood and sweat actually has a lasting impact The spawning system is the weakest link in both the vanilla game and within the modding community, IMO. There's a few good mods that add spawns but none that actually fix the game up with a realistic spawning system. Not sure why everyone wants more faster spawning mods, I don't really like the idea of fighting the same enemy twice. Ideally, NOTHING should respawn but nomadic, roaming enemies that roam far and wide across the map. New spawns should be introduced on a leveled basis, up until the engine's leveled spawn cap at which point a whole bunch of nomadic, roaming enemies should be introduced as spawns to simulate roaming rogue invaders. That way you can actually feel like you're making some sort of impact on the game instead of just fighting the same enemies endlessly. I'm not a mod author... I wish I were, but the CK absolutely confounds me, can't seem to accomplish one thing without messing up something else. Clumsiest of any program I've ever tried to use, save for maybe 3ds max. But if I were a mod author... this is the mod I'd make. Not for glory or fame, but because it's the one thing everyone couldn't figure out they were missing, apparently.
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I'm a busy guy, I do construction during the day, mechanic stuff on the weekends, I usually mess with this stuff in the evening, I do modded playthrough videos on YT and tried a couple mods before, I can do simple stuff but I'm no whiz. Most of the time I use FO4Edit, Creation Kit loads really slow on my rig, too slow to really be productive with. I tried a mod (still in the works if I can get an animation done) called Go Prone (basically an adaptation of Take Cover) that needs an idle prone animation from Pose it made into a combat animation set and I'm pretty sure its gonna work. Not sure but I think I need a better rig and 3ds max if I wanted to attempt that as well. An expensive proposition. I'd much rather employ someone if possible. Also trying to figure out how to get some form of constructible highways and overpasses in the workshop for an upcoming video I'm trying to do. Any help would be much appreciated for that. Everything I do is completely un-monetized but would be willing to consider a healthy compensation for those animations, upon verification of course.
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In response to post #67475806. #67518391 is also a reply to the same post. Lol. Why do modders always have to announce what the hell they're up to? I say they get to work now, then wait till 76 goes free to play then out of nowhere release a finished form of the game as a FO4 mod. Then, for the ultimate cue de gras I say we go totally retro and throw FO3 in there too. We could call it...Fallout 4 All: Unbreakable. I'd probably laugh so hard I'd give myself a hernia. If this mod is for real it actually has way more potential than NV actually did. Only half joking about the game series mod thing. Knowing the engines are so similar makes one wonder if a little clever hacking couldn't find a way to virtually import things like worldspace, or at least the mesh vertices, cutting fractions off work time.
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Which mod adds [Backpack] Military 3 Days Backpack?
foxx0021 replied to VeggyZ's topic in Fallout 4's Discussion
There's a glitch in the backpack as well, iunder certain conditions (like being stored in some containers) it becomes unequippable and disappears if dropped. -
I just received notification from Nexus Mod Manager that I can't even add manually downloaded files anymore because it can't connect to the server. Don't understand why this is happening, kind of seems like a deliberate lockout procedure rather than a result of obsolescence. After all, the file I'm adding is already on my hard drive. Is there any way to fix this? Regardless, my mod setup is good enough I'm not even gonna think about switching until after I finish the game I'm on, which could be awhile. FO4 is just too finnicky. If I have to add files via ini edits I will. Don't understand why backwards compatibility got completely thrown by the software wayside in the 21st century, especially for friggin' freeware.
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Definitely one for a clever modder. Would sure be a hot mod though. I haven't downloaded the dual melee mod yet but I'm guessing they borrowed the animations from Skyrim. So there's the left hand 1st/3rd animations that would have to be made/borrowed from somewhere, and then you would have 2 options, the easy way: make the dual pistols its own weapon with unique animations and use the same button to fire both, or the method of boss modders, scripting in dual wielding as its own combat mode and change the bash button to the second fire button for the left hand when in dual wield mode, also allowing the player to use existing single handed weapons in unison. Any takers? Just a thought, seems like a fairly straightforward mod that could go a long way, I'd do it myself but last game I modded was Morrowind and I'm running on a GTX 970, for some reason the GECK doesn't even like loading up on my system. Kinda wish I knew more about using FO4edit, not even sure TESedit was around when I was modding but I could be wrong.
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- dual wielding
- pistol
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Anyone else can't play their game without cloak mods but can't stand the feet clipping through the cloak every time someone is in a hurry? I've tried every alternate animation mod on the Nexus but none actually fix this problem. Been years since I modded, could probably figure out how to do this with enough time but it is in short supply these days. Any modder purists out there that would make a stand for immersion and make a higher, longer stepped running animation that is cloak-friendly and keeps those feet out of the way? Figure that's going to be a lot easier fix than changing/adding a cloak animation, there seems to be at least one animation on the cloak during sprint through that bends the cloak back during sprint, so even sprinting has less clipping than running.