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jabeth

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Everything posted by jabeth

  1. I'm new to all this, I just started manipulating their game for my tastes around August. I'm sure as I get to using their program I'll get more proficient at it. When I started "modding", I broke the game so many times it got to the point of when I was loading it, I'd expect it to dump on me; a very sad stretch of time. A nif builder would be nice, NifSkope is a big help for making smallish changes. Other specific programs for manipulating the various formats used when developing a game would be nice to see, other than what is already out there. What I'd like more than anything is for Bethesda to provide a breakdown of their variables used with maybe one layer of attachments shown to jumpstart following the process of adding even the smallest of things into their game. It is a big help to be able to make corrections to their game that are found in play. It always bothered me the Relay Dish didn't actually take a Sensor Module from one when one built it. For instance; I've found one can manipulate both the minimum & maximum gun ranges with an OMOD floated value; it has a category for them. One can also create the same using PERK, MGEF, ENCH, OMOD to get the proper chain of variables in place to make it work of course; the PERK has the category for them both. The first one caused me to have to find a sort of ratio to get even close with say +50% range increase. Using the latter, a perk, the results are much more predictable & stable. That's not the only anomoly using FO4's variables. I'll been building a sort of big cheating mod. I found some people's mods don't work at all or have the exact opposite effect than what they're promoting and that caused me to start looking into what they're doing. Some of these 'cheats' I'm doing can be real short additions... a KYWD, packed into an OMOD, named in the COBJ with a MISC attached if I want to build it somewhere or find it in a leveled list somewhere. The OMOD is where the cheat is of course and I just make it effect (say an) actor's value or a weapon's critical damage, like disarming someone. But, other values cannot be used that simply. To get the change to work in their OMOD variable, one has to attach ENCH, KYWD (for the ench), and sometimes one or two MGEF(s) with either a SPEL or PERK to finish with that actually makes the effect work. Somethings like effecting a weapon or all weapons' critical damage can be done several different ways. Of course I have to be careful about conflicts. I've had some disturbing effects in game because of a magic effect's flag. One can attach to a weapon, critical damage multiplier increases through the abovementioned former method; KYWD -> OMOD -> COBJ. One can attach to all weapons the same effective increase through their armor with the abovementioned latter method that adds the ENCH, MGEF & PERK. I found AVIF #312 is the weapon shooting speed multiplier and one can change it directly OOOORRRR one could find by accident that their OMOD variable already contains a category from floating in a value for doing that very thing to a specific weapon and not to all of them as the former effect would do. You can make just about any weapon automatic with an OMOD's bool setting using one of two KYWDs; 'IsAutomatic' or 'HasRepeatableSingleShot'. What I can't figure out is why two of them? They both appear to do the samething on different weapons (obvious by their names) but cheating just one of them onto all weapons caused the same effect as the game's version using the other keyword... I just when through the variables looking for the various attachments for making the perks, penetrator, blitz & ricochet work in game. Those three aren't like other perks generally. I don't know why, the information deadends at a certain point. Other perks I've recreated or overwrote but those three I cannot find their attachments in game. So getting a little explanation about the variables used and maybe one level of their joined variable(s) would be a great help. That's the pressure I want to exert.
  2. Hello all, I thought I'd create this discussion to explore pressuring Bethesda into creating a better "creation kit" for our use since it is insidiously installed into the game itself. We ALL PAY THEM for what they've created, Fallout 4; what do they do with all the bankster's paper?! Their (Bethesda's) Creation Kit such as it is, is lacking! It won't load anything into it outside of their game directory. That's seems stupid considering one would want to operate outside of the game's directories while building and/or testing their (or other's) mods. The other problem I have with it is it doesn't actually load any (of the 40+) plugins I have already running in game... why? I have no idea. It can't tell me anything more than "Multiple Masters are loaded...", mind you; it chose them itself, all I did was cause it to be loaded through FileManager's file associations. I didn't do anything except tell it I wanted to open up an .esp with a specific program already associated to the file already successfully in game. It can't! What a PoS! What good is software if it isn't portable? Why would anyone make something so restricted and call it good enough for say competing with (something FREE) xEdit? The programmers (not developers, I'm born when computers are, not after) that made xEdit are more capable than the programmers USED by Bethesda (whomever that actually is) as is evidenced by their respective creations. Didn't we all pay Bethesda (some through Steam) to use their creation (Fallout 4)? You'd think they could or would then do a better job with all that paper revenue they've got to produce something that is actually going to load something one could then form into a decent modification to their game. Why would they make it so difficult? Deliberate or incompetent; you decide. I've had it for two days and I still have yet to get it to even load the game itself for me to start modding... And now xEdit has crashed while in the middle of a mod's change. Bethesda's "Creation Kit" can't open up s#*!; xEdit has crashed and deleting it, reinstalling it, changes nothing about its crashed feature(s)! Argh! This is frustrating! It's almost as if Bethesda such as "they" are don't know how their game is programmed; they subcontracted it or something. There is a gap in knowledge about how the game's variables are used by other variables. That is the most difficult issue facing modders. How do you choose say, certain keywords over others while pushing an armor cheat? Those questions and more never answered by those that created the essence of your questing... what a let down. Simplicem Veritas, JåB©
  3. Hi Ivarov, hopefully you've gotten further with developing NetImmerse Files for your gaming pleasure. I too have just recently begun screwing around with game graphic images and have had to teach myself about the modern graphic processing units to better understand the need for all these various graphic image files in multiple formats. Very confusing but ultimately logical so it can be deciphered. I came across a mod that allow one to get power cables through walls & ceilings. The walls worked, the ceilings didn't. I've had Fallout4 for some months now and have discovered all the various aspects of modifying it. I've successfully created I don't know how many modifications to my game. The mod's .esp file shows up with 1500+ records but I'd never touched anything graphically. NifSkope will allow you to make (very tedious) changes to the basic model's mathematical structure. It is extremely time consuming to make even the smallest changes to a model image (.nif) file, very tedious. The slightest numerical deviation causes some very disturbing results. I've successfully fixed the mod allowing for me to pass cables through roofs & second stories' floors by manipulating the original image (creating a new one) and changing some of its original parameters or internal variables. I'm so happy to have finally gotten somewhere. I found your post by looking for information on the bounding sphere. I've managed to get the power connector to bind or snap to ceilings and show up when you want to hook a cable but it doesn't allow power through it. Anyway, I've found Blender to be a nice program but for one thing; it doesn't Import/Export (dumb expression for a programming event) .NIFs! The way we have to use to get the various formats used to get ONE IMAGE into a game of this type is extraordinary. You can change vertices, triangles, just about everything structurable about the model through NifSkope. Be careful though, weird things happen with loose digits. I started programming in 1984 on Apples. Didn't stick with it, but modding such as it is, isn't to far away from actual programming (machine lang. / assembler) or some of the fancier languages redeveloped out of assemblers built for that purpose. You can use the console command 'qqq' to exit (or dump as I like to call it) the game without the additional Exitsave file being created or going through the screens, normal steps, etc. It just dumps it. Very useful when you're trying to test your results. Stay private & have fun modding.
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