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DeadMachineStds

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Everything posted by DeadMachineStds

  1. Slightly off-topic, but is FO4Edit more user friendly when it comes to editing game data like this? In the past when I've tried messing around with the creation kit, I found it's UI to be less than intuitive.
  2. While I don't code in the creation kit, are you using this script as demonstrated here? https://www.creationkit.com/fallout4/index.php?title=OnKeyDown_-_ScriptObject Also, do you want this effect to appear while the player is holding the space bar or while the character is in the jumping state? There are different ways you can implement it based on each. Taking a look at the script for the chameleon effect would probably be helpful.
  3. Doesn't this mean you only have to adjust the item's value in the creation kit to adjust it's impact on hunger / thirst?
  4. I'm pretty sure they have been working on DLC - with news of Quincy and Capital Wasteland content. This is a guess but I assume they're distributing through CC now since they want to funnel players into their paid mod shop.
  5. Preston. I recently stopped rescuing him andthe settlers from Quincy, and it's like a breath of fresh air. No canned lines, no minutemen. Just peace and quiet. I'm sacrificing some initial XP, it's worth it to not be bothered by Preston and his circus crew every time I step foot in sanctuary.
  6. Title says most of it. Right now the plan is to add the different legion armor variants to the game, and create legion patrols they can be looted from. If things go well there will be a faction pack for Sim Settlements: Conqueror, because hail caesar. There will be a kukri variant of the design below.
  7. Last activity I can find is from a year ago. =\ Thank god the Capital Wasteland mod is still alive.
  8. Title says most of it, this is intended to be a newer rendition of the weapon from everyone's favourite part of Fallout 3. I plan on offering this as a standalone mod or as a mod for the existing pint-sized slasher dlc on the creation club :rolleyes: I'm not a super 3D artist or anything, but I began work on it yesterday and this is the progress so far. The plan is to have at least four different knife blades for upgrades: Corroded (default), Sharpened, Bloodied, and Cursed. I have precisely zero experience scripting in the Creation Kit, but the tentative plan is to tie upgrades in with how many humans / ghouls you've killed while wielding the knife.
  9. I've started on a kukri model (or the "machete gladius" as NV calls it), and I was wondering... 1. When adding a melee weapon to the game, should I import the mesh in pieces so that each part will be a weapon mod that can be switched out for alternate meshes? E.g normal blade, serrated blade, etc. 2. Does Fallout 4 use view models and world models for weapons / mods? 3. Is there a recommended level of detail you should aim for, or is it okay to push the envelope? WIP image below for reference. I'm planning zapping some of the detail for the world model version. I know it doesn't look complex but from what I've seen Bethesda tends to be thrifty. http://i.imgur.com/VpOrw9zm.png 4. Is there anything I should do when creating the mod to help ensure compatibility with other mods, or can this only be done on a case-by-case basis?
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