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Everything posted by Korodic
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Some of this makes perfect sense from a proactive stance to abuse, some of this I am really not happy with. In particular: Patches for/Dependencies on Paid Mods: We will not allow any patches or addons for user-generated content that requires payment to unlock (this specifically excludes DLCs offered by the developer - including DLCs that bundle items previously sold individually such as Skyrim's Anniversary Upgrade). Equally, if a mod uploaded to the site requires a paid mod to function, it will not be permitted. You are guaranteeing that there will be no incentivized patching for Verified Creations as Bethesda offers none, which is counterintuitive to your goal of "Make Modding Easy". Yeah, modding is difficult, in most cases it wasn't even meant to be done. I don't see how this new obstacle should make patches be less accessible and visible to users who want them, especially since there is transparency in listing the requirements. The Nexus still gets it's clicks/ad revenue and nobody is lied to about what the content is. Patching is a hit or miss thing, but even more likely to be maintained for paid content which it adds value to. I've been a frequent user to the Nexus for over a decade, proudly, and it really doesn't feel great not to be supported by the Nexus when we are offered an official opportunity to elevate ourselves as content creators. I still had plans to create more free content, now idk, or at least idk if I should post it to the Nexus.
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That's just neat :)
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As the title suggests, would be cool to have the option to organize by date added to my tracking list and search through the mods I'm tracking. I may have added one I have interest in recently, but cant seem to find it. Since I've added stuff with casual interest over the years it's a lot less manageable (partly my fault for not understanding the feature - cleaning it now).
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Eh, kind of but not really. I pitched it to Kingaath (sp?) as something that could be added as a component to conqueror. It would be easier than me trying to support every update they do on my own. I had robots spawns working and patched up all other NPCs. They spawn in based on leveledlists that you provide to control them. This was an old test video I did showing proof of concept: If I ever get back into FO4 maybe I will finish it. I may upload this as a modders resource since it may be beneficial to someone w/ the right skillset to either add in in-game faction customization controls.
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I didnât finish eyebots. Iâm up to the point of integration for Conqueror. Just havenât done it yet. Currently you can spawn and completely customize human (m/f), ghoul (m/f), synth gen 1, synth gen 2, synth gen 3 (m/f), super mutants, and all robots minus eyebots. Conquerors ability to specify roles will be difficult to accommodate because I have to do another load out system for each role in case you want to further customize. Itâs being casually worked on along with Nuka-World Aftermath.
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Can someone check my Script?
Korodic replied to kurecore's topic in Fallout 4's Creation Kit and Modders
Probably would have been good to keep it up for others to learn from. -
Don't know if such a thing exists, but why not fake it with reducing the size of the mist and adding more mist? I'd add them to a layer so you can toggle on/off the effect while editing so it doesnt get in the way.
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Seconds from Silence - Abstract Era Entertainment
Korodic replied to BigBizkit's topic in Site Updates
Interesting. A primary concern for me is the combat. Will it be freeform but targeting like ESO, tab targeting like FF, or freeform hack/slash like BDO? Would it feel sensible to still use a gamepad on PC, would this even be allowed? Cross platform? Can't say I'm impressed by the graphics but I also can't say they are bad. I will say I thought the grinding wheel was from Skyrim itself, so the comparisons seem to be accurate. Giving players more control over their MMO experience is an interesting concept. As with most ideas, it sounds promising - I look forward to seeing more. :) -
Just an update: all robots seem to be good minus eyebots - this should be a quick add. Mr Handys were just awful to work with due to unexpected issues with vanilla functions detailed here: https://forums.nexusmods.com/index.php?/topic/7662718-fyi-attachmod-function-not-working-as-intended/ I would like to have an option to select all options for player convenience too. There is currently a select all option for each robot mod that can be slotted as well as a remove all for faster selection in the terminal menu. Next step is trying to integrate more into Conqueror, I only did a couple of steps to test for a functioning proof of concept. I would like to add dogs, mutant hounds, and super mutant behemoths as options that will randomly spawn aside their designated handlers. Would also be interested in having vertibirds as an option, but this would definitely come later. For those who may look to use this code in their own projects to build robots via script, the way I equip stuff for humanoid NPCs may be more desirable... using other objects to represent robot mods that get attached. Fleshing out the terminals is extremely tedious, but im so far along and used to it I've made macros to speed it up lol.
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FYI: AttachMod function not working as intended
Korodic replied to Korodic's topic in Fallout 4's Creation Kit and Modders
I'm building robots entirely by script, there are no listings in the Object Template unless I am troubleshooting, so nothing should by overridden. I was able to work around the issue by utilizing other attachpoints, whether vanilla or added in the associated "Limb" mod attach point. This is the same as you suggested. I found out the name of the AttachPoint seems to be arbitrary, as long as the part's mesh was made to be compatible, you use the correct AttachPoint value (0-2 in my case), and the parent limb has the AttachPoint variable you assign to the limb all is good. What doesn't make sense is this doesnt apply to the armor I am attaching, at least not the arm armor... the eye armor is not applying correctly. Maybe it's something in the mesh I'm not aware of ... but the issue doesn't happen if I manually assign it in the ObjectTemplate, only when done via script. I just managed to get the weapons working since I was apparently using the wrong race. The MrHandy race is good and all, but the mods added by Automatron seem to only work for the newly added mrhandy build-a-bot race. Slowly working my way past the issue. Thought it would be good to share this information for others though, always sucks coming across something like this and not finding anything online. -
Can't load my ESP without it crashing the GECK
Korodic replied to rikkurikku's topic in Fallout 4's Creation Kit and Modders
Is it only your ESP? Do other ESPs load without issue? -
How do I get items out of custom containers
Korodic replied to dietplums's topic in Fallout 4's Creation Kit and Modders
Probably isnt the contained, it likely is a model issue as ajs has stated. I once worked on adding fries to the game and it would crash until changes were made for the model to work, I dont recall what specifically was done though. -
Move an ObjectReference between worldspaces
Korodic replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
What about using FO4Edit? Any tool that would allow you to modify an existing object reference ID to the one you have or copy the existing object reference to another cell? I dont see how you could do this via Creation Kit. If not doable in FO4Edit I dont see any way it can be done without you making the users manually transfer it as a scripted transfer would leave the dirty edit as you have stated. EDIT: I did try looking for you, I didn't see any way to do this natively. However I don't know if some utility exists that would be capable of doing this. -
How to edit a SanctuaryHillsWorld's "skybox"?
Korodic replied to Pollitto's topic in Fallout 4's Creation Kit and Modders
Just a guess... Could be LOD files stored in the worldspace that were made before they reduced the worldspace's size for optimization. I would assume it is the same as the FO4 map LOD with just a different texture set. You may be able to validate this by browsing the LOD files in FO4Edit. Another way to verify this would be COC'ing your character and seeing how things pop in/out as you get close. If it all changes the instant you move past a certain point, that would be a skybox. Otherwise, LOD.- 2 replies
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While working on my WIP mod Build Your Own Faction, specifically with the robot Mr. Handy, I encountered an issue while trying to manually attach eyes, eye armor, arms, arm armor. Other robots could be built entirely by script with no issues. But for Mr. Handy, I cannot seem to reuse object mods despite using different, valid AttachPoint values. Example: ; arm - left arraylength = BYOFMrHandyArmLeft.length-1 random = Utility.RandomInt(0, arraylength) robot.AttachMod(BYOFMrHandyArmLeft[random], 1) ; arm - middle arraylength = BYOFMrHandyArmMid.length-1 random = Utility.RandomInt(0, arraylength) robot.AttachMod(BYOFMrHandyArmMid[random], 0) ; arm - right arraylength = BYOFMrHandyArmRight.length-1 random = Utility.RandomInt(0, arraylength) robot.AttachMod(BYOFMrHandyArmRight[random], 2) If I only do it once and an attach point value form 0-2 it shows up with no issue at the correct attach point. Calling all 3 causes only 1 arm to show, it does not move slots as expected either. To further test this as an issue with the function itself, I assigned the limbs manually in the creation kit under the Actor's "Object Template". The Mr. Handy displays in the preview with all limbs and does so in the game, at least until the first AttachMod function is called on the arms. Then it unequips all of the current arms. I believe this is caused by the part mentioned in the documentation "Changing an armor item's mods causes it to be silently unequipped and re-equipped." It would seem that the function searches for the mod regardless of AttachPoint and removes all iterations from what the object currently has attached to it. Has anyone else encountered this while trying to reuse mods on weapons/armor/robots? As a workaround... I can try to make new objects. Not sure what else may be needed for these to be treated separately. EDIT: Edited text above for clarity. I also want to point out the absurdity of the documentation since it specifically lists attachpoints for robot arms. Also, link to the function: https://www.creationkit.com/fallout4/index.php?title=AttachMod_-_ObjectReference
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Honestly why gets me about fallout 4 was their lack of quality level design in favor of number outs settlements for you to just go and build it up yourself. There wasnât even a good amount of stuff youâd want to build. I wonder if this feature will make it to the next ES game. I always wanted a workshop feature... I just thought it would be contained to editing the playerâs home.
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I would say 3 months at the latest. I hope to have it done before that date. Couple more features to add in so people can be control freaks. Only thing about doing a commie faction is you'd need to modify NPC's voices to be Chinese if you want that authenticity.
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Wanted to finally make this WIP public. Build Your Own Faction (BYOF) is a mod that will allow you to create and customize a faction to your liking in its entirety, without leaving the game. I'm in the process of finalizing the customization features, adding other robots (protectrons are finished), and integration with Sim Settlements Conqueror. Conqueror will allow you to control faction recruitment and territory, while BYOF will allow you to recruit members based on their model (robots) or race/sex. You can set outfits and even allow for variation. For robots, you will be able to do the same for their different mods. Since you are manually providing the equipment used by your faction, this allows you to give them objects added by other mods with ease. While there isn't much to write about the mod off the top of my head, it took an incredible amount of work to workaround creation kit limitations and link everything necessary to implement these features. It is my hope that this can be used to enrich other factions created for Sim Settlements Conqueror or just mods in general for customization, I intend to include the source code with the release. What kind of faction would you want to build? EDIT: Protectrons are re-done (found the way variables were declared as forms was no longer necessary/inefficient). Assaultrons are done. Mr. Handys are done. Robobrains and Sentry Bots are done. Eyebots remain.
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So I notice 3D loads, however, when attaching a weapon it doesn't seem to add the weapon to the inventory of the robot. Does anyone know if I'm doing something wrong or if this is a limitation of this command? I did give ammo directly to the inventory of the robots, so it isn't that. If I add the weapons manually then they will use them.
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Was looking over Automatron, wanted to know whether or not it was possible to modify robots via script to give specific add-ons. Kind of hard trying to figure out the existing workbench system. Found this post: https://www.reddit.com/r/FalloutCK/comments/8ucu4u/how_to_spawn_a_weapon_with_specific_mods_attached/ Guess I need to see if it's possible to spawn a robot and then modify it post-spawn. Could probably use leveled lists to create randomization of parts.
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Far Harbor crash when load DLC after leaving Commonwealth
Korodic replied to ramilow's topic in Fallout 4's Discussion
I know SpringCleaning is known to cause conflicts since it directly edits vanilla spaces. I would restore the architecture folder. Meshes/textures are unlikely to cause crashes, editing conflicts of records are. Have you tried using console to coc to far harbor or outside of it? Is it anywhere in far harbor you crash or specific to that quest scene?- 2 replies
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I thought there was plans or something for Vortex? Would be cool to see people build compilations of recommended mods and the mod manager downloads them or at least installs them in a certain order. I think ModDrop did this, but did so in a way that actually packaged them together which made it not okay. At the very least, it would be nice to export a quick list of mods and their mod page links.