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JTL2

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Posts posted by JTL2

  1. To clarify for anyone having issues:

     

    Create a Copy of CreationKit.ini in your C:\Program Files (x86)\Steam\steamapps\common\Fallout 4 folder and rename it CreationKitCustom.ini.

     

    Open your newly created CreationKitCustom.ini file. Delete everything inside and copy the following code:

    [General]
    bAllowMultipleMasterLoads=1
    

    Save and exit Notepad.

     

    Re-launch Creation Kit (if you left it running).

     

    Cheers!

  2. Is it just me or did F4se disable the check to see if you had mods? cause I started playing after getting the update and now my game saves don't have [M] in them.

     

    If you're running the Achievements mod, that would do it as well. I have been using it, and it tricks Fallout into thinking your not modded. If the F4SE Masters integrating something like that into their work, all the better.

  3. so I have been doing some searching, and I have found many mods where you can re-enable certain things that survival mode turns off. What I have not been able to find, however, is a mod that lets you bring certain things from Survival mode into normal or hardcore.

     

    Does anyone know of a mod that will bring certain aspects into other modes of the game, most notably hunger, thirst, diseases, and exhaustion.

     

    I'm confused. You found a mod that returns things you want to Survival, but instead rather bring Hardcore things to Very Hard? Sounds like you got what you want.

     

    But this probably won't happen as Survival items, such as food, diseases, are regulated by a quest. To do what you'd want, one would have to rebuild Survival from the ground up. Your best bet, would be do find/use/create mods that make Survival more of the way you want it.

  4. I use Survival Mode Transition Save as a sort-of checkpoint system, helps you not feel like your entire "day" is wasted because of a lucky shot from a raider. And if you want a more immersive role-plays character options you can try SPECIAList (*cough cough*).

     

    Oh, and I have become a huge fan of War of The Commonwealth. Nothing says Survival Mode like everywhere you turn there is something waiting to kill you. Wether it's ferals wandering through Concord, or a Supermutant Behemoth who stopped by Red Rocket for breakfast. Yes, I literally woke up and there a Behemoth wandering around outside! It was awesome.

  5. But before you could even download the Creation Kit, you had to log into the Bethesda.net launcher at least once. And when you did that, it asked to link your Bethesda.net account with your Steam account. That is what I am referring to.

  6.  

    Making mods with it is not all that hard once you find or have a list of the functions and what they do. Did it with FNV, but they had somethign to extend GECK to use SE.

     

    My problem... is finding somethng that will compile the scripts with these functions. I tried using Caprica Papyrus Compiler, but having Quest scripts it does not know what the "Quest" property is. As it says.

     

     

    I've rearranged how the Perks appear on the Perk Chart, and they're not aligned. So all I need to do is align them. I can't find a placement tree (like Skyrim CK had), so I'm thinking it might be in F4SE territory.

  7.  

    Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting.

    EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet.

     

     

    Looks like I need to take some Mentats to. Thanks for the suggestions!!

  8. How does one actually make a mod using/requiring F4SE?

     

    I've looked using the SKSE, but I cannot find anything on how to make a mod with it. Just how to install it and use mods that require it.

     

    I'm working on a mod for FO4, and I think one of the problems I'm dealing with will require to F4SE to fix. Is this going to be possible, or will only the Silverlock team be making mods with F4SE?

    Thanks.

  9.  

    ....Copying actual assets without permission is a clear violation of copyright, but a 'parody' or 'homage' that uses famililar but different assets sits in a GRAY area that is often legal in many nations of the West....

     

     

    Ah, the lovely "grey areas" of US and International Copyright law.

     

    I use to work in an office building which housed a Copyright Law Firm. One day in the elevator, I asked him about "parody" and "homage". He basically said, "Yes, a grey area is technically legal. But be prepared to defend it in court. And remember, the IP probably has better, more expensive lawyers than you do, and often it'll come down to that." In other, we was saying, "Don't do it."

     

    In the world of parody, "Weird Al" Yankovic always gets permission from the song writers and performers before doing a parody of their work. Not because he has to, legally, but because to him, it's a professional courtesy. When his album, "Straight Outta Lynwood" was released, the label for his parody "You're Pitiful" fought him over it. He had the blessing of James Blunt, so instead of fighting in court to release it on his album, he released it online for free.

     

    My point is, even if you're "Weird Al", don't expect you just because you call it a parody, or a court somewhere said parody was okay, that the IP's lawyers won't come after you. But in this case, since you're pretty much a nobody with no money, they'll go after the Nexus. And, as was mentioned by many others, Nexus TOS overrules any and all interpretations of copyright law we may have.

  10. I don't know if this is a bug, or what. But last night I noticed that building a small Generator did not list out the required components, whereas the Medium, Large generators did.

     

    I thought it was related to a mod, so I went through the turn off random mods steps. Still nothing. I turned off all mods (and WW), still did not show components.

     

    I jump in on another character, and that one didn't show required components for Small and Medium generators, only Large.

     

    Anybody know what's going on?

  11. First of all I want to say that I'm glad that we finally get the creation kid, but what I don't understand is that Joel Burgers says "So the creation kid is the tool that we actually use every day to make the game". So why did it take so long to release it if it has been ready since a long time?

     

    I think, it's the "stripped down" consumer version of the program they use everyday.

     

    But I think it took so long because they knew they had .5 updates to do, and they knew each update would probably break mods, so to keep us from complaining "the #&^% update broke my mod" (not that it stopped us :laugh: ), they waited until the game was in a more fixed/stable state to release modding.

  12. Theoretically, there may be a way to install NSFW mods on consoles. Register an account at bethesda.net, upload whatever NSFW mod you want on your console (and don't make it obvious from mod description and pics what the mod is about) and set it to private, finally download the mod onto your console. Why do I think that could work? I suspect that Bethesda will not pro-actively check your mods (and when they do they will probably only have a quick glance), but mostly rely on users reporting inappropriate mods. And when the mod is set to private, noone can report it.

     

    Wouldn't be surprised if people use other sites to share those mods, or by getting your XB1/PS4 username and sharing that mod with you. Ever since the dawn of time, it's always been NSFW stuff that drives technology. Bluray one the HD wars all because the porn industry backed Sony over MS/Toshiba. What a world we live in...

  13. Hello everybody!

     

    I got my hands on the GECK last night, and I started working on some redoing some of the perks, and I noticed there is no way to rearrange the perk trees, like there was with the perk trees in Skyrim (Character > Actor Values > Skill > Perk Tree).

     

    As a test, I changed the SPECIAL requirement for Lone Wanderer to Charisma 1, and Caps Collector to Charisma 3. And when I reloaded the game, I found it had rearranged them for me automatically. However, they were not aligned properly. Lone Wanderer was up and to left, his feet didn't touch the "shelf" and Caps Collector sat much lower than it should be.

     

    Has anyone found where the skill/perk tree is now, to be able to realign them manually? Is this something I should look for in xEdit or F4SE?

     

    Thanks in advance! Cheers.

  14. I mod for myself first and foremost I'm just trying to gather information to determine whether or not it's worth publishing my mods or not.

     

    What could it hurt to publish? Publish away, I say!!

     

    Edit: Unless your using "illegal" assets. Then it's best to keep that one to yourself. :tongue:

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