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SMB92

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Everything posted by SMB92

  1. Fun fact: If a single Actor type is included in all (currently) 10 systems, and the mod consists of say, 25 "Regions", and he has 12 main settings to edit per region (as well as a master menu to set across all regions), there will consist 6000 menu pages for him alone. The way the menu is laid out and the way the code is written, its not a massive as it sounds, well at least I keep telling myself that ;). Won't be many NPCs if any in this league however. Most will top 2500 or so.
  2. Another little update for you folks. Been playing around with the menu again today, what a gargantuan thing it's gonna be. I was building in it into a single function so that the user could make use of "Back" and "Exit" buttons without stacking too many functions by using multiple functions (which is a easier to read and manage way to do it, whereas my way is like "Inception" and very hard to keep track of). It however occurred to me that I can move absolutely all of this functionality to the Quest fragment script, I just have to keep developing in easy to track system of Quest stages. I seen some information online that states that quests don't work properly when going back stages, but so far I've moved the primary menus over to this system and they work just fine, excatly as I pictured and I can also manage everything a bit better :) Anyhow I'm hoping to fill out all the main random spawn systems this weekend, as in all Actor Types for each system and all the relevant Globals (excepting the Ambush, Settlement Patrols and Terminator Stalker Systems) and finish the primary menus, leaving only the advanced menus to be done later.
  3. Keep an eye on the main thread (linked above) for when we go into open beta :)
  4. Well, by build a house I just mean "can use ck render window to some extent", I probably should of just said that lol Other wise yeah you would be perfect, being able to code and debug is a major plus :). There are debug messages in place, I have started to remove a lot of them from the spawn script itself though because there was too many lol, plus its pretty well tested. Can always re add them If you're keen swing me a PM and we'll have a chat about it :)
  5. Lol I don't know about that last part! Will make life a lot quicker if we can get a team together to build the physical marker network :)
  6. If you have more than 255 esps, expect things to be broken, thats the limit!
  7. Hi folks, I am currently seeking people who might be interested in helping build the mod in the title, which is already well under way. Thread here. I am running short of time to make this mod happen fast so I would like to be able to focus on coding everything and have some people or even just somebody help with the following: Spawn Point marker placement. Testing and feedback of presets Ideas and bug testing. Pretty easy stuff, if you wanted to learn some of the coding or you know some coding already that would be good but currently no need for anything like that. So if you're somebody with at least a bit of spare time on their hands and know at least how to build a small house in CK (just basic render window controls) and has played a fair bit of the game (know your way around the map etc) then I'd like your support. Author access is given for any long term supporters. The mod is divided into "Regions", and is built 1 region at a time. I will explain this better if interested, but basically if you find that you can't dedicate that much of your time and your iffy on the scale of the project you can be assured the workflow is very well managed, because the project is broken up into manageable increments that don't require your head to explode just contemplating how much work needs to be done :D Please reply if interested. Oh and contrary to the title, I can't actually pay you!. Those who impress may find Steam gifts in their inboxes, who knows ;)
  8. Definitely is vanilla focused, extremely cross compatible, without any alterations to vanilla apart from the placed points in the world, that is also my ambition. There will be multiple systems, such as extra wildlife and Infestation points to do some of the things you mentioned. Plus many more. The idea is to provide the massively customizable framework for other mods to just work with. Will also be highly "save safe", with little to no persistence after uninstall.
  9. Cheers mate. There is quite a bit looming yes, hopefully I can get some people to help with the spawn placements and building/testing while I keep coding. Time is of the essence lately :/
  10. Hopefully the morally obliged among the better modders will hang back. But again I go back to my analogy of handing out handy from a seedy white van. I do see Nexus becoming a dumping ground for Joe and his first attempt at blender while everything else will be monetized. The more I think about it the more depressing it is. Gotta start looking for a new pastime. We can still have hope though. I'd like to see another healthy petition delivered up to ZeniMax if things go the way we suspect. Then they'll be in a worse league/have worse rep than EA and the likes. Will they care though, Idk. So far they seem to stop at nothing.
  11. If you really want to get rid of it, reinstall the Pip-Boy flashlight mod without dynamic shadows. Then the light from the torches can't cast shadows at all
  12. My thoughts are not to tie scripts to the vanilla frames so there is no problem on uninstall regarding save games, but however you decide is best. Or you just putting it on custom frame?
  13. I would simply try the full generation and see what happens. Precoms then Previs then Precom Previs, see what happens. I religiously won't use it the scrap everything type of mods myself, it's not The Way It's Mean't To Be Playedâ„¢
  14. Mmm. Nice of them to not have an event specific to PA if thats the case. Perhaps you could still have an alias, and then on the running quest detect the furniture in general, and then check the conditions for the keyword and apply the alias if one of the keywords is present, then on the alias script run code to check the actual base object or even formid and then apply a custom function. Thats my 2 minute teoubleshoot :)
  15. I'm already concerned about this shift in focus with ESO and the new Morrowind, trying to capture die hard fans from way back into this semi-single-player experience, trying to coax you into the pay to play, sorry - pay for content, game. Fallout Shelter was the first of it. Once they say how much profits in the first week alone it is clear that Zenimax got a hard on for micro trans. ESO wasn't that popular as I understand it, in comparison. Half of me wonders now that they keep saying they aren't making TES 6 for a long time is because they are considering overhauling Creation to be a locked down CC only platform, not necessarily all paid, but completely controlled, so Bethesda can monitor the good contents and make offers on it while shutting the likes of that site that shall not be named for its filthy content, which I know they detest. But hey I'm not psychic and I'm not a lawyer and I'm not Zenimax. Its clear they are stopping at nothing now though
  16. I suppose you would need to remove the conditions on the object and edit the flare system script to work in FH as well then
  17. It's seems to me that it is a simulated shadow effect on the texture maps, using physical shadows, which I attribute to being calculated by AO system. I am not sure if there is any parallax going on that could produce it, never looked into that. I only noticed it after installing ENB actually but have not tried without, I am usually pretty OCd about things like shimmering etc but this is something I haven't cared about. In saying that I am not using any custom effects in ENB at all, just fake light fix really. I do have a simple reshade that kills tonemapping but that's about it. If I get a chance to play the game tonight I'll have a play with some of the settings again.
  18. Yup you were right. I uninstalled an industrial and improved wood texture and that fixed the flickering issue. I guess they were in conflict with some other mod that adds its own textures. Thanks a bunch!! :D No worries :)
  19. I get where you're coming from but I'd have to be optimistic on this one and say that they'd be crazy to go down that route. You can justify new custom content like armors or weapons or even fishing mini games. I could be wrong and they could go so low as to do what you're saying. Capitalism 101. Lol.
  20. Keep in mind Bethesda is owned by hungry corporate bod ZeniMax$ ;)
  21. You might find it beneficial to setup a reference alias with scripts + conditions and apply the alias at runtime with a running quest or something like that, have it register for the event when player enters power armor. This way you could override everything.
  22. Try this setting in your FalloutPrefs and FalloutCustom.ini files: bUseCombinedObjects=0 If the problem goes away with that setting at 0, you have a conflict in your cells for that area or a mod with poorly generated precalc. You really dont want to play with that setting at 0 always, unless you use some mod that lets you scrap everything anywhere you go.
  23. Also, those bs mods you're suggesting won't get past the "email deleted" part. Uh... Except that kind of stuff is exactly what they showed at E3, minus the followers and the fishing minigame... Did you miss that?It was high quality works, not "my first model and texture made from cardboard and crayons :)". Very typical micro dlc. EA looks like saints now. Regarding comments about Bethesda sending C&Ds to modders making similar works, I highly doubt that will ever happen, they'd have to shut down free modding entirely
  24. I read a good thread once I think by Elianora, there was a way to do it properly that worked real good for interiors. And there was a way that ruined the floor :D I also read that the original dev of roombounds and portals is no longer with Beth and they have some issues with it but don't quote me on that one.
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