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Everything posted by Rioplats
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Looks like the favicon needs to be changed to the new Sky Blue colour :)
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Advice/help sought regarding Custom Companion
Rioplats replied to Rioplats's topic in Fallout 4's Creation Kit and Modders
Thanks for the reply. Hah, unfortunately I've trawled through the dialogue, and the number of lines which refer to someone taking off their mask is rather minimal I'm afraid, and restricted to that one Automatron DLC. Now I have to wonder if I should change it to accommodate the base game only. Ah, do you mean the "Add Idle Topic To Hello" box on Quest Data? For some reason "Hello" topics never trigger for my companion. I've added and configured the vanilla actorcompanionscript but I guess that's of no use unless I can get my "Hellos" working. I can't seem to find examples of existing companions using this topic, for example in COMPiper or COMPipertalk. -
Hi everyone, I'm a new modder, and for my first mod, I've created a custom companion, fully voiced by myself. The project is well under way, and I'm essentially just missing a few things now. Basic functionality is all available; affinity is far beyond my capabilities, so he won't have any. First is a question about requirements. In the mod, I've utilised playervoice sound and lip files, for male and female, for immersive purposes. All are from the base game, except one line which is from the Automatron DLC. Since this is the case, do I have to list Automatron as a requirement, as it is a piece of licensed content? Second is a question about companion quest commentary. I've noticed there's a quest in the base game called COMQuestCommentary, and looking at the Misc section there's a COMQCIdles section which seems to list idles that a companion will comment about when a certain part of the main quest is completed. I've looked at the format, and added in my own responses for my companion, but they are never triggered. Does this need to be used in conjunction with something else, such as the "Your thoughts" option of dialogue? Or am I just missing something? Basically, I just want my companion to be able to comment about events which happen ingame, such as joining the Brotherhood, or killing Kellogg. Finally, I've a question about cleaning and mod safety. I would like my first mod to be as safe as possible. As a content adding mod, that should be quite manageable I think. Do I just open up FO4Edit and clean it the normal way? Thanks in advance, Rioplats
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As I'm just getting reacquainted with the Creation Kit right now, that's excellent news :) I may need help with more basic knowledge too, so some faqs about subjects such as forms would probably help me and other new modders get to grips with the engine.
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Fallout 4 Creation Kit Beta and an Important Notice to Survival Testers
Rioplats replied to SirSalami's topic in Site Updates
In response to post #37145435. #37145555, #37145640, #37145740, #37145810, #37146130, #37146205, #37146585, #37146990, #37147025, #37147070, #37147180, #37148615 are all replies on the same post. I found out that currently any non updated UI mods such as Pleasant UI cause CTDs on loading saves. Uninstalling them seemed to do the trick. I don't think simply disabling them works; the files regarding the UI have to be removed from the Fallout 4 folder. If not that, then other mods which edit the base game files may be the problem. I'm not sure if that extends to string edits such as Full Dialogue. Esps which only add content shouldn't be at fault. -
Fallout 4 1.5 Update Public Service Announcement
Rioplats replied to SirSalami's topic in Site Updates
In response to post #36962000. Not sure how they could, other than disabling versions of the game with unregistered mods. Even then, a patch would be made for it almost instantly. Nah, I'd hope even Bethesda had the tact to get the message on how much mods mean to the PC community, and show some respect in how they treat the system. Regarding mods, sorry, I'm currently staying off beta, so I've not researched the details. Generally it comes under a few INI tweaks. -
Fallout 4 1.5 Update Public Service Announcement
Rioplats replied to SirSalami's topic in Site Updates
In response to post #36924460. #36937585, #36951105 are all replies on the same post. To be fair, there's still a decent chunk of content which is somewhat restricted without the CK, such as proper scripting, quests and dungeons. But experience with xEdit has certainly made a difference, that's true, and allowed for some very impressive mods. But hell, sky's the limit now, as Todd Howard says. So looking forward to it :) -
In response to post #35671887. #35672757, #35679497, #35679607, #35682292, #35688192, #35691732 are all replies on the same post. @endgameaddiction I believe it's to honour the intellectual property. Skywind will not use Morrowind in-game assets, but will recreate Morrowind assets, story, and characters. It's something the team at TesRenewal has deemed necessary for the mod, not out of necessity, but out of respect for the title and possibly to prevent legal issues. You ARE, after all, playing a complete recreation and improvement of Morrowind.
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In response to post #35671887. Yup, you'll need both Skyrim and Morrowind, although none of Morrowind's actual assets are used; it's just proof of ownership that they need.
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In response to post #35668982. #35669217, #35669442, #35669712, #35670282, #35671002, #35671772, #35671817, #35672302, #35672427 are all replies on the same post. Since they're taking lines from external volunteers, the core team can objectively select and filter out acceptable voice performances. Did you watch the video? The ones they sampled, at least, for the video, have been very decent. They can always retconn it afterwards if people don't like a certain voice. I'm sure they won't take offence.
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In response to post #33369190. #33385585, #33396780 are all replies on the same post. @dw420 As I said, not asking you to thank them; it's expected that they offer patches. They offered a product and you've purchased it. You've every right to a fully functional product. But that's the point. It IS a functional product. Not liking the product does not mean you deserve for the company to cater for your desires. It's like ordering a jalapeƱo pizza from a pizza place, then demanding a refund, or complaining, because it's not spicy enough for you. Can you? Yes. It's your right to complain. Will anyone take you seriously? Not likely. It does need improvement, but why hate on them for making the effort? And this has nothing to do with being politically correct; it's common sense. Your examples are of incomplete products, which this isn't.
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In response to post #33369190. Bethesda always delay the CK. It allows them to get feedback, and to build up hype. Note that NV used the same exact engine and CK as Fallout 3, so there was no need for further CK development. Same deal though for Skyrim, there was no modding support for that for several months. I think what you fail to understand is that these beta patches are not only fixing bugs, which many companies don't even do properly, but adding new features requested by the fanbase, and will being doing so for the forseeable future. They don't have to do this. I'm not gonna be condescending and order you to be thankful to Bethesda for fixing their own s#*!, which they should be doing regardless, but at least acknowledge that they're making an effort. Because right now? You're not winning anyone over. You just, and forgive my language, sound like an entitled prick. We get it, you bought the game, and expect full credit for doing so. Sorry 'bout the Ad Hom, couldn't think of a more subtle way of getting my message across.
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In response to post #33324985. They seem to have removed all information about it, apart from a month old news article on their website. Weird.
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In response to post #31913490. Creating new assets can take a while. It's only been 4 days. Not sure how difficult it is to create new models and mods for Witcher 3 though.
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In response to post #30320180. It takes a while to integrate an entirely new game into NMM, so Fallout 4 is not available for it yet as far as I'm aware. I'm sure they're hard at work on it :)
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It's great news that work has already begun on the script extender! I expect to see exciting things from everyone, and hope to get really stuck in myself this time around. On the game side, I'm surprised how few bugs there are. I've only had two issues at all so far; the textures didn't load properly at Thicket Excavation and when making a second character, I had to restart Fallout 4 to move after exiting the pod. Other than that? It's very decent. Not quite up to masterpiece standard yet, but I'm sure it will be in the coming months :D
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In response to post #25848824. #25848904, #25854969, #25855279, #25857314, #25857619, #25858509, #25861909, #25866004, #25870814, #25873419, #25878459 are all replies on the same post. @Dukoth You even mentioned it. The modded player voice won't match the original. This is inapplicable to NPCs because no one adds dialogue to NPCs. They make new NPCs for new voices. Also, since Skyrim was introduced, very few mods, if any, have had completely unvoiced NPCs. They either take assets from the original game, because it's quick and easy, or get voice actors.
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In response to post #25848824. #25848904, #25854969, #25855279, #25857314, #25857619, #25858509, #25861909 are all replies on the same post. @Dukoth When has this ever occurred? The vanilla player character has never had spoken any dialogue to any NPC in any Bethesda game ever... I'm not talking about NPCs talking back: that is easily remedied by using a voice actor. But if a mod adds new dialogue for the player to speak, it's not going to be voice acted, so the player becomes mute. Sorry about the rant, was just annoyed that you're missing the point.
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In response to post #25848824. #25848904 is also a reply to the same post. I agree with janishewski. On the one hand, it would be cool to actually hear the lines of dialogue being read out, but it also destroys mod making capabilities and restricts the dialogue itself. What about special speech options that require someone to be exceptionally smart or stupid? Will it be read out in the same gruff badass main character voice? That'd be terrible. Then there's the fact that in Bethesda games, the point is to immerse yourself in the role. In the Witcher series and Dragon Age series (2 onwards), you're playing as a predetermined character. To force that on Fallout is a bad idea. Overall, it's just that the downsides to having a voiced protagonist far outweighs the "innovation" it adds.
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In response to post #25809369. #25809884, #25811279, #25811379, #25811454, #25811619, #25811709, #25811839, #25812549, #25812579, #25812739, #25816559, #25817939, #25818664 are all replies on the same post. @frogzilla98, Obviously that's what your head tells you; don't expect voice acting from mods. But mods work so well because they fit into the game as if they were meant to be part of the game. Once that's taken away, you're just left feeling like it was a cheat or broken. If that doesn't bother you, I guess you're just not an immersive modder, and there's nothing wrong with that. It's just that people like myself are.
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In response to post #25809369. #25809884, #25811279, #25811379, #25811454, #25811619 are all replies on the same post. No way, I refuse to believe that Bethesda has given up modding... It looks like a boosted version of the Creation/Gamebryo engine, so it should be moddable, right?
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In response to post #25809369. #25809884, #25811279, #25811379 are all replies on the same post. I'm against the idea. I'm planning to really involve myself with learning to create mod content starting with FO4, and this makes it really hard to make it immersive. Doesn't it feel wrong to you if you can speak normally to one NPC, but then you suddenly become mute whenever you speak to a modded NPC?