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Everything posted by jdrfox
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militarized minutemen has that hat
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Unlike unique named NPCs, settlers are loaded from templates, so, changing a specific settler's face means changing the template, which makes every copy of that settler sharing the same template, share the same face.
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Looking to do a modded playthrough, looking for advice
jdrfox replied to Dragonlover63's topic in Fallout 4's Discussion
If you're looking for more combat difficulty, I guess you could download Super Mutant Redux, Raider Overhaul, Deadlier Deathclaws, UNPC - Creatures and Monsters with the Insanity patch for Deadlier deathclaws and SM redux and also Legendary Boss and Harder Big Monsters. Then download a reduced loot mod so you have a harder time building an arsenal. There are also increased spawn mods but some can ruin your save game. The one I use is NPC Travels which adds more patrols in the game, but not to the point where it's a constant warzone. It doesn't seem to break my save, so I'm sticking with it, for now. If you're looking for QoL, start with a sorting mod, also Amazing Follower Tweaks lets you have your companions be pack mules with large carrying capacity and easy insta looting functions so you don't have to pick stuff up manually. You just go ask companions to pick everything up, then just sort things from their inventory. This makes it so that you're constantly fighting and constantly looting without having to do the inventory management mini-game as much. -
I grew up on games like the old X-COM, Jagged Alliance 2, FO 1&2 and always gravitated towards similar games where there's a clear and pressing motivation for my character to push through with the main story, yet, free and open enough on how I get to explore and approach situations where my actions, or lack thereof felt it made an impact somehow. I'd say Morrowind is the only Bethesda game I enjoyed, because it was the first open world I played in 3-D first person, so it felt special. If I'm being honest with myself, I could never have brought myself to play any of the latter games without mods. I could never play Oblivion, Skyrim, FO 3, FO4 without mods. I get absolutely bored about a couple days into the game. In their base, unmodded form, they all felt shallow, easy and choices felt meaningless, but because of mods, they're some of the best gaming experience I've had. I look at FO76, an even more stripped down version of the standard, shallow vanilla BGS type game, without mods, and I just can't...
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If you're using CK, you can type 'raider' in the filter box when you check the Leveled List menu as a start. You can probably connect the dots, and track down the combat armor source from there.
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First time modder here with several questions
jdrfox replied to JadeMoontail's topic in Fallout 4's Creation Kit and Modders
1. I, personally use the FOMOD creation tool to create an installer for my mod 2. You'll need to learn to create a quest with an attached script that will run the functions of your holotape. Look at mods that have this feature and try to duplicate how they do it. 3. Use the Archive2.exe in your Fallout4\Tools folder to compile assets into BA2s -
Oh of course, you have to check every time PC rad is >= 1000 Something like this: Scriptname RadiationPlayerDeath extends Quest import utility import debug import game ActorValue property Rads auto const ActorValue property HPs auto const Actor property PlayerRef auto const Perk property SurvivedMutant auto int TimerID = 10 float fRad = 0.0 int i = 1 int Survive = 0 bool warned = false Event OnInit() RegisterForRadiationDamageEvent(PlayerRef) EndEvent Event OnRadiationDamage(ObjectReference akTarget, bool abIngested) fRad = PlayerRef.GetValue(Rads) as float if fRad >= 1000 PrepareToDie () else RegisterForRadiationDamageEvent(PlayerRef) endif EndEvent Function PrepareToDie() if !PlayerRef.IsDead () if i == 2 i += 1 Notification(" DEADLY RAD-LEVEL! ") startTimer (2.0) elseif i == 3 i += 1 Notification(" PERFORM MEDICAL TREATMENT IMMEDIATELY! ") startTimer (5.0) elseif i == 4 if PlayerRef.HasPerk(SurvivedMutant) Notification(" I am resisting to crawling radiation death... ") if !warned warned = true startTimer (10.0) else warned = false float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) Notification(" I am feeling really bad, should do something. ") i += 1 PlayerRef.DamageValue(HPS, fHP) startTimer (10.0) endif else Notification(" I am feeling really bad, should do something. ") i += 1 float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) startTimer (10.0) endif elseif i == 5 Notification(" I am dying... ") i += 1 float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) startTimer (3.0) elseif i == 6 float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) startTimer (0.1) Survive = 1 else i += 1 Notification(" PIP-BOY BLINKING ") startTimer (2.0) endif endif EndFunction Event OnTimer(int aiTimerID) fRad = PlayerRef.GetValue(Rads) as float if fRad >= 1000 PrepareToDie () else if Survive == 1 if PlayerRef.HasPerk(SurvivedMutant) Notification(" I was so close to death... ") else PlayerRef.AddPerk(SurvivedMutant) MessageBox(" I was close to nuclear death, and now I able to survive under radiation pressure a little bit longer. ") Notification(" I am survived... ") endif endif i = 1 Survive = 0 warned = false RegisterForRadiationDamageEvent(PlayerRef) endif EndEvent
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Such a long-winded post for a mod request XD Anyway, I'm more of an open world gamer than an RPG player, so I prefer mods that add or improve eco systems than story quests, and there's plenty of survival simulation mods for me to try out so, to me, FO4 modding is alive and well.
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Try to avoid using "while" like that, here's how I'd script it: Scriptname RadiationPlayerDeath extends Quest import utility import debug import game ActorValue property Rads auto const ActorValue property HPs auto const Actor property PlayerRef auto const Perk property SurvivedMutant auto int TimerID = 10 float fRad = 0.0 int i = 1 int Survive = 0 bool warned = false Event OnInit() RegisterForRadiationDamageEvent(PlayerRef) EndEvent Event OnRadiationDamage(ObjectReference akTarget, bool abIngested) if !PlayerRef.IsDead() fRad = PlayerRef.GetValue(Rads) as float if fRad >= 1000 if (i == 2) i += 1 Notification(" DEADLY RAD-LEVEL! ") startTimer (2.0) elseif (i == 3) i += 1 Notification(" PERFORM MEDICAL TREATMENT IMMEDIATELY! ") startTimer (5.0) elseif (i == 4) if PlayerRef.HasPerk(SurvivedMutant) Notification(" I am resisting to crawling radiation death... ") if !warned warned = true startTimer (10.0) else warned = false float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) Notification(" I am feeling really bad, should do something. ") i += 1 PlayerRef.DamageValue(HPS, fHP) startTimer (10.0) endif else Notification(" I am feeling really bad, should do something. ") i += 1 float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) startTimer (10.0) endif elseif (i == 5) Notification(" I am dying... ") i += 1 float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) startTimer (3.0) elseif (i == 6) float fHP = (PlayerRef.GetValue(HPs) as float) * 0.1 PlayerRef.DamageValue(HPS, fHP) startTimer (0.1) Survive = 1 else i += 1 Notification(" PIP-BOY BLINKING ") startTimer (2.0) endif else if Survive == 1 if PlayerRef.HasPerk(SurvivedMutant) Notification(" I was so close to death... ") else PlayerRef.AddPerk(SurvivedMutant) MessageBox(" I was close to nuclear death, and now I able to survive under radiation pressure a little bit longer. ") Notification(" I am survived... ") endif endif i = 1 Survive = 0 warned = false RegisterForRadiationDamageEvent(PlayerRef) endif endif EndEvent Event OnTimer(int aiTimerID) RegisterForRadiationDamageEvent(PlayerRef) EndEvent
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When I equip a companion or settler with enchanted or legendary gear, only the last gear equipped, armor or weapon, has its bonuses activated when I close the trade menu. For example, if I equip an NPC with a pair of glasses that adds +1 to Perception, then equip her with a dress that adds + 1 Charisma, then close the trade menu, only the +1 Charisma bonus gets added because I equipped it last. I found out this was happening while I was testing my mod. I already made a fix for it for my mod, but I would like to know if this is caused by a vanilla bug or by a mod.
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oh, definitely gonna look into that, thanks!
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Yeah, I'll check if it's ENB related or something. I've tried it about 3 times now, each doing the exact same thing. Very smooth for the first 15 - 20 minutes, then suddenly grinds to a halt. It's not even a CTD, it just stalls and freezes. I can even access my pipboy and when the pipboy is up, the game's FPS goes back to 60. I have a pretty stable mod load order I use on multiple different playthroughs (a long play through, a fresh playthrough, a mod testing playthrough) so I'm pretty sure my load order works just fine. Boston FPS fix is just the one mod that I want and can't seem to make work.
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Modding FO4 for the first time in over a year
jdrfox replied to LonesomeHooker's topic in Fallout 4's Discussion
Enhanced Blood, both the standard (scripted) and basic (textures only) has caused replicable CTDs for me in big battles. I can't explain why, but it consistently did. Not apparent in a vanilla game or early game, though. I say test it out first before making it a permanent addon. I could have easily blamed one of the monster overhauls I got (SM Redux, Raider Overhaul, etc.) but I had those mods before I tested Enhanced Blood and they never caused me CTDs, but when I applied Enhanced blood on a fairly modded playthrough, the crashes started happening. -
something like: Actorvalue property Rads auto const Actor property Player auto const Event OnInit () RegisterForRadiationDamage (Player) EndEvent Event OnRadiationDamage (ObjectReference akTarget, bool abIngested) if !Player.isDead () float current_rads = Player.GetValue (Rads) if current_rads <= 1000 ;; do script stuff endif startTimer (1.0) endif EndEvent Event OnTimer(int aiTimerID) RegisterForRadiationDamage (Player) EndEvent
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Performance issues appearing mid play through
jdrfox replied to DonBonnigan's topic in Fallout 4's Discussion
You can just place them back to the data\texture, since they're too few to matter, anyway. -
The first couple weeks I started heavilly downloading mods for FO4 I spent most of the time cleaning out dirty edits and rebuilding/removing entries with missing references from supposed highly recommended, very popular mods. I mean, doesn't it just make sense as a modder to have a 'build/experiment' version of a mod and a 'release' version without those unfinished entries?
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I like this idea! I wonder if the 1st person lean mechanic is script (papyrus) driven, does anyone know? If it is, I can probably make a standalone version and also add it as default to my mod. No promises, though, I'm gonna check the scripts first XD
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Please help Prevent Settlers being Dismembered
jdrfox replied to Yourname942's topic in Fallout 4's Creation Kit and Modders
There's a mod called Better Settlers which edits all the settlers, and adds new settlers. You can use that as reference to your mod to find all the vanilla settlers you wish to add the perk to, at least, that's how I'd do it. -
I've tried this mod on and off, because it doesn't seem to solve anything for me. I keep reading anywhere there's a FO4 mods discussion about how this mod miraculously fix previously 'unplayable' Boston locations so I might be doing something wrong here. It is widely recommended as a 'must have' mod, as well. I don't have any 'green' mods installed, and I always check mods that I download for dirty precombine/pre-vis edits. Without the FPS fix, I probably run around a fairly stable 50 - 60 fps in boston, no replicable crash or stutter issues (a couple ctd that never happened again, some stutter when I get close to hangman's alley, which I built up to max build limit). When I install Boston FPS Fix and place it at the very bottom of my load order (as recommended by people), the game runs smoother, initially, running around Boston center. About 20 minutes in, the game drastically starts to slow down, til it hits about 1 FPS, then it totally freezes and I'd have to task manager my way out of FO4. Do people who recommend this mod Fast Travel often? Any survival mode players who never fast travel played with this fix? Am I doing something wrong here?
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You can extract the files, they're inside the fallout4\data *.BA2 files, I'm not sure which ones but you can check the fallout4 - main and fallout4 - textures as a start.
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No one cares, it's okay. Still, new update version 1.33 is up! XD
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Look at where the CBBE textures are installed, it should be under Fallout 4\Data. You can manually install the textures yourself by extracting the 'textures' folder in the CBBE archive file and placing it under Fallout 4\Data. I just checked the CBBE archive file, the texture folder is in the '00 Required' folder