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DancesWithLlamas

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Everything posted by DancesWithLlamas

  1. I have a question about the scope of certain modifications. i.e. Do they require FOSE? Are they possible even with FOSE? I want to modify the interface and behavior of rotating pieces in workshop mode. So, much like holding select will allow objects to be moved up and down or the beta patch's addition of rotation of other axis for held items (outside of build mode), I would like to add handling of a key for cycling through the axis, and then have the normal rotation left/right key/buttons call my rotation scripting. The same would go for turning while moving a piece while moving/before creating. The piece currently retains its Z orientation towards the player, and I would have to call my script to maintain the orientation of the other axis as well. After digging through decompiled scripts and the esm tables from the base game, I don't see any moving/pre-placement handling, which is why I'm wondering if it's something that FOSE can access that esm + basic scripts cannot. Thanks!
  2. There is so much wrong with this that it hurts my brain. Did you even play modded FO3 or NV? Dungeons, bounties and costumes? Ever hear of FWE, EVE, Project Nevada, FOOK, Real Time Settler, Willow, Niner, Beyond Boulder Dome, Imp's More Complex Needs, WMK/WMX, any of Puce Moose's wonderful quest mods, the Quest For Heaven series? Yeah, all of those were just a cool costume found in a quick dungeon. I get that you may not like FO4 and think that it needs fixing in a million different ways but there's no need to take a dump on modders because you don't like Bethesda's decisions. I never played NV, but if I understand correctly it had an interrelated faction reputation/affinity system that gives a much better feeling of playing in a world where things you do in one place affect another, even when it's not part of a major story point. If @zanity's desire for more world-building is like mine, it's the connection between the side-quests and locations (many of which are great in vanilla FO4) and anything else that seems lacking/unsatisfying. So, I didn't read it as putting down modder-created content, as much as asking if it would be enough if that sense of interrelatedness (I head is) found in FO:NV is missing.
  3. I think that you'll see things start happening once the G.E.C.K. comes out.
  4. Nazis make a good bad-guy archetype because they were f*#@ing bad-guys and a wartime enemy. Just like terrorists or psychopathic killers (raider) make great bad-guys. It's the ratio of evil s#*! to sympathetic traits. That said, I associate Nazis with historical Germany. I associate Germans with the country that's been a NATO ally since before I was born and an exporter of fine automobiles. Other people have different feelings on the subject which are perfectly valid. I'd be more cautious with the terrorist or ISIS archetype because it's fresh, and would probably be perceived as Islamophobic. I think the raiders avoid any of the potential issues of making an identifiable group as them. On the history side of things, a few corrections: WW2 was fought just as it was in our timeline, so there are no Third Reich Nazis, unless you want to get silly (Moon Nazis) or go alternate-alternate timeline (where Germany wins in Europe and is the enemy instead of the Chinese).You might be able to make the case for American Neo-Nazis adopting the WW2 SS uniforms. I wouldn't put it past them. God I hate Illinois Nazis...(there's an opportunity here for some Blues Brothers references).The first noted divergence was the USSA (not NASA) first manned orbit mission in 1961.1961 is also the first mention of the split into 13 commonwealths.And the ocean...yeah, I'm pretty sure there are ships crossing the Atlantic, just not many because there aren't very many people. And salt water is [already] corrosive, not so much the radiation. I would be surprised if the oceans were radioactive.
  5. I've worked out how to rotate objects relative to the world axis instead of the potentially offset axis around which the setangle/getangle values rotate. If you go set the x or y angle on a piece, then rotate it around z, you'll see what I'm trying to fix. In the Workshop mode, when moving or placing items, I would like to override the default rotation operations and add a command for cycling through the axis. The default rotation that operates on the angle z value, would be replaced with the scripting to rotate the object around the active axis while maintaining the other angles relative to the observer. Also, when turning, a held object retains its Z axis orientation relative to the player. I want to change this to retain the world Z axis instead of the potentially offset Z axis of the object. From tracing through the tables in FO4Edit and looking at some decompiled scripts, I haven't been able to divine how to insert modifications into this specific area. Has anyone figured this out? Thanks!
  6. I open the console, target a settler, and type 'sv worker' to see if they're assigned or not (it filters for the bIsWorker variable); 'sv assigned' if I want to see what category they are in (food, safety, none for scavengers). I am in my first hour of looking at how modding works, so I'm not sure how to mod the UI to do things like mark unassigned workers, color code settlers, or even just add a descriptive '(<WORK TYPE>)' string after 'Settler' when targeting them. The information can be gleaned with simple scripting, but how the UI strings can be overridden is still a mystery.
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