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th3t3rr1bl30n3

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  1. Do you know anything else about powerarmoractivatorscript, mentioned in the PowerArmorShutdown function? Is it being defined on that line, or included?
  2. It could. I think it could also be a script in the game engine. When the player stands in a trigger area behind Power Armor and presses E, a script runs that copies some of the player's information, the tables or arrays that store all the inventory and HP and Rads, and it applies that certain information to the Power Armor by just... appending the different arrays of information to the base file. When the player unequips Power Armor, a "reverse" script runs, which takes the appended information from the Power Armor which has probably changed, and it overwrites the new values back onto the tables of the player character. So if you dropped something from your inventory or lost health while wearing Power Armor, those new values are applied to the player character when you unequip Power Armor. So to the have the player's carry weight apply when in Power Armor would require a script that includes the additional arrays that need to be appended to Power Armor with the HP and Inventory. Carry weight may be easier than stats though, because the Power Armor records have a lot of if/then statements controlling how Strength and some other stats are calculated.
  3. I try to play the game without Power Armor and use stealth mechanics so I'm not very knowledgeable on how the Power Armor works. Someone asked me in a post if my mod allowed for the player's stat bonuses to carry over while wearing Power Armor and I learned that the vanilla game doesn't apply the player's stat bonuses or carry weight from clothing and backpacks while wearing Power Armor. I tried to figure out if I could "fix" it and had a suspicion that Power Armor may have began as a modified Super Mutant model, because the size similarity. Then I looked in FO4Edit at the Race category, and Power Armor has a Race with its own SPECIAL attributes, carry weight, HP, AP... everything that would be needed to create a character that was a Power Armor frame. Unless I'm drastically overcomplicating things, I think that when the player equips Power Armor, the character they created at the beginning of the games is "paused", and some of its attributes like HP and inventory are applied to a substitute creature called Power Armor or Power Armor Frame. While "wearing Power Armor", everything that happens "to the player" is actually happening to the Power Armor creature, and when the player unequips Power Armor any lasting changes like damage or inventory are applied back to the player character and it is unpaused. To me, this also explains how Power Armor can use the same equipment slots as regular clothes and Armor but not unequip all of those items. Power Armor is never actually equipped "on the player", it is equipped to the Power Armor creature, which has its own equipment slots. It's just convenient and "a mirage" that the model of the player character fits almost perfectly into the model of the Power Armor, but in reality wearing Power Armor may be more like "wearing" or "transmutating" into a Radscorpion or a SuperMutant than it is like equipping an outfit. Does this help at all in figuring out how to carry over the carry weight and stats from the player while wearing Power Armor?
  4. The domain choice is not final, as the very first post said, it is in the earliest stages of development and do not share the links. Why do you think I said these things? Do you understand how simple it is to redirect a url or change a domain name? You've convinced yourself that something is a problem so you have a position to argue, but the thing you believe is a problem is not a problem. Instead, it is a problem that you're both trying desperately to divert the thread with meaningless complaining and defending your meaningless complaining. I'm not sure how you've managed to make it this far into the worldwide web without becoming aware of the existence of "links", but thanks to considerable advancements in technology it's now possible to visit a website with the simple click of a mouse. Hopefully this will also help you avoid the unnecessary situation where you are orally communicating internet url's to other people when there is no technology around to use to access the internet. For the second time now, the url issue has been noted and your suggestions are appreciated. Finally, the issue of the url can be considered closed. Thank you both for drawing so much incredibly valuable attention to such a potentially huge, internet breaking problem. Now we are finally able to move on to less important issues such as content and delivery. Thank you.
  5. It depends on what the goal is. I have a working model for incorporating other mods and equipping things as logically as possible. If the RR weave is applied to all of the cloth items it allows for DR of 1100. The Layerable Apparel .esp also has almost every Armor and Armor Addon record sorted by equipment slot, so instead of looking for a few eyewear items in a list of hundreds of things, you can sort the list to make all of the eyewear items group together. I'm also having to patch other mods because there's no willingness to make a standard for them. It's a problem that needs a solution so if you can convince people to work with you that would be great. The best approach is probably to contact the authors of FO4Edit and see if they would be willing to work the "mod author consensus" for slots into their program since that is the program we're all using at this point. I've been working with this for a while and enough people have tested the 36-40 and 50 slots that I'm fairly sure they can be used once they're freed up from vanilla clothing. 33 Attire34 Gloves35 Gloves/Bracers36 Ring 137 Ring 238 Ring 339 Ring 440 Necklace41 Chest Armor42 Arm Armor43 Arm Armor44 Leg Armor45 Leg Armor46 Hat/Helmet with 30/3147 Eyewear48 Mask/Beard49 Mask/Mouth50 Scarf/Neck51 Underwear52 Open53 Open54 Backpack55 Belt 1 (Back Left)56 Belt 2 (Back Right) Open57 Open58 Open59 Open60 Outerwear61 Pipboy I want to make 55 - 58 work as a utility belt, so if a belt is equipped to 55, it will allow pouches to be equipped to 56 - 58 around the waist. The only slots I've found that can't be used for something else without significant work are 30-34 and 41-45, the skin, hair and armor slots. I've heard that 59 is also a "grenade" or "explosives" slot, but I can't confirm this. http://www.nexusmods.com/fallout4/mods/3368/?
  6. A common practice in the past has been to include an abbreviation of the mod name and the item you're creating. If you were creating a weapon you might name the id something like ModnameWeaponname or Modname_Weaponname
  7. There's no way that you can argue fo4.gjnub.com/wiki is a better url. Do you understand how little sense your trolling makes? Everything else you said sounds like a child making fun of another child for having a dumb name. It makes you seem immature and childish, and jealous, to be criticizing such an insignificant detail of a project that is trying to be helpful to others. People don't type url's into the address bar anymore; and a site's "name" and "address" are different things, so you're arguing about something will have virtually no impact on whether the site gets traffic or not if it's left alone, and even less impact if a minor change is made. Your suggestions have been noted, but do you see now, how I might not respect you enough to take your comments seriously? (It's rhetorical.) Please be helpful, or divert your attention to working quietly on your own site instead of bringing negativity here.
  8. Please tell me that you and your friends aren't still using word of mouth to communicate url's though.
  9. Why would the wikis never have all the info in one place? They pretty much already do. If you think they are missing something then add it. Support your wiki! With that the wikis are geared towards mod creators but the sites are designed in a way I think would benefit a mod user site. Have a look at past CK sites. http://cs.elderscrolls.com/index.php?title=Main_Page http://geck.bethsoft.com/index.php?title=Main_Page http://www.creationkit.com/Main_Page I think you should drop the animations and serve the content as fast as possible. If not for the purpose of testing your site I would have left in about three seconds of not finding what I was looking for. Red pill or blue pill? I know its a matrix thing but I still have no idea the meaning behind red or blue? Why is this needed on an information site? Damn. That's for sure a good point. So, I should probably remove the animation from each page and have them load normally also. I thought the effect was cool but, patience is limited in the new millennium. This site will totally support the wikis, the Nexus and it's forums, a couple of Reddits that are pretty informational, the GECK and Bethesda sites, Lover's Lab and hopefully all of the "legitimate" informational modding sites for Fallout 4. But none of those sites are currently all accessible from a single location except Google, which also returns worthless magazine articles and ads that "seem" informative but don't go into any depth, and are sometimes even wrong in the information they provide. Organizing the information from these sites by category will also be really helpful. So, having a page that has links to all of the known forum posts on the topic of how to create an armor piece, or how to create a weapon mod. And doing that for every topic from how to install the game on various OS, to how to create and upload a mod to the Nexus. When information is already provided in good detail, it can be linked to or videos can be embedded, and when something is not currently covered it can be explained.
  10. I was upgrading to Windows 10 while contemplating an instructional guide for modding and watching The Matrix, and it turns out those 3 things go together incredibly well. So, I've started a purely instructional website for how to mod Fallout 4 which aims to be a big project, and I'm looking for help to develop it from anyone who knows CSS/Bootstrap/HTML/JS or PHP; and eventually from everyone who knows useful information. I'm only a hobbyist programmer and I'm entirely web/self educated so, input or help from anyone who builds sites professionally is especially appreciated. The idea is two-fold, to create a central resource that links to all of the various places where valuable modding information can be found, and provide detailed instructions for how to mod Fallout 4, complete from the purchasing of a new PC or the installation of a new Operating System (especially with the release of Win 10 and all of the features that "should" be disabled to free up system resources), through the installation of the game and peripheral software like F4SE, FO4Edit and the GECK, and all the way through troubleshooting load order conflicts, and how to setup a "development environment" on a PC to get started creating mods. New modders have a lot to learn in order to mod their game successfully, and I feel like the absence of clear, helpful instructions is a hindrance to the modding community in general, not only preventing some people from beginning to mod their games, but also requiring the people with answers to continually repeat themselves in various forums on various websites. For these reasons I feel that a simple instructional website which provides links to at least the most relevant mod sites and forums, and also provides clear and simple instructions and answers to questions, would be a great benefit to both current and new modders and authors. I already have the site "live" so that I can link it here to help gain interest in developing it further, but it is still in the earliest stages of development so please do not share the link yet. There is an "intro" page which plays about 30 seconds of animation and then offers a choice to proceed to the website or not. The first link is to the intro page, the second link is to the main menu page after the intro. If you play the intro, you have to take the Red pill to enter the site. http://www.th3t3rr1bl30n3.com/ http://www.th3t3rr1bl30n3.com/theModdingHasYou.php
  11. The Terms of Service clearly indicate that it is against Nexus site rules to include work from other authors, even if you have their permission, but there are popular files which include stand-alone mods made by other authors. Is it acceptable to include work from other Authors if their work only amounts to a percentage of your total mod? Why do some mods have an exception to the Terms of Service? Do not upload compilations of other users work irrespective of whether the authors of the work you would like to compile together have agreed to your using their work in your compilation. For example: no "my favourite mods" lists or "best weapon" compilations
  12. I don't think it is your processor, I think it is a memory bottleneck. CPU development has outpaced memory dev since CPU's went multi-core. I recommend ENBoost, and setting up a partition to act as VRam. If you can use a USB stick or flash memory to act as VRAM it will be faster. Also the more locations you can have VRAM the better, because it will be two HDD's reading and writing information and using different pathways in your PC to send and receive information. VRAM is not as fast as RAM, but where it lacks in speed it kind of makes up in size, you can partition as much of your HDD as you want to for VRAM.
  13. You dont need this file to make mod (loose files) to work. The Fallout4custom.ini is nothing special, it is just an override to the fallout4.ini. Basically you can have the same ini settings in both files, but the Fallout4custom.ini have a higher priority, so everthing that is in both inis gets overriden by the setting in the Fallout4custom.ini. - the Fallout4custom.ini is created with the start of the game Fallout4.exe- you dont need Fallout4custom.ini to make loose file mods work- the massage you get from NMM is just a general warning massage. The NMM only scans the Fallout4custom.ini and ignoring the fallout4.ini settings. So if you have modified the necessary items, NMM will keep nagging, But you can ignore it.- you can apply the ini modifiaction also to the fallout4.ini and it will work Or you can use my tool to enable mods as loose files, it will do the ini modification automatically.http://www.nexusmods.com/fallout4/mods/2772/? I will upload an updated version later today, to fix the NMM nagging. :smile: Great answer, thank you!
  14. *Edit* I've resolved most of this issue but there is one question remaining. When I uninstall my mod and load a save with only the vanilla game, the stat bonuses from some of my mod equipment are still applied and the Special do not return to normal. Any help is appreciated.
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