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HomicidalGrouse

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Everything posted by HomicidalGrouse

  1. I asked this same question a while back. You can basically take your main Fallout 4 directory and rename it to something else. Verify the game with Steam and it will redownload it. You could avoid the redownloading part by copying most of the files manually though. Anywho, once you're done with that, all you need to do to switch back and forth between the two versions is rename the new version to something else (like Fallout 4 Clean), then rename your modded copy back to Fallout 4. Verify with Steam and it'll recognize everything and be good. I believe you can also avoid the renaming step entirely by simply placing your clean FO4 directory on another drive or in another folder, and then creating desktop shortcuts to your Fallout4Launcher.exes on your desktop. IIRC, Steam doesn't actually need to verify the game each time you want to switch back and forth. The game will just make Steam recognize it when you launch it. EDIT: A technically easier way would be to use ModOrganizer or even NMM's profiles feature. You could have a "vanilla" profile running no mods. ModOrganizer does it better than NMM, but it's also still really buggy for FO4.
  2. I know that there are at least two ways to edit the ability for enemies to get dismembered. There are the bodypartobject settings that affect global chances for for severing/exploding specific limbs for specific actor types (humans, deathclaws, mirelurks, etc). There are also On-Hit settings per weapon that can be set to either use the default formula, only allow exploding limbs, only allow severing limbs, and allowing neither. This also works for weapon mods. However, there seems to be another variable that I can't track down. If you compare the ability to dismember limbs between different weapons, the chances or even ability to do it at all seems to be different. For instance, using a standard 10mm pistol, it would seem as though you can't sever/explode limbs but you can explode heads? I loaded up the game and using a standard pistol, I was able to blow off the head of a deceased raider within 2 shots. Sometimes less. Meanwhile, shooting them in the legs and arms had no real effect. Blood spurted, the bodies moved from the force, but no legs and arms exploding or being severed as you see with the head. Alternatively, a standard bladed weapon seems to be able to dismember corpses just fine. Just a swing or two and you're left with a bunch of pieces ready for Dexter's garbage bags. So am I crazy? Is the ability for weapons to dismember limbs only controlled by the two variables mentioned above, or is there something I'm missing here? I'm asking because I would like to edit the dismemberment capabilities of certain weapons. For instance, I would like to make it so that if you're using the 10mm pistol, you can't blow off limbs or heads. Meanwhile, I would like to make it so that the .44 can only blow off heads. Furthermore, looking at weapons with different calibers, I would like to make it so that for instance .38 caliber pipe weapons can't blow off limbs, but if you mod the .50 cal receiver onto it, it can. With my current knowledge of the CK, I can easily toggle the ability to sever/explode limbs in general, but I can't seem to change those settings independently on a per-weapon per-limb basis, despite the fact that it would seem as though there IS indeed some way to do that based on the behavior of different weapons. I'm scratching my head a bit here. My only guess is that it's controlled with a script somewhere.
  3. For instance, say I want to update all Gunners in the game with new abilities, perks, inventories, etc... The easiest solution would be to change all Gunner actors. This doesn't seem like the cleanest way to do it though. Is there instead a way to duplicate actors and then replace the vanilla ones in leveled/spawn lists? So yeah... what's the best/cleanest way of editing enemies?
  4. It's unlikely. You can't rip assets directly from another game and use them, so the armor would have to be "inspired" by Gears of war and made entirely from scratch. It's a lot of work to ask someone else to do.
  5. They're raiders. They're supposed to be insane and evil. In fact, I'd argue they aren't evil enough... and they certainly don't allow the player to be as evil as they should have. I was hoping this DLC would all you to take slaves when you raid settlements and make them work for you. You could capture NPCs as slaves in FO3, and I had hoped they would use this opportunity to allow you a little more freedom (pun absolutely intended) to explore the side of bastardry a little... but alas, it was not to be. I guess I'm saying I don't really see the problem. People who take slaves have insufficient justification for taking slaves. ¯\_(ツ)_/¯
  6. Yeah it's the real mod. The comments say it's fake because a lot of people on the internet like to read other people's comments and then start parroting that information. There are also comments on nVidia's own article (which links to that exact mod) which state it's fake. What I find funny is the fact that people are trying to point out the Upload date being the 26th as proof of it being fake... and yet nVidia hadn't announced the mod until yesterday. So if nVidia didn't announce it until yesterday, how did the person who uploaded it on the 26th know what to call it? They're also completely ignoring the fact that you can upload mods privately in order to edit the proper info and to test them on consoles (if applicable), which is likely what nVidia did. So yes. It's the real mod. Enjoy. :)
  7. Is there a way that I can install FO4 onto another drive or into another folder so that I can test mods? I don't really want to test mods in my modded playthrough, but Steam doesn't really have an option for "install again in another location". Or does it?
  8. There IS NO THEFT. It doesn't matter how much you want to keep calling it that, nor how much you want to use your cute pet name (and that justification of "I've been congratulation on using it" is hilarious, by the way). As already pointed out, Elianora's version of the Nuka Girl outfit is completely different. They look similar because they're based on the exact same concept art. Why would Bethesda "recognize" someone for making a mod based on THEIR OWN ART!? It's ridiculous! How about the vault-building. Have you stopped to think (at all) that Bethesda came up with the idea first? You know, when they made Fallout Shelter? A game where you can build your own vault? Or how about the fact that building a vault in Vault-Tec Workshop is entirely different from building a vault in the mod? They use entirely different pieces and entirely different build methods. The mod even uses assets from the vanilla game... Bethesda's own assets... to create the pieces that you use to build your vault. Literally the only thing that's the same between them is the core concept of building a vault, and I'm sorry, but the mod author is definitely not the first person to have thought of that. We get it. You don't like Bethesda and you're looking for ANY reason to spew vitriol about it because reasons. Get over it.
  9. As a web designer myself... this is nice. To be honest, I've kind of hated the current look of the Nexus for a long time. I'll be glad to see the 2004-style layout go. It won't be missed.
  10. I'm a total noob with modding, tbh. But I think most of us have some issues with the weapons in FO4 in general. A lot of them are ugly, or they don't fit the class they're supposed to be in (looking at you, "Assault Rifle") etc. So the question is, how hard would it be to completely replace a weapon like the AR throughout the entire game? For instance, if I wanted to completely remove every instance of the AR and replace it with the currently popular (and excellent) STG44... how would someone go about doing that? What kind of compications could arise from doing so? There are so many good weapons out there, and some of the vanilla weapons are just so bad. It would be nice to see some replacement mods.
  11. The bunnygirl outfit that is currently popular reminded me of New Vegas, and I was thinking it would be neat if you could build some simple casino-style games like blackjack tables and whatnot. Then when assigning a settler to them, they generate caps over time. If I'm not mistaken, shops that you build in settlements already generate caps over time, and I know the Bars raise happiness, so whatever controls that could probably be used to making some gaming tables. Then all that would be left is to create the model and make it buildable. Of course, I could be wrong. I'm not a CK wizard, so IDK. It's just a thought.
  12. Ah! I see some synthwave bros are here. Very nice. It's funny, I never would have touched this stuff if it weren't for Hotline Miami. Those games are so good...
  13. I just wanted to quote this and bring it forward as it states my general views on this situation perfectly. The truth of the matter is console mods aren't going anywhere. We, as mod authors, (I know I only currently have one basic mod available, shut up :tongue: ) need to accept that fact. I always held the Nexus community to a higher standard. Especially after the whole paid-mods fiasco, but now I'm just facing this site with a swelling sense of disappointment. There's a huge difference taking a stand and defending your principles, and just being malicious. The amount of vitriol I see on this site, reddit, and youtube surrounding "console gamers" and dumping the entirety of blame on them, whether it's for the actions of thieves, or the mere fact that Bethesda had the nerve to give them mods, is mind boggling to me. There's a lot of bad blood going around and for what? Because we choose to play video games on different hardware? If you want to remove mods. Fine. Do what you have to do. If you want to stop making mods for consoles. Fine. Do what you have to do. But this discussion of maliciously trying to corrupt saves and the like of other gamers (the majority of which likely don't know when they're downloading something that's stolen anyway) really rubs me the wrong way. Every single person in this community was new to modding once. I urge everyone to remember that. But... hate and vitriol make the world go round. PC and console gamers alike are banding together to throw as much hate as we can at the thieves and Bethesda, because they're the ones at fault. The DRM just gets the ignorant masses to give a crap about who they're getting their mods from. Yes. Hate the thieves. They deserve the hate. The entire console community, on the other hand, does not. That's the point I'm trying to make. And when it comes down to it, I still believe in what the poster that I quoted said. If a mod CAN be released on consoles, then it probably should be. Of course, a mod author is well within their rights to decide what platform they're releasing a mod on, but not releasing a mod that can be released on consoles on those platforms is indeed inviting thievery. I shouldn't have to say this (I actually really hate that I have to say this part, tbh, but the internet has gotten so... ugh...), but I am not excusing or defending the actions of thieves. At all. I know some people like to twist realist philosophy and critical thinking into "why are you victim-blaming!?", but that's generally not the case. When it comes down to it, you shouldn't leave your car unlocked in a bad neighborhood. You're asking to have your stereo stolen. It sucks when it happens, but there's no logical reason not to lock your car in a bad neighborhood. The only mod I've made requires an esp and I used the basic functionality of the CK to make it. I uploaded it to Bethnet because A: I don't have a problem with supporting consoles, and B: in the off chance someone did want to steal it (however unlikely), it makes it so much easier for me to say "Look Bethesda, I posted it first!". My next mod will probably get released on Bethnet before I even upload it here... just for that additional layer of pseudo-security. I don't like the situation more than anyone else, and I definitely want to see improvements made to Bethnet. I am not, however, going to try to turn my mods into Trojan Horses, or talk trash about an entire gaming community. I stand 100% with Elianora on this issue.
  14. Downvote fairies exist on all sites of any popularity. Bethesda's first mistake was including a rating system, and not a simple "like" system. If you give people the ability to "downvote" something, there will always be someone who does it out of spite. I challenge you to find a single video with over 1000 views on youtube that doesn't have a single dislike.
  15. I just wanted to quote this and bring it forward as it states my general views on this situation perfectly. The truth of the matter is console mods aren't going anywhere. We, as mod authors, (I know I only currently have one basic mod available, shut up :p ) need to accept that fact. I always held the Nexus community to a higher standard. Especially after the whole paid-mods fiasco, but now I'm just facing this site with a swelling sense of disappointment. There's a huge difference taking a stand and defending your principles, and just being malicious. The amount of vitriol I see on this site, reddit, and youtube surrounding "console gamers" and dumping the entirety of blame on them, whether it's for the actions of thieves, or the mere fact that Bethesda had the nerve to give them mods, is mind boggling to me. There's a lot of bad blood going around and for what? Because we choose to play video games on different hardware? If you want to remove mods. Fine. Do what you have to do. If you want to stop making mods for consoles. Fine. Do what you have to do. But this discussion of maliciously trying to corrupt saves and the like of other gamers (the majority of which likely don't know when they're downloading something that's stolen anyway) really rubs me the wrong way. Every single person in this community was new to modding once. I urge everyone to remember that.
  16. No, he's asking if you care if they upload it privately in order to use it on consoles. Though I do agree, this would be a pretty corny thing to do considering they need a PC copy of FO4 to be able to do that anyway.
  17. In theory, you could do that. Until someone reports it or it otherwise becomes known that it contains nudity. The result would then likely not only be the removal of said mod, but the removal of your mod posting privileges as well. I know enough to say Bethesda has nothing to do with the restriction on nude mods. It's entirely a Microsoft/Sony decision.
  18. There are annoying people in every demographic. I have plenty of friends who play on consoles, and while I'm very new to modding, I like the idea of being able to brainstorm ideas with them and then make those ideas reality. Why would I want to give them the big middle finger? Anyone who wants to make demands or act like a child can easily be ignored, and that goes for all of those kinds of people no matter the platform they choose to play on.
  19. Are you a professional voice actress? Because if you're not, you should be. A lot of people doing voice overs for mods either have cruddy delivery for their lines, or they have crappy equipment that muddies their voice. Seems like you have both of those areas covered though.
  20. So I'm currently working on a mod that gives some enemies new abilities. I'm currently trying to find a way to make the lockjoint ammo's magic effect for the syringer to apply to the player, but I'm not having much luck. I'd imagine I could get it working with a condition, but I don't know. I have the effect applied to all of the Radscorpion tail attacks currently, and it seems to be applying the effect on hit as you would expect it to because the visual hit effect plays on my character whenever I'm struck by the tail attacks. However, I never actually get paralyzed. I've tried applying just the Syringer's magic effect, as well as the paralyze effect from the Hallucigen labs, and the normal paralyze and paralyze25 effects. Nothing seems to be working. The only conditions on them seem to be related to power armor and immuneparalyze keywords, which SHOULD only apply if a human is wearing power armor or to things like robots, which have paralysis immunity. Any insight would be much appreciated.
  21. Okay, so I'm pretty new to modding. I only have one mod, for example, and it's very basic. I'd like to expand on certain enemies and their abilities, and the complicated nature of the CK is growing exponentially the more I try to do. I'm trying to do a sort of proof of concept thing right now where I give an ability to an enemy that doesn't currently have anything similar. For example, I'm messing around with the idea of giving a creature like a radscorpion a ranged attack. To do this, I figured the easiest way would be to try to make them "spit" projectile poison from their stingers. Conveniently enough, Mirelurk Queens have just that ability. Though converting the projectile spit of a Mirelurk Queen to something potentially usable by another creature is proving to be a monumental task (for me). The first problem is the fact that there are something like a dozen different aspects involved in giving the mirelurk queen the ability to spit, right down to her having ammo for it in her inventory. Beyond that, even if I were able to give a radscorpion the ability to spit, how exactly would I go about placing the particle emitter for the visual effect on the radscorpion model so that it looks like it's being sprayed by the scorpion's stinger? Any help with any of this would be appreciated.
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