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TheCoolest7248

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Posts posted by TheCoolest7248

  1. In response to post #75822278.


    JZSquared wrote: Why am I having to find this out through a Reddit thread and not through an email? Why have you not notified people via email yet? Not everyone checks the site everyday you know? And not everyone checks the notifications either.


    I cannot agree with this statement more...
  2. In response to post #66579976. #66897631 is also a reply to the same post.


    EnderDragonFire wrote: The lack of any mention of TheKite makes me uneasy. Especially when discussing what Niero takes inspiration from. We all know that a large part of Niero's fame and success comes from his collaborations with TheKite, and that her concepts and idea were an undeniable source of inspiration.

    Leaving her out of the discussion entirely feels intellectually dishonest, and makes it seem like Niero is calming all the credit for success that they earned through collaboration. I'm not gonna accuse him of sexism or censorship, but it's nonetheless very rude to pretend that you didn't have a partner when you did. The fact that said partner was a female NSFW artist makes the whole thing worse. This seems like a Edison/Tesla situation, or a Stan Lee/Jack Kirby situation, where only Niero is benefiting from what was in reality a joint effort.
    lzlfylcm wrote: Yeah, you are right, thekite work is very impressive, some of her work may be too controversly for some people, but no one can deny the talent in her paints after seeing it. I cannot see the link to her work from the mod page, and this makes me kind of sad.


    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. 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.

  5. 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

  6. There are a number of furniture packs available. I use and endorse:

     

    https://www.nexusmods.com/fallout4/mods/9463

     

    which includes a number of renovated, clean dressers.

     

    edit: sorry, I hadn't carefully read your post. Obviously the above won't help. But maybe the mesh you need is inside it?

     

    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.

  7. 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.

  8. 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.

  9. 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...

  10.  

     

    The mechanist's layer works too, if you've killed the mechanist. There's really not much reason to ever go there again.

    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...

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