-
Posts
27 -
Joined
-
Last visited
Everything posted by somethingbrite
-
With all due respect I am checking with the devs of the software which is NOT working. Outfit studio itself works just fine with NMM, it's the way that Vortex handles the pathing that appears to be the issue NOT outfit studio itself. Trying to use Outfit Studio to create or edit outfit projects is just an absolute headache. Projects won't save because all the pathing is messed up between the game location used by Outfit Studio and something that Vortex is doing trying to save to or load from the Vortex mod staging folder which is nested under AppData/Roaming
-
Hi all Switched from NMM/manually installed mods and utilities to Vortex. Installed Bodyslide/Outfit studio through vortex and it seems like Outfit Studio is all over the place, especially if I am creating mash up's or new outfits. These seem to mainly be pathing issue's, but they are for everything. Project .OSP's won't load because for some reason Outfit Studio is looking for the ShapeData in the Vortex mod folder (rather than the usual default Fallout4/Data/Tools folder) All in all I'm finding Vortex really difficult to do creative stuff with because it seem like I'm perpetually fighting the mod organizer rather than being able to mod Is there a work around for this?
-
Wondering if it is possible to take base assets/engine elements of a game like Fallout 4 and make it into an online shooter. Or to take the adaptarions added for Fallout 76 and make an online shooter mod from that. Something similar was done in the past with Half Life>Counter Strike so therefore it must be possible right? The reason I'm asking is - with all the talent available in the modding community would it be possible to create an interesting online Fallout and basically show Bethesda how to do it properly? (The combat mechanic would need fixing for a start.) As a plot idea to get the juices flowing how about... A PREQUEL - Based in Alaska at before the bombs. Capture the flag PvP between US (Power Armor/Heavy weapon) and China (Stealth/Smart weapon) factions...
-
Wondering if it is possible to take base assets/engine elements of a game like Fallout 4 and make it into an online shooter. Or to take the adaptarions added for Fallout 76 and make an online shooter mod from that. Something similar was done in the past with Half Life>Counter Strike so therefore it must be possible right? The reason I'm asking is - with all the talent available in the modding community would it be possible to create an interesting online Fallout and basically show Bethesda how to do it properly? (The combat mechanic would need fixing for a start.) As a plot idea to get the juices flowing how about... A PREQUEL - Based in Alaska at before the bombs. Capture the flag PvP between US (Power Armor/Heavy weapon) and China (Stealth/Smart weapon) factions...
-
The future of the Fallout 4 scene.
somethingbrite replied to zanity's topic in Fallout 4's Discussion
Well no, they aren't really are they? Fallout 76 is an asset flip of Fallout 4 - complete with Fallout 4's bugs. -
The future of the Fallout 4 scene.
somethingbrite replied to zanity's topic in Fallout 4's Discussion
I think there is still plenty of scope for using the Fallout 4 base for good storytelling as well as other interesting mods. Indeed with mods like SimSettlements and other Quest/Land mods there are actually good examples of some really good stuff being put together and held together even now. - in fact I've some of the most recent mods are also some of the strongest and well produced. Yes, there are still a lot of retextures and sloot-suits out there, but even the quality of these has improved while at the same time much more ambitious projects have already been implemented. Indeed looking at the complexity and polish of some of mods like this it is not unimaginable that somebody could indeed repurpose the Fallout 4 framework and actually build an entirely different themed game. - The existing game assets themselves would lend themselves quite well to a Blade runner theme - which would in fact also fit quite nicely in with the certain aspects of the main game and certain DLC -
Fallout 76 brought to fallout 4?
somethingbrite replied to SzassTamofThay's topic in Fallout 4's Discussion
Wellllllllll..... Given that Fallout 76 is basically an asset flip of existing Fallout 4 assets I doubt there is very much there that doesn't already exist in Fallout 4. Probably the more pressing need for Bethesda right now is to perhaps look at ways of importing something of actual interest from Fallout 4 into Fallout 76 because it seems while there were porting over the landscape/outfits/weapons/Ghouls/AI/long existing and unfixed bugs etc they forgot to actually port over any story or game play elements. Given recent developments (lack of sales and bombed reviews) I expect they will actually address some of the bugs that Fallout 76 has shipped with - and perhaps the most interesting thing to come out of all this might be to see which of the many bugs which have existed unaddressed in Fallout 4 and which migrated to Fallout 76 actually get fixed....and if anything it might be interesting to see if Bethesda then implement these fixes in Fallout 4 also. -
How To Rollback Fallout 4 Version (Steam)
somethingbrite replied to DiabloInvictus's topic in Fallout 4's Discussion
I'm very interested in this. I'm also very interested in learning what peoples "preferred versions" are. is there a feeling amongst users that there was a good stable version at some point - and can anybody actually remember what the version was? I have a vague feeling that the game felt more stable (fewer crashes and other wierdness) and smoother about a year ago, but there have been so many updates I can't recall the version numbers from when I felt this way. I am however sick and tired of the constant .exe changes, the game actually playing less well and mod's I've played without issue for ages potentially being borked all so that Beth can experiment with introducing a micropayment system into the Fo4 titles. Rolling back and then taking the game offline for good seems like the most attractive option right now. -
Hi all I'm trying to faultfind and fix a couple of outfits where the arm is missing at the location of the pipboy when worn by NPC (settler) Both of these appear unsupported by their authors at present but there must be some sort of fix I can do. Mods are Jackets and Coats of the commonwealth - https://www.nexusmods.com/fallout4/mods/3571/ and Femshepping autumn casuals (I think) which might use elements of the previous mod. (Jackets and Coats.) The wierd thing is that certain outfits work ok (bomber jacket) but others not (greaser jacket) and I can't find any differences between them in FO4Edit or CreationKit. - all the settings look to be the same between these jackets. Any ideas?
-
CBBE is much more than just "a body mod" and the wealth of cool outfits and mashups that it opens up makes it really worth it for me.
-
I'm not an expert but I've seen similar while creating mashups / attempting conversions in outfit studio. Have you loaded the original projects to check for existing masks? - these won't show by simply loading the .nif - pre-existing masks seem to get funky if you then add additional masks. Also try loading this outfit .nif with an in game body (character assets folder in mesh folder.) Do they line up in outfit studio? I've converted outfits that imported to outfit studio way above the actual body and required moving back into alignment. - opening the same outfit in nifskope didn't show any wierd origin offset but when loaded into outfit studio the offset was clearly there. - a full body height and more.
-
Does anybody know what function causes the game to remove the sleeve area on left arm where the PipBoy would be? I have noticed with a couple of outfit mods that when worn by NPC's (settler) the lower arm is missing between elbow and hand. This is occurs with Slevin92's Jackets and Coats of the commonwealth (https://www.nexusmods.com/fallout4/mods/3571) and also a femshepping mod that I think uses some resources from Jackets and Coats. (https://www.nexusmods.com/fallout4/mods/3571) Both these mods appear to be unsupported by their authors at this time but I would like to give fixing the issue a go. The outfits look fine visually when loaded in Outfit Studio and NifSkope - but the game removes the sleeve and I have no idea where to look to resolve this. Any suggestions?
-
F4SE: 0.6.4 Runtime: 1.10.64 did not work
somethingbrite replied to djpmflash's topic in Fallout 4's Discussion
I'm still seeing the old version on the f4se page. Not updated. :-/ The update is actually posted here.... https://www.reddit.com/r/f4se/comments/7su86y/f4se_065_released_for_fallout_4_11064_runtime/ -
Hi and thanks for the replies so far. I don't want to move them from a settlement, I do however wish to assign them to a farm plot and a bed and have that stick.
-
Sorry to necro this Did anybody figure out how to get the AllowCommand into the child npc in CK? That seems to be what is missing.
-
I want something like this too. Bump
-
it would be nice to see a mod where the player is awarded a "settlement defense success" in the event that the settlement defenses eliminate the attackers even if the player does not get a kill. I have spent hours creating defenses which are so efficient that I am often not fast enough to get a kill - the turrets do all the work before I can aim my weapon. I have a suspicion that this actually counts as a fail. (arriving but not killing) It would also make sense that having armed the settlement, placed guards, searchlights and turrets that if these things contribute to the successful defense of a settlement then this should count as a player character win.
-
Large but finite settlement borders
somethingbrite replied to stebbinsd's topic in Fallout 4's Mod Ideas
Ever tried this one? http://www.nexusmods.com/fallout4/mods/12099/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D12099%26preview%3D&pUp=1 I've had no settler wandering issue with it. However, you can build higher than settlers will climb - probably because the settler sandbox is untouched. So, no roof garden in the clouds. -
Snap-to-grid settlement objects
somethingbrite replied to stebbinsd's topic in Fallout 4's Mod Ideas
I hear ya about the initial struggle to build orderly fortresses and settlements when you come from a Sims or Minecraft background. I too found it a struggle and indeed I still find some aspects frustrating (no straight vertical conduit or conduit snap to wall/ceiling for example) However, from an immersion perspective orderly rows of square buildings would not look quite right. Loose collections of skanky shanties is more the vibe. As for Tenpines bluff. (and any other settlement for that matter.) while building a wall might feel like the right thing to do the game engine is a little flawed in that mobs will just spawn through walls anyway and indeed your settlers like to go walkabout and may find themselves trapped outside of those defenses during an attack. I tend to build high and place roof gardens on top of a central building. This allows my turrets a clear line of fire across open ground. (and hypothetically all my settlers ought to be busy on the roof.) - but in truth I have had deathclaw attacks at Starlight Drive when my farm there was on the ground and the deathclaw threw some settlers around and stomped some corn but that was about it. Nobody died and the corn grew back, so it doesn't really matter. Don't place too many turrets either. If your defenses are too efficient they end up killing all attackers before you get a chance to kill anyyourself. - and the game mechanic treats this as a fail and this makes the settlers whine. (that in itself is counter intuitive. I've built a super efficient defensive structure that vaporises any enemy before they get a step beyond their spawn, all the enemies are dead before any of the settlers have had a chance to react....and yet they whine! They should be celebrating my engineering genius!) -
Invisible "floor" sections that cut nav mesh
somethingbrite replied to tarsis31's topic in Fallout 4's Mod Ideas
Whatever the mechanics of getting this done for the love of all that is groovy somebody please just do this. Call it "real solid floors" or whatever - as long as it actually introduces real SOLID floors to the game which stops settlers warping inside foundations and/or falling through floors (which as I build high they do ALL the time) -
Conduits for walls and vertical pieces
somethingbrite replied to WardenWolf1982's topic in Fallout 4's Mod Ideas
Totally need vertical conduit! -
That looks like the vanilla underwear skin not wrapping around a bodyslide edit properly. Have you batch built your outfits?