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Biohazard186

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Posts posted by Biohazard186

  1. I'm rebuilding my mod that gives more depth to the Shadowmark system and I've hit a rather confusing snag. I've gone to every cell that has a Shadowmark in it and checked the box "Initially Disabled" in the reference properties window. Every Shadowmark in the world is properly disabled except for one and I can't figure out why. I even modified my script so that it checks in game if the object is properly disabled and it returns a value of false. Reopen the mod in CK and check the reference and, sure enough, the checkbox to disable it is checked. I don't know what's going on. If anyone else wants to check it, the Shadowmark in question is the one labeled "HonningbrewShadowmarkBefore".

  2. I have tried using the script manager in the CK and Notepad++ to no avail. Both produce the same error of being unable to find a file that does exist.

     

    Compiling through NPP is set up like the last post in this thread:

    https://community.bethesda.net/thread/21140?start=15&tstart=0 (the last post in the thread)

    The only changes I made were to the directory where I have Fallout 4 installed and I added the subfolders for the remaining DLC to the compiler .bat file.

     

     

    Okay, so what I'm trying to do. I'm working on a mod that uses the ammunition builder from the Contraptions DLC to produce a stack of ammo proportionate to the weight of the materials used to create said ammo. By default all ammo types are produced in stacks of 10. This is controlled by the script WorkshopBuilderScript located in the Scripts\DLC05 folder and is of the data type int.

    int property iRecipeItemCount = 1 auto const
        { how many of each recipeItem to spawn? }

    The value can be changed in the CK but the problem with this line is that it only allows one number to be specified and applied to ALL recipes (in this case, ammunition) defined in the CK. What I want to do is change that line to...

    Form[] property iRecipeItemCount auto const
        { how many of each recipeItem to spawn? }

    ...so that I can specify a different stack size for each ammunition recipe. However, the script itself is generic and doesn't have any values until it is attached to an item in the CK and this particular script is attached to all the builders in the Contraptions DLC, not just the ammunition builder. So, in an attempt to alter as little as possible, I decided to duplicate the script and change the one line that I need and attach that script to the ammunition builder only. And that's where the problem begins. The original script extends DLC05:WorkshopHopperScript, also located in the Scripts\DLC05 folder, and when I attempt to compile my script I get the error that the compiler is unable to locate the WorkshopHopperScript.

     

    So my question is, why? And how can I fix this without duplicating every script in the chain?

     

    Edit: Turns out the Form[] can't be used like that. Bugger. :/

  3. In response to post #43213960. #43215115, #43215850 are all replies on the same post.


    darthbdaman wrote: We'll see how this turns out I guess. This makes me very uncomfortable

    NMM has never been a particularly stable or powerful mod manager, and has only gotten worse with new features added to ape MO. It is slow, crashes a lot, and just does a worse job than MO at basicallly everything. If MO supported more games, I wouldn't even have NMM installed. If I do have to use an older manager, I use FOMM or OBMM, as they are more functional at this point. I don't mean to harangue anyone, and it is far better than anything I could write, but it simply withers in comparison to the alternatives.

    MO, on the other hand, is an amazing piece of software that I couldn't live without anymore, and it will be a shame to see it die. Hopefully this new NMM (NNMM?) will draw far more heavily from MO than old NMM. MO is simply a sleaker, faster, and far more stable piece of software that I actually enjoy using (unlike NMM).

    I'll try to remain hopeful, but I have some serious doubts about this decision. It will depend heavily upon the inspiration taken for the final product.
    silencer711 wrote: It depends wholesomely on what you make[NMM] it do. For some of us, we install mods in a specific order, from a personally curated list and don't mess with it from that point because our end goal has been achieved.

    I have no experience with MO, I'd love to try it but currently I have a stable, organized 122 mod install with NMM 62.1

    Credit is due however, to the albeit aging NMM, as it is an ORIGINAL piece of software that sort of came first from where others have built upon it or based their own managers upon its features and abilities.
    Not speaking for Tannin42, but if I was going to create a mod manager from scratch I would look to others as a template, write my own code to do the same and just add features from everyone else's mod managers to make mine the ultimate one lol. You gotta start somewhere.

    -Keep in mind: If the author of your favorite mod manager is now head of NMM development, you can expect the new NMM to present all the best things about NMM and all the best things from MO... no need to have serious doubts here. :)
    darthbdaman wrote: We'll see. MO is an invaluable tool as an author and a user. Having it regress towards an NMM feature set isn't exactly ideal from my position. It could turn out fine, but I will reserve judgement


    Considering the developer of MO is the lead developer of the new NMM I wouldn't worry one bit. Lead developers are generally in charge of the actual development process and philosophy. I expect we'll see a "best of both worlds" outcome with the new NMM.
  4. I've never much been for playing with shields but lately I've been trying. And I've been experiencing something very frustrating as it always ends in my death. When an enemy comes in for a power attack I'll bash him with my shield to stagger him and interrupt the attack. Most of the time it works but sometimes, instead of acting as a shield, it acts like a sword without the damage. When the bash makes contact it doesn't make the bash sound, rather it makes the sound for a sword attack, and it doesn't stagger, leaving my enemy to hit and kill me with no resistance. I don't understand what's going on here. Any way to prevent this from happening?

  5. A material is a json file. It is used for F4 to tell the game what sets of textures to load, as well as a host of other properties it allows to set inside it. Not sure material editor allows you to edit actual materials, since I never used it :smile:

    Well, I guess I'll find out. Thanks for the insight with Max. :)

  6.  

    Oh, I need to put in every single folder! Gotcha. I was just putting in the root. Thank you.

     

    I have extracted all the files using the B.A.E. utility. I have not used Material Editor yet as I don't know what it's for. I do have it, though.

    No need to check each folder - just make sure that, when selecting a folder (eg. SetDressing) you have the "Include folders and subfolders" thing checked.

    The material editor is used for what the name says :smile:

     

    Oh my god, so glad am I that you said that because here I am with the mxp file open in Notepad++ adding each directory by hand because it's faster than adding them individually in the context window. xD

    I don't even really know what a material is, I'm used to just meshes and textures. But I'm not even at that point yet.

  7. I'm tooling around in 3DS Max working on some settlement objects but I can't seem to make the the program display the texture of the model I have loaded. When I installed the NifTools plugin I did set the model/materials/textures folders to the folder that contains all of them. Did I have to select each individual folder? The instructions only mentioned the root directory. If I do have to change the folders, can I change them without having to reinstall the plugin?

  8.  

    I have actually been playing with that since I posted but it hasn't seemed to have any effect. Will continue to mess with it.

    Did you try to see what happened when it was set to 0?

     

    I did. I also just tested it on -2. After all my testing I've come to the conclusion the problem may not lie in static hitboxes but the molotov model itself. When you throw a molotov it spins unpredictably. Sometimes it spins in such a way that it passes by a static object just fine. Other times it spins so that the model clips the object, triggering the explosion. This randomness and unpredictability is not a fair game mechanic and I think the solution lies in editing the physical model of the molotov projectile so it is smaller than it looks.

  9. Is there a mod to fix the hitboxes so the molotovs I throw don't blow up a foot in front of me after hitting "nothing"? Like many, I'm playing survival and I'm really f*#@ing tired of dying to molotovs that clearly have nothing in front of them but still manage to blow up before leaving my hand. The most egregious case just happened to me, I was crouched on a roof looking down, the angle of depression was about 45 degrees so I was throwing away from the building, and I was right on the edge of the rooftop. No way it could have hit anything. And yet...

  10. When I start up the game and go to the add ons section, underneath the Automatron and Wasteland Workshop DLC's is a message that says it needs a game reset. What does that mean? Google is unnaturally useless and uninstalling/reinstalling the DLC didn't do anything. As far as I can tell the content of the DLC is all in the game, the only odd thing I noticed was the Fatigue message was an error message instead but otherwise it functioned properly.

  11. I've been away from Fallout 4 for a while because I plan on creating a new character when survival mode is relaunched so I'm a bit out of the loop.

     

    I sculpted my character's face just so and I'd like to keep it. Is there a way or a mod to save faces yet or are we still waiting on that functionality?

  12.  

     

     

     

    Animations and such are probably going to have to wait until we get the F4CK

     

     

     

     

    Unfortunately the animation tools are almost certainly not going to be in the Creation Kit.

     

    The animations are created with the 64bit Havok SDK which hasn't been released to the public.

     

    I've seen that a team are working on a toolkit to create custom animations and getting very impressive results, but it's independent of the Creation Kit and may come out either before or after the CK depending on how long it takes them to basically do the impossible.

     

     

    But...if anyone dares reverse engineer the Havok SDK that now I think Microsoft or Intel owns, (idr, satan this or satan that, who cares) won't they be immediately shut down with copyright?

     

    @Cat that dared be a goat[bioHazard] I think it was weird too to have that cartoon warm up to movement and cool down. That type of movement is taught in intro to cartooning classes...I know, I just sat thru one. "Build anticipation of movement...give the audience time to see the scene..." wah wah wah, stfu. Just because Disney did it, doesn't make it canon.

     

    I had to think about that for a second. My avatar comes from this. xD

    https://s-media-cache-ak0.pinimg.com/736x/fc/77/c7/fc77c70767ba35cab40dba0dff8656d2.jpg

     

    The crazy thing is, when I went to look for mods to fix the animation, I actually saw mods that slow down the third person movement. Like, are you insane?!

  13. FOV has been set to 90 pretty much since launch.

     

    And I don't want this to get off topic. This isn't about making first person a less nausea inducing experience but instead about finding a way to make third person movement a bit more realistic.

  14. I think it's an animation fix, too. Sadly, I'm not an animator so I can't do it myself. :/

     

    It's hit or miss with first person games for me and I think it has something to do with the proportions for things. Games like Dying Light, Call of Duty, Battlefield, games that have an artistic style aimed at realism, those games tend to be safe for me to play. But games like Fallout, Halo, and Bioshock which have more cartoony graphics and a scale of things that don't match the real world tend to do me in. For Skyrim I know it was just the swordplay part because running around with a bow in first person was fine.

  15. Is there any way to fix this? I've found moving around in third person to be an aggravating experience compared to first person. You're slow to start moving, directional orientation is inaccurate, and stopping on a dime is more than a minor annoyance given how sluggish you are to start. Trying to creep up on a laser emitter to disable it without crossing the beam is harder than it needs to be. I mean, it's perfectly doable, but the inaccurate movement can make it a gamble. Is there a mod that makes third person movement smoother or perhaps a setting I can tweak to fix this?

     

    And I mention this to head off people telling me to play in first person, I'm sticking with third because first makes me sick and uncomfortable. I haven't figured out why, Skyrim did it, too, but because I'd rather play the game in comfort I will not be going back to first person.

  16. To be clear, I'm not talking about light sources you build in the crafting menu. Those light up just fine. The various lanterns and candles placed around the Sanctuary settlement are no longer giving off light and I can't figure out why. The odd thing is, the lanterns glow but they don't give off any light, but when I enter the crafting menu with line of sight on the garage area where the workstation is located the place lights up for a second and then it all fades away. Has anyone run into this and figured out a fix?

  17. This is my first Fallout game so there were a lot of little things I completely glazed over because I didn't know to look for them. Little details that told a small story of the area, like two skeletons trying to strangle each other in a collapsed building in Concord. I had to get it in my head that these things weren't random. After a few youtube videos I started noticing them and I may have found something funny/inappropriate in Vault 81.

     

    In the lower area of the residential side of the vault is what appears to be a women's restroom (assumed because there are no urinals but could easily be co-ed). In one of the stalls two ears of corn can be found sitting on the tank of the toilet. Tell me those weren't being used for what I think they were. xD

  18. I think most of the environmental problems people complain about can be attributed to the fact they're using a real world location to set their game. There's only so much deviation you can make when you're modeling the world after a place that actually exists. I think that's one of the reason's Skyrim's map was so much better: it was built from the ground up and the only constraints were what could be imagined. When using a real world location like Boston you're given a map and having to try and make it work.

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