Jump to content

TheCoolest7248

Premium Member
  • Posts

    52
  • Joined

  • Last visited

Everything posted by TheCoolest7248

  1. In response to post #75822278. I cannot agree with this statement more...
  2. In response to post #66579976. #66897631 is also a reply to the same post. He did say stuff about her. "I'm working with TheKite on a weapon inspired by the New Vegas Helios One quest."
  3. For a first mod, I would focus on learning an aspect of creation kit. For example, if you want to do level design, pick a location you like and try to restore it to prewar or if you don't like prewar, just repair it. Learn how to used navmesh and how to do scripting. These tasks must be learned before you can tackle a monumental mod as what you are thinking of.
  4. You do know you have to update Fallout 4 Script Extender right?
  5. I have finalized the navmesh after every edit, and now have run into another problem. I made precuts for a couch that is between the boundaries of 2 cells, however whenever I save after making it or try to finalize navmesh, creation kit crashes. At this point I may have to go into FO4Edit and remove the changes I did to navmesh and start over.
  6. I am currently making a mod that edits Sanctuary, and have redone the navmesh to accommodate the change in landscape, however I am stuck in the fact that settlers ignore the objects I have placed. I have made precuts using create precuts from selection and both the creation kit and the in game pathing will ignore these. Is there something I missed? Any help is welcome and if you need to see it in creation kit to troubleshoot, i have a version of the mod on my mod page labeled Remastered Alpha V.2 here: https://rd.nexusmods.com/fallout4/mods/17561?tab=files
  7. I use this mod myself, but it only uses vanilla meshes (or slightly edited to have better snap points). It does not have the dresser I'm talking about.
  8. I always just dress them in a synth uniform and not give them weapons to show that although they can stay, they cannot be hiding what they are and until the Institute is destroyed, you cannot trusted with one, as the Institute can make them to hurt anyone at any time if they wanted.
  9. I don't need collisions, as I can probably uses the old collision and be fine.
  10. I am currently making a mod that restores sanctuary, and want to add a dresser that is only found as damaged in game. The dressers directory is SetDressing\WoodFurnitureFancy\FancyDresser01.nif and is found directly in the base game files. I don't want a prewar retexture, only a mesh edit to fix the dressers that are stuck being open. I would do this myself, but I don't have 3Ds Max 2013, and cannot edit the mesh. Thanks.
  11. The settlement management software can do all of this and more... Check it out. https://www.nexusmods.com/fallout4/mods/12032
  12. Here ya go... I'm not at my home PC, so I can't play test it, let me know how it works! https://www.nexusmods.com/fallout4/mods/28377/ Please comment on the mod page so I can get notified of it...
  13. The only way to do this effectively is to take out or add weapon mods.... Do you care about those?
  14. It is already capable of being modified to fire automatic... I can make a edit to lower the damage and raise the radiation...
  15. I can make a quick edit to it in FO4Edit. Will send you the link.
  16. What the !@#$ is this!?! I just don't know why anyone would want this! I'm gagging just reading this!
  17. I was able to make the entire sanctuary neighborhood destructible and repairable, but only to a certain extent... You can't really make debris, nor can you make much stages of objects being damaged (eg. if you damage one part of the object, it destroys the whole thing). It's a neat idea, and it is possible, but it would never look right...
  18. The closest thing I've seen to this is the Robot Workbench and the cyber crafting station (from this mod: https://www.nexusmods.com/fallout4/mods/8609/?) Would be interesting to see...
  19. Possible... Would require ALOT of scripts... As in HUNDREDS of lines of code (Probably exaggerating a little, the only coding I have done is in C++, but it's still going to be some work)... Can be done though...
  20. This is basically a entire conversion of the game and main quest... This seems a little much for someone to even accomplish.
  21. Earthship? You got me hooked! I can start working on this once I update my current mod that I'm working on. Edit: Just wanted to make sure this is what you're talking about when you say Earthship...
  22. I agree with this... Mechanist Lair has no food, water, little light and space, noisy factory and rusted scrap metal everywhere... It's a perfect place for Preston and his bunch.... Plus 88 is one of my favorite settlements. Open the console (if on PC) when standing in front of the Machanist Lair's workbench, click on the bench so that its reference number shows on screen and then type addkeyword 00246f85 and hit enter. Now, the workbench is unlocked and upgraded to a fully working one with the ability to add water and crops. The above code is in fact the one to upgrade the Boston Airport workbench to a fully functioning one but also works for the Mechanist's bench. Not usable on Homeplate, mind. For that one you need to add addkeyword 5aoc8. Not advidable to add a radio beacon since there's no real room to accomodate settlers and crops nor water. But that requires EFFORT!!! I don't want to do that...
×
×
  • Create New...