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Everything posted by RokHere
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To give you a basic idea of my level of knowledge, I'm not a programmer but have done various kinds of script editing and some basic modding on Cheat Engine through the years. Based on this, I'm asking for any help, guidance, or tips on how to go about disabling camera shake during various events in a game. And to use a specific case study, Rage 2 is a good example of this gap or need and it's also of interest to me. I'd like to play it nowadays but it feels impossible with its camera shaking effects, which the developers unfortunately chose to apply to emulate gun recoil, without an option to disable it during shooting. In other words, the camera doesn't just shake during occasional explosions; it is constantly shaking while shooting any automatic gun! I'm guessing that a lot of gamers have gotten used to this, or else game developers would've stopped doing that a long time ago. However, Warframe is a prime example of a fairly popular shooter that does exactly that, shakes the camera to emulate gun recoil instead of move just the reticule to emulate recoil. So, is it possible to disable camera shaking while shooting automatic guns in Rage 2, for example, with some semi-basic editing of a script or by replacing few bits of code with code that does nothing in Cheat Engine? And if so, then how do I go about this? Thanks for any tips or help with this.
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My game keeps crashing after the tutorial, at the cutscene with the female pushing the stretcher. Apparently, at least dozens of people have had the same problem. I've tried everything posted, from disabling mods and subtitles, through verifying integrity of game cache, and to even renaming the CIN_TP_CommanderAwakens.bk2 file to CIN_TP_CommanderAwakens.bak, but none of that worked. The game crashes at exactly the same second, every time. So can someone please help me by sharing a save file for the game right after this video clip finishes? I would be very grateful. Thank you.
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Nevermind, I realized that XCOM 2 has keybindings for camera zoom in and camera zoom out, not just change zoom level, and the camera zoom out shortcut works the way I want.
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I understand that there is a mod for XCOM Enemy Uknown, which has several features including this, locking the camera zoom out when the player zooms out. However, I'd like this option for XCOM 2. I'm not looking for an arsenal of options and features, just this ONE feature: To permanently lock the camera zoom out when I zoom out. If anyone knows how to do this, I'd be very grateful for the mod or even for tips to make it myself. Thank you.
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I'm trying to develop a mod that enables several ammo-conversion mods to the Fallout 4 minigun. So far, I've managed to include a lot of details for a set of "receiver" mods for the minigun, but for some reason, the weapon only shows a duplicate "scope" set of mods (so now I can mod the minigun's scope twice), instead of showing a new set of receiver mods. This is the file I'm working on. If someone can take a look and tell me why I'm getting a duplicate scope mod set instead of the new receiver mod set, and how to correct this, I would be grateful. Thank you.
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How to specify modded weapon in FO4Edit
RokHere replied to RokHere's topic in Fallout 4's Discussion
I eventually figured out how to do this, and thought I'd share how here for my and others’ future reference: http://i.imgur.com/YcDKsKW.png http://i.imgur.com/YcDKsKW.png -
To lower perk requirement for .38 receivers
RokHere replied to RokHere's topic in Fallout 4's Discussion
Also, the Recipe Entry article on GECK may be useful, even if it seems to currently be only applicable to Fallout New Vegas. Perhaps there are still similarities with Fallout 4's object modifications, using the same structures, but different terminology...maybe! -
My premise is as follows: .38 ammo is the most common or abundant throughout the game progress, and especially in the beginning. Adding a .38 receiver to a gun in the beginning, even if it lowers damage, makes a lot of sense, to make use of the available ammo and avoid using more scarce ammo types. Adding a .38 receiver requires the Gun Nut 3 perk, which is only available at level 25. And ironically enough, most players actually start to stop using .38 weapons maybe well before level 25; and most probably, they would've collected hundreds of bullets from the other calibers, so it would not make much sense at such a point to resort to the inferior damage of .38 weapons, or even converted .38 weapons. In summary, Bethesda designed that part of the game in such a way that the .38 receiver mods only become available when they have become pretty much useless. Perhaps they made the decision out of a “logical” conclusion that such a receiver is more complicated than the others, but unfortunately the decision is just simply not compatible with how they designed the rest of the game (ammo availability and damage at different stages of the game). Thus, I'm hoping that we can correct this issue by using a mod. I've doing some research for one and half hours, so far, and I'll just paste the remotely relevant parts that I found on FO4Edit and which could be useful. If anyone who has more knowledge about these game databases or how to go about finding the perk requirement for the .38 receivers, please brainstorm with me here or share any tips. Thank you. Hunting Rifle 0004f46a ap_gun_receiver [KYWD:00024004] ap_gun_Mag "Magazine" [KYWD:0005D4D7] mod_HuntingRifle_Receiver_Standard "Standard Receiver" [OMOD:0004F46B] mod_HuntingRifle_Receiver_AmmoConversion ".38 Receiver" [OMOD:00210485] ma_HuntingRifle [KYWD:00050F1E] miscmod_mod_HuntingRifle_Receiver_AmmoConversion "Hunting Rifle .38 Receiver" [MISC:0021048A] MiscMod02 [TRNS:002488F9] GunNut03 "Gun Nut" [PERK:0004A0DC] Type: Quest + Stage Rank 0 Priority 0 Quest: modskill_CraftingPerksQuest [QUST:000CF78E] Quest Stage: 130
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recycleactor makes non-playable items available?
RokHere replied to RokHere's topic in Fallout 4's Discussion
Oh, interesting! I've never really tried, so wasn't aware. There must a field that locks stuff like that in the “Comp” weapons. But with so many “Unknowns”, it's too time-consuming or even futile to try to figure them out. I really hope Bethesda releases the FO4 GECK soon.- 2 replies
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I've created a mod with a customized weapon for a companion, and I made the weapon Non-Playable. However, because the companion is already accompanying my character, I have to run the “recycleactor” command in the console in order for them to start using the customized weapon. There is a problem preventing me from publishing the mod: After running recycleactor, the companion shows up naked and with the custom weapon available for me to take from them in a trade/barter window! I've tried the same command, recycleactor, with Preston Garvey, and he doesn't show up naked. So what it is that I could be doing wrong? Is there something that has to be changed for some companion bartering package or something like that?
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Please take a look at the Plasma Gun in FO4Edit, with FormID 00100ae9 Under an Unknown section, there are lot of groups of mods. Under if_tmp_Pistol_Auto [KYWD:00160403], for example, we can see all the standards mods with the single non-standard one, mod_PlasmaGun_BarrelPlasma_Spin_A "Automatic Barrel" [OMOD:00102B5C]. My question is: When I want to add specifically an automatic plasma pistol to an NPC's inventory when I create the NPC in FO4Edit, how do I do this? Every time I tried to do it, so far, the game added random plasma rifles. So I want to be able to specify a modded version of the weapon, the plasma gun, for example. I would appreciate any help. Thank you.
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[WIPz] Fallout 4 Script Extender (F4SE)
RokHere replied to behippo's topic in Fallout 4's Discussion
Never mind about about my post above. Thanks to hdhemgey's post and uploaded mod, and to Ian Patterson, Stephen Abel, and Purple Lunchbox (ianpatt, behippo, and plb)'s Fallout 4 Script Extender (F4SE), I was able to figure it out. After quite some effort to understand how and deal with virtual-key codes, I managed to customize many key bindings, changing them to my preferred ones, including overriding hard-coded bindings like E. If anyone bumps into this and is still lost, you can read my explanation, RokHere, in the comments or posts section of hdhemgey's uploaded mod, on how to use it and customize it; so you don't waste time figuring out what took me hours to figure out. Good luck.- 717 replies
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[WIPz] Fallout 4 Script Extender (F4SE)
RokHere replied to behippo's topic in Fallout 4's Discussion
I've been reading for probably hours about any clues as to how to change a few of the hard-coded key bindings. And I read on another forum that I can use F4SE to do this? I had developed simple mods before for Fallout New Vegas, but this is beyond my current understanding and skills, I admit. Can anyone please at least put me in the right direction as to how I can change the E and F shortcuts of the Workshop mode? I use ESDF for movement, so I need to assign another key, other than E, to place objects in Workshop mode. I also need to re-assign F, which currently rotates, to another. I can see that Fallout4 - Misc.ba2 has the file I probably want, \Interface\Workshop.swf. And I can see the $Place pointer to a key. I have FO4Edit installed, and have already used it. But beyond that, I have no idea what to do. Can someone please put me in the right direction?- 717 replies
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I found this thread by coincidence, and I think it shows up on Google, so in case anyone bumps into it, too, looking for the same thing, here is my recommendation for that hair color (I love that color myself!): 23, 3, 11 R=23 G=3 B=11
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I support this idea, especially because it is natural for some mod authors to be active, for a few years even, during which they think they'll always be available to "give permission" to improve their mod or whatever, but a year or two pass by, and lo and behold, the author disappears; and sometimes, they did not even mean to put their permissions as they appear on the mod's page! They simply accepted the default settings! So now everyone thinks that we must get their permission to improve the mod or correct its bugs then re-upload it, even when that was not the intention of the author to begin with! In short, I support this idea generally, and I also suggest a little "tweak" for it: For any mod published, if the author has the permissions set to "you need my permission", and the author is approached via messages here on Nexus to give their permission, but they never respond at all for, say, 3 months, then the requester is automatically granted permission to do limited modifications and improvements to that mod, re-upload the improved version, and the improved version automatically goes into the category envisioned by this thread. This way, if the mod author returns after 5 years, and finds that their mod has been improved without their permission (because they disappeared), they see that there was no harm done, as they got partial endorsements and recognition anyway.
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Hi. I dream of a mod to make the game consider all armor and weapons that I loot as "trash", which I can sell with one click to any vendor; unless I manually toggle the "Trash" status off for any individual item. It would be amazing if the mod would also consider all other new loot (other than armor & weapons) as "bank" loot—again unless an individual item has its status toggled off manually, so I can also deposit all that stuff in one of the containers in my in-game house with one click. Is such a mod possible? I believe way too many games should be user-friendly enough to have such a feature by default. It's so tedious and such a time waste to keep emptying my inventory manually and one by one every half-hour or so, once in my home, and once at a vendor! P.S. If I had to choose one mod for which I would make a donation, I promise that it would be this one! Because the developer of the mod would be doing me a huge "real-life" favor. What's more valuable or precious than time, huh? And accordingly, what bigger favor can someone do me than to save me a lot of time!
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Hi. I dabbled a little with simple mods for Fallout New Vegas, but do not know enough scripting yet to even figure out whether such a mod is possible: I'd like a mod to make the game consider all armor and weapons that I loot as "trash", which I can sell with one click to any vendor, unless I manually toggle the "Trash" status off for any individual item. It would be amazing if the mod would also consider all other new loot (other than armor & weapons) as "bank" loot, so I can also deposit it in one of the containers in my in-game house with one click. Is such a mod possible? I believe way too many games should be user-friendly enough to have such a feature by default. It's so tedious and such a time waste to keep emptying my inventory manually and one by one every half-hour or so. P.S. If I had to choose one mod for which I would make a donation, I promise that it would be this one! Because the developer of the mod would be doing me a huge "real-life" favor. What's more valuable or precious than time, huh? And accordingly, what bigger favor can someone do me than to save me a lot of time!
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You're welcome to share what you feel, of course, and I would not get touchy at all—you needn't assume so; I was merely making sure that the concept itself that "the requested mod is purely aesthetic" would not get picked up by others and become an aspect or adjective of this mod. Just making sure everyone who may read the thread is clear about the purpose of the requested mod, and what it changes.
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Perhaps a mod for aiming down the crossbow would not be "necessary" in terms of "functionality", but that argument is moot, because I'll use it perfectly against Proper Aiming, too: was Proper Aiming "necessary" in terms of "functionality"? Obviously not. The crossbow functions just perfectly, and the aiming functions just fine without that mod, even if it is a bit more challenging to get a feel for the arrow's arc. Right? So really, none of this is "necessary". On the other hand, iron sights would certainly not be "purely aesthetic", because the change is not only visual; as many users confirmed, we do not necessarily need new meshes and textures for actual iron sights, it is the "concept" of aiming down the length of the crossbow, around its middle, or aiming down the barrel of a musket, that counts. And that concept is not purely visual, it is also related to gameplay and mechanical skills. It is like the difference between using a shotgun and shooting from the hip (how the vanilla game works, even with the Proper Aiming mod), and using a rifle and aiming with it (how we would like the game to work with a new mod). So the mod would change gameplay and combat dramatically. Getting rid of the crosshair, and replacing it with actual aiming is anything but purely aesthetic. And I appreciate that you probably didn't mean those descriptions so literally, but I felt compelled to clarify their unsuitability for describing the intention of this thread's mod. I would not want anyone to misunderstand and actually think that this thread is talking about a purely aesthetic mod, because it is far from that. It is a combat and gameplay change mod, and can belong to the Immersion category too.
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I add my vote to this thread. We don't even need meshes or textures added to the crossbow or musket models; indeed, simply allowing the player to aim down the barrel of a musket or length of a crossbow, and eventually get very accurate results with experience, will be just fine. I actually never beat Skyrim even once, and currently looking to give the game another try; and was scouring the mod lists for anything to help give me a more fun "ranged" combat experience, so I can finally finish the game. I reckon the only way I'll pull that off and enjoy it is if more that 80% of my combat is ranged, specifically the crossbow, or speedy bow, or musket with a slightly high rate, less damage, and more accuracy, type of experience. In short, I just want ranged combat to be more viable and fun; there are mods that make it more viable, and we need to able to aim down the crossbow for it to be really engaging and fun.
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Hi. I played Skyrim for maybe 10 to 20 hours when it was first released, then stopped at maybe 20-25% of the content and abandoned it. I'd like to give the game another go. And I know that this may sound strange, given the popularity (and apparent superiority) of melee combat in the game, but I'd rather experience this first run as a "ranged" combat experience. And when I say ranged, I mean combat from a distance generally; so even though I would prefer bows and crossbows, and specifically a much faster or more deadly crossbow combat experience if at all available, I'm open to good ol' fireballs and ice shards via magic. Can you recommend mods specifically for this sort of experience, aside from the important and popular must-have mods like SkyUI and such? I would like the experience to be as close as possible to a shooter, but without being ridiculous or compromising immersion too much. And since immersion level is relative or dependent on the person, let me say that I can live with a mod that gives me an old-looking rifle that shoots powerful single projectiles that can one-hit kill enemies with a well-aimed headshot, even if such a gun would still be blasphemous in the eyes of hardcore lore disciples; but I would not use a mod that gives me an AK-47 or some sort of star-wars laser pistol to play with in Skyrim. There is a limit to which I would suspend realism. And of course, a fast-paced crossbow that is powerful enough to allow me to quickly dispatch of most enemies before they come close, in order to keep more than 80% of my combat ranged, would be ideal. I hope I was able to explain what I'm looking for, and I hope that there is a mod out there that does this. I did look at the first few pages of the most endorsed combat mods, by the way, but the only relevant ones I found were the ones that increase the speed of arrows and increases the damage of arrows. I'm not sure if those will give me what I'm looking for, so thought I'd ask.
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I think I have this issue, too. When I first notice, I felt it was strange or awkward, but then thought maybe it's just the game's way of showing how fast my protagonist aims and all. But if this is actually a problem, then I have it, too.
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Help with load order
RokHere replied to crazyEldar's topic in Fallout New Vegas's Mod Troubleshooting
For load order generally, I highly recommend using this program (it's a program, not a mod): BOSS http://www.nexusmods.com/newvegas/mods/35999/? It seemed a little complicated in the beginning to me, but it's actually very, very simple, and it automates the whole thing (of load order) for you. As for crashes, they could be because of reasons that don't have to do with the mods or their load order. Again, I really recommend these fixes; they together worked for me like a charm: Ultimate Crash to Desktop Fix http://www.nexusmods.com/newvegas/mods/51633/? Fallout New Vegas Windows 7 Crash Fix http://www.nexusmods.com/newvegas/mods/49896/? -
Hi. Can someone please teach me where or how to find the reference in GECK (or even FNVEdit) to the textures of a weapon's iron sights? For example, for a weapon like the Cowboy Repeater, I can see that among the textures, there are these two files: cowboyrepeatertangsights.dds cowboyrepeatertangsights_n.dds And while I can find a couple of references, in the Texture Set "1stPersonCowboyRepeaterTexture", like: weapons\2handrifle\1stpersonCowboyRepeater.dds weapons\2handrifle\1stpersonCowboyRepeater_n.dds I cannot find any references to cowboyrepeatertangsights.dds. So how does the ESP file determine which iron-sight textures to use for the Cowboy Repeater, or any weapon for that matter?