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TummaSuklaa

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Everything posted by TummaSuklaa

  1. That's like how the person showed off being able to play Dragonborn before it even released, and Bethesda themselves had no idea how.
  2. What happened to the children and staff of Vault 75.
  3. I actually think it's simply being spoiled by the Skyrim modding. It has everything (large percentage ONLY possible because of SKSE - oddly enough people will shy from mods made with SKSE if the author isn't a 'big name' author), so it's expecting FO4 to immediately have a ton of innovating mods now.
  4. The landing marker for the vertibird probably has be moved to the spot where your helipad is. Going to need the CK to check. Don't wait for someone else to attempt it. You want that, go try to make it. ;)
  5. LOL. Harsh but it drives the point that people need to step up instead of waiting for someone else to do it. Same thing for the wiki. I've been the only one so far editing it and frankly that's too much for a single person. It's more of things being slow than a decline. Edit: Most of those things charwo wants, sounds only possible with the help of F4SE, and that's still in the early stages. I have a nice idea that I can't begin working on unless I can do a deep search into the player inventory. Almost all the mods currently available were made without the CK.
  6. I could agree with this at least. No other games out there offer modding tools as extensive as Beth has.
  7. I think it depends on rather the idle is a valid one, or if the idle requires a weapon. This was a bit buggy in Skyrim(http://www.creationkit.com/index.php?title=PlayIdleWithTarget_-_Actor) but I'm not sure if that carried over to fallout.
  8. Dunno about him, but I view Bethesda.net as a net positive influence because it's made the developers and staff more engaged. Before you go and laugh yourself silly, consider that in various threads, it's not unheard of for one or more of their team to show up and answer a question or participate in the general flow of things. I think this is largely due to the fact that they know they need to in order to make console modding the success they want it to be. Now, granted, Jive sucks and was probably one of the worst packages they could have chosen, but they've realized this and have already publicly stated they're moving to something else. As for moderation, I think you guys are all living in the past. Things changed. People are getting booted, mod theft is down to a trickle after the Steam ID link became enforced, and nasty comments are being removed on a regular basis. They still have improvements to make, but they've made plenty so far. Those of us with attention spans longer than a gnat have actually noticed this :tongue: Nobody can seriously think the Steam forums are more professional though. That's like the one thing that would have been worse than Jive. Sure its simply not because they were wanting to talk to you?
  9. Well I also think what I said could be misunderstood, so here's some clarification: There is no real working plugin for any version of Blender after 2.5(the pre-alpha is just.. very limited, reason being, almost all of the nifskope team left at the time) for Skyrim. There is one for 2012.. but it's broken in most important areas. Max 2013 has a working, fairly good plugin. But 2013 is very hard to get now. The import/export flow was: Model in your preferred program -> Import skeleton into 2.49(and hope it doesn't corrupt) -> Rig in 2.49 -> Export using Fallout 3 settings -> Change things in nifskope to work with Skyrim's rendering engine. It's really cumbersome but that's how it was.. for going on 6 years now. Beth actually has all the files with the TES4 header embedded in them, because the Creation Kit.. is actually not that new, it has existed since Oblivion, they just called it a new name and added stuff to it later. AKA Gamebryo. During the Oblivion days, tools like this was coming out of the wood works. But that was over 10 years ago. People got older, had families, get more responsibilities. New people now need to step forward in their place. But as everyone is mostly waiting for someone else to do something, this stagnation occurs. And modelers feel the pain more because being unable to export = hours of work wasted. To answer your question: The 2.5+ series of Blender, 3DS Max series, and Maya(not much experience with this) is all fine. You can model in any program. But Max seems to be the one now that is needed for exporting. Max is hard to get, but Blender is free and that is mostly short-cut based, whereas Max can be either shortcut, or mouse.
  10. ..Easy explanation. They are trying to feel better about carrying over Skyrim's MagicEffect tree. AKA they didn't want that tree in the CK to be useless. >_> So let's give guns uncanny and unrealistic bulls*** effects. In anycase, I like the variety of guns, but I find myself sticking to the two types of guns that never let me down in any game involving guns: Handguns and a shotgun. In fact, I feel unsafe without a good ol' fashion shotgun.
  11. I guess that's what happens when there is one left.
  12. For a quest alias the script needs to extend ReferenceAlias. Doesn't need to be const.
  13. It should be very simple. Just change(spelling off a bit) iHoursForCellRespawn and iHousForCellRespawnCleared to some REALLY high number.. never have respawns again. Scripted resets will override this, and you'd have to check every script to find out which, if any, is using Cell.Reset(), but then there should be a very very small few.
  14. Pick up items all send activation events.. the thing is I believe they "block" activation from other sources for obvious reasons. There is a clever way around it but it's advanced for you. A perk and a quest script. Perks can override activation prompts and run code in their place. I can't take screens shot to make it easier, so I will walk you through it the best I can. Create a perk. Under Perk Entries, right click -> Select "Entry Point" in the next window. Leave everything as is, except give it a name in the small field. For the conditions section, choose the "Target" tab. Here you can define what will make this perk "work". As you're wanting this to work on a specific object, you have to find the condition suitable for this. Try using HasKeyword first. Condition fundamentals crash course: 1.00 = true 0.00 = false > : greater than < : less than == : equal != : not equal >= : greater than or equal to <= : less than or equal to When done there.. save the perk. Almost done. Create a quest, because the perk will call a function from this. Uncheck "run once" That's the only other thing you need to do. Click "ok" or save to close the script. Then open again, and head to the script tab. Add this code: Scriptname NameOfYourQuestScript extends Quest Perk property YourPerk auto Message property 01ModMessage auto Event OnQuestInit() Game.GetPlayer().AddPerk(YourPerk) EndEvent Function SomeCoolFunctionName(ObjectReference akRef) Int iButton = 01ModMessage.Show() ; Shows the menu. If iButton == 0 ; Save your game Wait( 0.5 ) Game.RequestSave() ElseIf iButton == 1 ; Pick up the item akActionRef.Disable(true) ; Not sure if this is how you disable the misc item you activated. Game.GetPlayer().AddItem(Typewriter, 1, false) ; This should add the item to your inventory to simulate picking up the item? ElseIf iButton == 2 ; Cancel EndIf EndFunction Now for the perk script.. open script tab. Put a ";" in it and compile, otherwise it wont let you add any script. Click ok, close the perk, and open it again. Now add the property of your quest. And then in the script field add this line: (NameOfYourQuest as NameOfYourQuestScript).SomeCoolFunctionName(akTargetRef) And my soon to be wife is home now, so I had to rush through this a bit. I expect this wont be a flawless post and you may need some help with it. But this is how I get around things like that.
  15. Before I say anything else. Are you intentionally leaving out your message as a property in that script just for example sake? If not.. that's why it wont work.
  16. The voice PC thing is actually a traditional element in RPGs that was simply dropped for a silent protagonist over the years. I'm also finding that they are ripping ideas from mods from game to game and incorporating them into their next games. While flattering, this also removes the amount of creativity modders can have. Especially when Beth likes to lock most of the useful data behind the game engine and leaving it out of the CK. So when it comes to modding, that's where I'll be complaining the most. The game itself is fine, and I'm rather addicted to it. I also want to urge a bit of caution with everyone's seemingly high expectations of Skyrim: SSE. Remember who is making this game. Do expect things to not be what they should be. And IMO another big costly blow (this was true for Skyrim so much..) was taking their sweet ass time releasing the CK for Fallout 4.
  17. Those should still be valid events for Fallout 4. Most of Skyrim's functions and events as well as condition functions are valid. It just.. takes a bit of common sense to figure out which. Not to be offending or anything. Some of them are obviously not valid for Fallout 4.
  18. I'm finding that very little people like the game overall and just want to complain about it. Not once I have been able to discuss it without feeling like the red-headed step child because I'm not talking about what's wrong with it for 100% of my post.
  19. I live inside both CKs.. -.- 3k hours of my life was wasted in the Skyrim's CK.
  20. ^Yeah. But Skyrim modding is declining as well, and getting flooded with follower mods. And instead of waiting for others to make mods, try to learn how to mod yourself. I have some mod ideas but I'd need the help of F4SE to implement them and that's still in the early stages. It's saying something when the only way to enjoy Fallout 4 is to bombard it with mods. Though I'm emjoying playing it a lot. I'm feeling that Bethesda tried to make the Power Armor the main draw which is silly because I rarely use it. And you're expecting Fallout to be similar to Skyrim, both in setting and game play.. which is not a good idea. Skyrim is fantasy based.. Fallout is post-apocalyptic. It's supposed to be a wasteland. I will say though that the "make-shift" weapons are a bit over exaggerating.
  21. Suikoden II That's a very good way to start gaming.
  22. 255 though I believe you can bypass this with merged plugins, but would need a Wrye Bash type program for that.
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