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FlashyJoer

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Everything posted by FlashyJoer

  1. Even then, when you upload a mod, there is a MIRRORS section, where is says: So, it is a thing and it is within the guidelines, since it is Nexus themselves that provides this function, and you are absolutely right. :smile: That said, I am not sure if this is a safe/wise thing to do, in case it exposes the offsite mod to the API and modpacks, for those that do not wish to be in a modpack with their stuff.
  2. I cant speak to anyone else's reasons, but I am one such person and I can speak to my own personal reasons/thoughts here. 1) I have nearly 20 unpaid voice actors who have worked in my mods, to the tune of nearly 10,000 lines of dialogue. How they are "paid" is having a reference to refer potential clients to. Their demo reels and their CVs reference this site and those mods specifically. Removing them would be akin to taking that work for free and crapping all over them as repayment. And this one, though some might not grasp the necessity or importance of it, this is the BIGGEST consideration for why I personally have not done a "nuke all" email. 2) The mods are there - I dont want to make any more ripples and toxicity than already exists. Since I cannot remove them, per #1, that does not mean I have to support or update them here and lose digital rights to those mods on future revisions. Instead of completely removing what exists and frustrating users all the more, I will simply leave them there. If "curators" choose to include them in their lists, there is nothing I can do about that, aside from posting on my mods to say, look, this is not the most current version, it is unsupported and might have bugs or inter-mod conflicts that will never be resolved unless you update to the current version which is now available offsite. At least the user is then able to make a choice and can go where directed to get at the latest build manually (Captcha will be used to block direct API access to those files, to prevent modpack curators from circumventing me moving off Nexus for such things as a result of the changes here). There is already enough toxicity in this schism. For me, not removing them is simple. For others, I have no idea. It is far easier on the veins in your arse, to avoid hemorrhoids and unneeded stress, to just say, "they made that choice, I made this choice and if you want the best versions of these mods going fowards, here is where they will be". You know?
  3. I mean, lets say it straight without the BS... As a user, people certainly have the right to feel the way they want about not being able to get the mods they love, now that they are either gone or no longer being updated, that they will be abandoned here. They have every right to feel something about that. They even have the right to an opinion on Nexus' decisions and actions. What they do not have, is a right to to tell mod authors that they are wrong or mistaken or whining, entitled cry babies. Because here's the thing - until someone has actively contributed to this community with their own personal time, energy, knowledge and in some case, personal money, in order to produce a mod and give freely to the community, until they have done THAT and given more than just a download or an endorsement, they have no right to tell a mod author anything about who they think the mod author is or how they should be feeling or reacting to the situation at hand. Doing so only shows just how entitled one feels in having a right to the mod author's time, energy, knowledge and in some cases, personal money. And if people cannot see this, then they are every bit as much of the problem as they purport the mod authors are (when really they are not). THAT is just a fact. Another is, we, the affected mod authors, we nothing to anyone. And for folks to illustrate otherwise, through their veiled (or outright) entitlement, throughout all of this bru-ha-ha, well, is it any wonder that the schism is getting larger and larger??? Think it through - this is not rocket science. Do like my supporters have been - thank your fav mod authors for their time and talent, for making your game more enjoyable and ask them to keep you updated on where they will be in the future, so that you will be able to find updates to their mods, or new ones that they have released. Kindness, respect and gratitude go a lot further in reducing the schism than entitlement and toxicity. :smile:
  4. Not my concern what mods you do or do not use (though I wonder how boring your game must be not to have any of the AAA mods installed). The point was and will continue to be, the aggregate sum of knowledge that is leaving here from the FO4 section at the least, and that is literally an immeasurable loss. For everyone, not just you. {edited for formatting}
  5. Mod authors come and go in any event. Some stick around. Some seem like permanent fixtures. :smile: Others, are just a flash in the pan, upload a mod, then disappear. Nexus is likely counting on new modders coming along to replace those that left. Will they have comparable skillsets? Remains to be seen. Skillsets, yes. But do they also have "name value"? Do they have the right network of "collaborators", like voice actors or other artists. There are a LOT of considerations to this one and each one is just as important as what skills they possess (or learn). True, they may come, sure, but how long will it take to be at a level that can truly replace that which has been lost? That is the real question, yeah, you hit it on the head.
  6. Like me, mods will remain as is, why hurt our users by removing them? Just no new updates here.
  7. I cannot speak for any other game here, aside from Fallout 4. But that said, I can tell you that the TOP knowledge modders are gone. The ones that make the CORE of any mod list. There are literally only 1 or 2 people remaining or plan to continue to update their mods, that are at the highest level. It took me 4 years to get to that level, to be among what others would cite, among the best modders ever for a Fallout game... do you imagine that the users are going to want to wait four or so years for someone to get to that level? I know how this sounds, I do, but it is just a simple fact - the ones with ALL of the knowledge, the ones who make the mods that are core to virtually all Fallout players, they (we) are mostly all gone as a result of this. And that hurts the Fallout 4 community as a whole in terms of the kinds of mods users can expect in the future - which is to say texture replacers, CBBE body presets and looksmenu presets. Gone are the SKK-series of mods. Gone are the CWSS mods. Gone are the Gun For Hire/Crime and Punishment/Advanced Needs2 mods. Gone are the combined Thuggyverse of mods. And the list goes on and on... New users can only generate so many clicks and new modders will take years to get up to the level of the talent that is leaving or already left, you know? Its crappy to say, it sounds utterly arrogant on my part to say what I have about myself, but its just a simple truth, as ugly as it sounds. The brain drain is a real thing and it will take quite some time, at least for Fallout 4, to recover to where it was 4-6 short weeks ago.
  8. Mod authors need simply stop updating their mods here and post those updates elsewhere. Nexus may claim infinite rights to the binaries in their database and be able to use them in the modpacks, but it we stop updating here and post updates elsewhere, those binaries are now different AND they are not on Nexus servers, so they will have NO rights to include them in their modpack lists. And if they do use them, we have legal ground to do something about it, because they refused us the means to opt out and removed our ability to remove our mods, and then to go and circumvent all of that to use OFF-Nexus mods hosted elsewhere, that are not within their "rights"? No no.. that would be very bad for them. Mod authors actually do have the power here and we can exercise it. Nexus may win round one with all of this stuff, but in the long run, they've shot themselves in the foot. Literally. Users follow mod authors, not the site. And if the updates to their favourite mods are elsewhere... not hard to intuit what comes after that, right? what would happen if a mod author uploaded an update to their mod that didn't cripple the mod, but simply gave you a bit of the mod - with some sort of readme file packaged that said if you like what you've seen of this mod - you can download the full version at <download link>. i don't think such a thing breaks any rules does it? the mod works - it just doesn't give you everything up front? In this instance, I dont really know. As a mod author, I wouldnt want to do that to users. Make them go here and there and everywhere to get the pieces to make a mod work. I dont think anyone would like to do that. This issue is NOT about mod authors crapping on the user and we, the ones I know of anyone, are not interested in doing that. Our quarrel is with policies, not with the mod using community. Its really far better to either request deletion before end of deadline or leave the mods there that are there and just never update them again (here) and only release updates elsewhere, where Nexus' API will not have the rights to pull it (especially if they are behind a Captcha). i was thinking more as a reaction to this "you cant delete your stuff" rule. okay so i can't delete my stuff, but i can put up a version that can't be deleted, but simply points people to where the updated files will be found. mind you, you could do that with the addition of a readme file that says the same thing i suppose. just saying that "the version you just downloaded is no longer supported, if you want the latest/greatest version of my work go to ...." that way no-one gets messed about - aside from this place which seems to specialise in messing everyone about to suit their own agenda. You aren't wrong, that can totally be done. But the issue I have with this is that there are still places and people in the world who pay for downloads or have caps, that once exceeded, they need to pay extra. Id rather not incur wasted time and money on people, personally. And really, having hostility about the state of affairs with Nexus is ... I mean, we're all hot blooded about it now, but in the long run, it is what it is. There is no point in being toxic about it. They made a decision and as a result certain mod authors made one of their own. Its far simpler just to kindly put notices at the top of the description page and the discussions tab and maybe even on the main download itself that says, this mod is no longer supported on Nexus, go to 'x' to get the latest version(s). That way its everywhere where a person could see it and make an informed decision on whether to do so or not. The key is, for mod authors, treat the user like an adult, a friend possibly. Its not their fault that things are the way they are. Show them respect and in turn, they will respect you. And if not, well, that is their issue, not the authors, nor the site, right? Really, at the end of the day, it all boils down to "it is what it is". A choice was made and for certain folks, that carried a consequence of wanting to move elsewhere. No need to take that out on anyone. Just do what you feel you need to do and carry on - there are more important things in life than toxicity over a website, that when you're on your deathbed, you wont even have a single thought for. Right? We are just doing what we feel we need to do to protect our rights and in response to decisions that were made, that we feel, were made without proper respect to us, the people who actually create the content that gives this site its purpose. No need to make the users suffer, none at all. That doesnt mean we cannot take steps to protect our work elsewhere from being exploited by those that made these decisions here, ala ensuring they are protected and cannot be used in their API to update the mods that they've claimed rights to per their TOS. But for sure, within that act of moving and protecting our rights, there is no need for the user to have to suffer as a result, aside from having to visit some other website to get the mods they want. Which, lets be honest, happens every day, to nearly every user. Whether on LoversLab, ModDB, Beth.net or the hundreds of Discord servers that exist. Just my $0.02 as one of the affected mod authors that will move newer versions of my binaries elsewhere that will no longer be under the "rights" and TOS of Nexus. What is here will remain here - not going to punish any user by removing them - simply, they will be version updated to be completely different than what is hosted here and they will be posted elsewhere so that they are 100% outside of the TOS of Nexusmods and I have full rights over their use. it really is that simple. And I think that Nexus admins would respect that view - all done without the toxicity that has created this schism between Nexus admins, users and mod authors alike. If you dont like the rules, you dont have to play the game, as the saying goes.
  9. Not true. Well, not for mod authors that actually *know* what they are doing.
  10. In thi Mod authors need simply stop updating their mods here and post those updates elsewhere. Nexus may claim infinite rights to the binaries in their database and be able to use them in the modpacks, but it we stop updating here and post updates elsewhere, those binaries are now different AND they are not on Nexus servers, so they will have NO rights to include them in their modpack lists. And if they do use them, we have legal ground to do something about it, because they refused us the means to opt out and removed our ability to remove our mods, and then to go and circumvent all of that to use OFF-Nexus mods hosted elsewhere, that are not within their "rights"? No no.. that would be very bad for them. Mod authors actually do have the power here and we can exercise it. Nexus may win round one with all of this stuff, but in the long run, they've shot themselves in the foot. Literally. Users follow mod authors, not the site. And if the updates to their favourite mods are elsewhere... not hard to intuit what comes after that, right? what would happen if a mod author uploaded an update to their mod that didn't cripple the mod, but simply gave you a bit of the mod - with some sort of readme file packaged that said if you like what you've seen of this mod - you can download the full version at <download link>. i don't think such a thing breaks any rules does it? the mod works - it just doesn't give you everything up front? In this instance, I dont really know. As a mod author, I wouldnt want to do that to users. Make them go here and there and everywhere to get the pieces to make a mod work. I dont think anyone would like to do that. This issue is NOT about mod authors crapping on the user and we, the ones I know of anyone, are not interested in doing that. Our quarrel is with policies, not with the mod using community. Its really far better to either request deletion before end of deadline or leave the mods there that are there and just never update them again (here) and only release updates elsewhere, where Nexus' API will not have the rights to pull it (especially if they are behind a Captcha).
  11. Mod authors need simply stop updating their mods here and post those updates elsewhere. Nexus may claim infinite rights to the binaries in their database and be able to use them in the modpacks, but it we stop updating here and post updates elsewhere, those binaries are now different AND they are not on Nexus servers, so they will have NO rights to include them in their modpack lists. And if they do use them, we have legal ground to do something about it, because they refused us the means to opt out and removed our ability to remove our mods, and then to go and circumvent all of that to use OFF-Nexus mods hosted elsewhere, that are not within their "rights"? No no.. that would be very bad for them. Mod authors actually do have the power here and we can exercise it. Nexus may win round one with all of this stuff, but in the long run, they've shot themselves in the foot. Literally. Users follow mod authors, not the site. And if the updates to their favourite mods are elsewhere... not hard to intuit what comes after that, right? Wabbajack has the ability to interact with many different websites, to download mods. I do not know all the ins and outs of the system, I am just aware that it has that ability. True. However, if you have built an optin/optout for Wabbajack inclusion and have a captcha running at time of download, NO api is going to be able to download your mod via a list. There are ways to do this to prevent anyone from modlisting/modpacking offsite mods. ;)
  12. Mod authors need simply stop updating their mods here and post those updates elsewhere. Nexus may claim infinite rights to the binaries in their database and be able to use them in the modpacks, but it we stop updating here and post updates elsewhere, those binaries are now different AND they are not on Nexus servers, so they will have NO rights to include them in their modpack lists. And if they do use them, we have legal ground to do something about it, because they refused us the means to opt out and removed our ability to remove our mods, and then to go and circumvent all of that to use OFF-Nexus mods hosted elsewhere, that are not within their "rights"? No no.. that would be very bad for them. Mod authors actually do have the power here and we can exercise it. Nexus may win round one with all of this stuff, but in the long run, they've shot themselves in the foot. Literally. Users follow mod authors, not the site. And if the updates to their favourite mods are elsewhere... not hard to intuit what comes after that, right?
  13. I don't think the scripts are actually recompiled, per se, but the debug code gets "stripped out" of the pex file (using Bethesda's terminology). IIRC, you either get the opportunity to edit the list of files that goes into the BA2 (you can actually save/load a custom list), or I *think* you might be able to select an already built PC mod and have it converted (it's been several years since I last uploaded to Beth.net, so I might be remembering wrong). However, you do get to control what files get bundled into the BA2 :smile: The archiving process not only changes the scripts, it does other stuff like automatically convert wav sound files to xwm format. This is very good information to know! Thanks for providing it. Now begins the tedious process of converting all debug.notification and debug.messagebox code from my scripts to use message forms and .show() instead. :smile:
  14. Well.....that's news that I'm not glad to hear. So for those who are still running older versions of the game... can we open up mods that were made in the newer version of the CK, make a change to the esp, save it in Xedit, change it back, then resave it again to get rid of the CK version restriction? Or is there a way to clean it in Xedit? If you are running an older version of the game's exe and the mod(s) you have installed have been created or updated using the newer ESP/ESM container (v1.0 spec) in the new version of the CK, the answer is no, they will not work at all. You either need to update to latest game exe or never update your mods or download new ones. Sad... all of this headache just so creation club could have access to 8000 forms in the ESL format. [smh]
  15. Static Collections tend to make merged physics nodes based on the physics that each element of your static collection has, which can cause problems with the game engine sometimes, as it cannot render the physics properly. Worse, there is no collision object node within the generated nif file. You need to take the SCOL nif that was made when you created your static collection into Nifskope and add an appropriate collision object to the NiNode so that it will not fall through the groundplane or whatever the nif is resting on.
  16. HI armor / clothing mod authors. I have a most vexing problem that I hope someone with the knowledge can help me out with. I am trying to convert a Static Object into an equipable item that appears on-character ingame. I have the nif and I have brought it into Outfit Studio, against the CBBE body as reference, so that the bone data gets added to the clothing item I am making, but it doesnt add the Skin or Bone instance nodes. If I manually create these nodes, properly linked as children, as other armor items do, its all fine and dandy in Nifskope and in the CK (albiet, it is not positioned where it should be on the NPC) but when ingame, it simply is not visible when equipped on any actor. I have ensured the Root node is positioned on the grid, and is not modified in any way, as was stated was a requirement in one tutorial I watched. Still, no ingame visibility. I obviously lack the knowledge to convert a 3D asset into an equipable (and visible) armor/clothing item, so I am wondering if, after hours of looking for a detailed tutorials on such things (and not finding any), does anyone have any information or links to tutorials, that could help me to take a base 3D object and convert it properly into a wearable item that shows properly ingame? Im not asking to necessarily be fed the information to the point where you may as well be making this for me and I do appreciate any insights anyone can provide to assist with this most vexing of things that I simply lack the experience or knowledge to resolve on my own. Thanks!!!
  17. I am in process of internal testing on a completed companion called Malia. High level overview, Malia features her own custom affinity system that has 15 quests directly related to her affinity and eventual romance. Malia features random chatter, so she will say things randomly while traveling along with you. She has more layers of autonomy, driven by the Story Manager, than I can shake a stick at. I have created a custom survival mode for her, so she requires food, drinks, sleep. She has a custom build RADS system, since NPCs are not affected by rads in the game, not in a long-term sort of way. Malia is capable, via her autonomy stacks, to search for her own food and water under certain circumstances. She has more layers than any companion ever made for Fallout (in ANY of the games). She features roughly 6000 voiced lines of dialogue. Furthermore, she is fully capable of detecting and commenting on / using AAF as an animation system, if the mod finds it installed - this can be for simple things like hugging or kissing animations, but also included the more racier adult content featured on the Other Site, where Malia's WIP thread is located - simply due to the lack of limitations on screenshots or embedded video samples. Malia is built on my RSE technology, so there are layers of custom scripting in her mod the likes of which have seldom been seen in any mod for Fallout. Literally, Malia is everything you've ever wanted in a companion for Fallout 4. She is not watered down and actions on some darker, realistic-to-the-game-world themes. She is not a companion for a Sunday School kid, that is for sure. No punches pulled, drops F-bombs like they were punctuation and says some suggestive / lewd things when the mood takes her. You can read about Malia HERE, though this is not her WIP thread (located on Lovers Lab) and the details are not 100% up to date - the jist is there for you however. Developmental Work In Progress can be viewed HERE. Please note, this thread is hosted on a NSFW site and you may experience banner ads of an explicit nature.
  18. I am in process of internal testing on a completed companion called Malia. High level overview, Malia features her own custom affinity system that has 15 quests directly related to her affinity and eventual romance. Malia features random chatter, so she will say things randomly while traveling along with you. She has more layers of autonomy, driven by the Story Manager, than I can shake a stick at. I have created a custom survival mode for her, so she requires food, drinks, sleep. She has a custom build RADS system, since NPCs are not affected by rads in the game, not in a long-term sort of way. Malia is capable, via her autonomy stacks, to search for her own food and water under certain circumstances. She has more layers than any companion ever made for Fallout (in ANY of the games). She features roughly 6000 voiced lines of dialogue. Furthermore, she is fully capable of detecting and commenting on / using AAF as an animation system, if the mod finds it installed - this can be for simple things like hugging or kissing animations, but also included the more racier adult content featured on the Other Site, where Malia's WIP thread is located - simply due to the lack of limitations on screenshots or embedded video samples. Malia is built on my RSE technology, so there are layers of custom scripting in her mod the likes of which have seldom been seen in any mod for Fallout. Literally, Malia is everything you've ever wanted in a companion for Fallout 4. She is not watered down and actions on some darker, realistic-to-the-game-world themes. She is not a companion for a Sunday School kid, that is for sure. No punches pulled, drops F-bombs like they were punctuation and says some suggestive / lewd things when the mood takes her. You can read about Malia HERE, though this is not her WIP thread (located on Lovers Lab) and the details are not 100% up to date - the jist is there for you however. Developmental Work In Progress can be viewed HERE. Please note, this thread is hosted on a NSFW site and you may experience banner ads of an explicit nature.
  19. As the title asks, I wonder if adding new MT_Wrapping behavior animations to this subgraph creates overrides or does it simply add the new additions in the same way that the Story Manager adds new nodes to it's trigger entries? I'd like to add some MT arm blend dialogue flavors to a mod, but I dont wish to make override related issues. Please note, this is not a How-To request. I know how to - Im simply looking for clarity on the override question. Anyone have any insight into this?
  20. Yep, as Moraelin says, delete the CONSTRUCTIBLE OBJECTS that correspond to the items you no longer want to show in the build menus, in either the CK or FO4Edit.
  21. Malia is a next-gen companion modification for Fallout 4 that poses a very simple question: What if the player was not the only survivor of Vault 111. Malia is a game start ready companion that can be found before the player ever leaves the vault, so she will be with you right from the start and could be, right up until the end. What sets Malia apart from other mods is that she has a wide range of autonomy built into her systems, be it interacting on her own accord with other NPCs or making observations about the changing game climate due to story progression. Malia features a knowledge base that allows her to track her interactions with people, places, factions, even with creatures and stories or rumors heard while traveling around. Malia is not capable of commenting on things in a knowing kind of way until she actually knows something about what she is observing. For example, when first encountering a deathclaw, Malia will not know what they are and her reactions to it will reflect this fact. However, following that initial encounter, she will know what deathclaws are going forward and her reactions will reflect that point. This holds true for many NPCs you will encounter in the game, as well as locations, and so on. The knowledge base is driven entirely by events in the game, be it combat, quest stages, holotapes, dialogue she is in range of hearing. There are many ways her knowledge of the Commonwealth can grow. Malia also features her own survival mode type systems, where she requires food, liquids and sleep. She also has her own custom built health and radiation damage system that is mostly independent of the base game system (where the game does not allow NPCs to accumlate rads). As part of her needs system, Malia also has autonomy in finding her own food and water, should conditions arise that warrant her scripting to kick in. If not and she is running low, she is set to let you know that she requires a top up and she will indicate what she is low on, be it food, water, stimpaks or radaway. Part of this needs system is also a need to use the bushes to relieve herself. All of this autonomy may be enabled and disabled via the included MCM. Malia has a multitude of affinity quests, unlike vanilla companions that have one only. Malia on the other hand features 15 total affinity level quests! That doesn't include the negative affinity dialogue quests or her side quests. Malia has a lot of content crammed into her esp file, more so than any companion I personally have ever played with. Her affinity system does not use the standard vanilla game rules and she has a custom affinity system that uses a weighted and sliding scale to determine her day to day feelings about you and your actions. Her moods toward you can shift quite often between hatred and friendship. It all depends on your actions within the game. Ultimately, the progression of her affinity system has the potential to reach a romanced stage, where you can pursue marriage, a player home, children and so on. All of this is encompassed in her affinity system. As there are positives, they are also negative quests. These are more reactionary to very specific events between the player and Malia. Key among these are her dislike of player infidelity once they hit the romanced state. She also is programmed to not want physical contact with the player until in a romanced state and any animation that plays upon her via AAF, where the player is the partner, prior to the romanced state, will be considered a violation and she will react accordingly. In all cases, Malia is programmed to provide the player with a series of warnings before she will leave the player. And for the record, once Malia leaves, she is programmed in a way that prevents you from ever unlocking her again, short of rolling back to an earlier save or starting a new game. Malia is still under construction, but at this time features nearly 4500 lines of dialogue and that is only going to grow because I am not quite done with her affinity quest systems. Malia has been inspired by Reginald's work on Ivy to have random chatter events while you are traveling with her. This random chatter encompasses many things, be it her life before the bombs fell, or her observations about your current location. They could reflect her feelings for the player. They may be nonsensical or comical. They may reflect current quests the player has running for the various factions. Time of day, weather related, even commenting on her clothing, armor and weaponry. Its all possible. Malia is also heavily injected directly into all four factions' quest lines, as well as the main story quests and most of the side quests that the base game offers. In some cases, I have created whole new branches within those dialogues to give Malia a little more room to breathe than a normal companion interjection would normally have. The easiest way to express how this feels when playing the game is that it feels as though Malia was always a part of the game, in the same way the vanilla companions are, just implemented and integrated better. This said, Malia has a LOT of form overrides in her ESP for these quests she is injected into. Extreme care has been made to not touch the core game scripts such as the Followers, WorkshopParent, etc. These remain free of any overrides in Malia's ESP file. However, due to the overrides present, in order to enjoy her integration as made, you will need to consider a low load order for Malia once she is available. Malia also has a few cell edits in place due to alterations to various game cells to integrate her into the game world a little more realistically, so this too will need to be a consideration. Although Malia does have these sorts of form overrides to consider, they were not done simply for the sake of doing them. Each edit was carefully made to serve the story and the character and is not done just because it could be done. Everything has a purpose, as you will discover as you explore the world with her. The key thing about Malia that I would try to impress upon you is that Malia is not just a companion. She is an experience and every such mod that provides an experience can only do so with modifications to vanilla forms, if you want the experience to be seamless to the game world. Malia also allows, without external mods being required, to have Dogmeat along as a second companion, by means of unlocking Bethesda's code that allows a humanoid companion and the dog at the same time. It is not strictly speaking multi-follower, but it is more aligned to what was originally intended for the game. An Important Note About How Malia Has Been Written: As said, Malia is an experience and she has been written in a way that mimics how companions are used in Doctor Who. I'll baseline this so everyone is on the same page as to what this means. The Doctor travels all of time and space and has for many thousands of years. He's seen it all. He reacts to very little. And when he does react, it is seldom in a very human sort of way. Hence the companions that travel with the Doctor, who are very much human. Their purpose has always been to give the viewer the human emotional reaction, to be the foil by which we can empathize. Where the Doctor may see something and be blase about it or completely ignore situations or elements within his immediate environment, the companion would have that reaction, of experiencing something new, something wonderful, something terrifying. This is how Malia is written. She is the foil by which you can experience the world, as observed, by someone who went to sleep when the world was one way and woke up hundreds of years later to a world that was very much different. Malia reacts to things and says things that the player never does and probably should have. It always bothered me that Nate/Nora never reacted, not in an appreciable way, to just how different the world is. I hated how the death of the spouse and the kidnapping of the child rarely played any role in events. Enter Malia. She comments on differences in the world. She laments all that has been lost. She talks about how it all affects her, reminisces about her life's events in relation to specific locations. She talks about the fact that the player has lost their spouse and their child. Malia is meant to extend the rapport you should be feeling for the player character. Her creation is nothing short of my attempt to correct the oversight in the player's complete non-reaction to the changes in their life and in the world around them. Further to this, Malia has been crafted to resemble, as closely as possibly can be done in a limited game engine, an actual living person that feels and has needs, be they physical, emotional or health related. In short, I set out to create the sort of companion I always wished to have along for the ride while playing through the game and by incorporating some of RSE's technology and being heavily inspired by LlamaRCA's work on Heather Casdin and Reginald001's work on Insane Ivy, I was finally able to do just that. Malia features her own unique body mesh and body texture so you can make her stand out from all other NPCs and the player. She is fully SLM usable.As stated above, Malia features thousands of lines of dialogue, most of which play randomly via her chatter events.Malia is somewhat script heavy. She has quite a few core scripts, but none of them are very big by filesize, so lag is not expected nor has been experienced in my tests.Malia is fully AAF aware. In and of herself, she doesn't force AAF functions, but through the Animation Monitor, she is capable of commenting on AAF actions.Malia fully utilizes the Story Manager to drive many different layers of autonomous or randomly occurring events.Malia has an included MCM that allows you to tailor her to your desired play style, within context of her autonomy, needs and personality.Malia's ESP file alone currently sits at 2.5 megs, which is VERY large for a companion mod. This is expected to grow quite a bit before she is ready to deploy.Malia is able to interact with mod added companions such as Heather and Ivy, if they are installed. No other companion mod out there does this!Malia features her own wakeup beside romanced player functions, so she does not require an external mod to facilitate this.Malia has a comprehensive companion dialogue wheel that includes tactics such as travel distance and stance. She also includes romantic partner options. One question that invariably is always asked is how Malia compares to other companions, so I will address it right here. Malia is different than other companions. While she shares a lot of similar functions to mod added and vanilla companions, that's about the extent of how she compares. She has an introduction to the player. She has a recruitment phase. She has a travel and affinity system to get her into a romanced state. She gives the player an item occasionally. And honestly, that is where the parallels end. This is not to say that Malia is better than another companion available to play with. Simply that she is different; she offers a different player experience. All companions, when you get right down to it, are like comparing apples to oranges. Malia is an apple to companion X's orange. She might not be for everyone - that is to be expected. So yeah, the answer to that question is just that she is different. Another question that's been circling Malia's development is how she will function within a multi-companion mod setup. I personally do not use them so I have no functional knowledge of how they work. This said, Malia uses the vanilla follower system and companion slot. If your multi-follower mod breaks that, well, Malia's quest level interjection dialogue will likely no longer function. As to the question of how a multi-follower mod will work on her AI and packaging, again this is not something I can answer. The bottom line is that I don't use such mods and thus cannot account for them, nor will I support issues that arise from them. It really is a case of "caveat emptor", let the buyer beware. You alone take the risk and the responsibility for using such mods and having them potentially break Malia. At this time, there is no news to impart for completion of the mod. There is no news to impart about Malia being voiced. My key focus right now is to get her up and running at 100% before moving on to the other phases of her development and testing. Asking for news on either of these points is not going to be answered because I simply have no answers to give. Due to file allocation limitations, screenshots are not able to be attached to this post. I have a few added under my user account on the main Nexus Fallout 4 site, should you wish to see some.
  22. Thanks SKK50! That was precisely it. I was trying to mimic how Llama was doing Heather, with a quest running a custom Follower Package, but the thing is, there is no alias on that quest to receive the new settlement location, which is likely why the Go Home editor location was not updating and using the default spawn location. If I want to continue going this route, it appears I need to add some aliases to that quest to house the workshop ID from workshopparent - likely using a linked external alias... At any rate, by not using that alias package, as a test, I was able to dismiss my companion and have them take up residence in the settlement in question, as well as work the plants they'd auto-assigned themselves to. Genius! :smile:
  23. yeah, that exact fragment runs at end of dialogue for dismissal. She is dismissed and no longer inhabits the companion alias per sqv followers. Its dismissing her fine and I can pick her back up as a companion immediately after and she follows along as usual, with full access to the top level menu when activated. Also she refills the companion slot in followers. I simply wonder if the companionactorscript is failing to run on this actor record and thus the home location never gets updated.
  24. Oh yeah. Brand new game each time I start it, where the mod has never been in place. I just tried adding a default sandbox package for 1024 units around editor location directly to the actor record, to no avail. No matter what, upon dismissal and selection of Sanctuary as home, she goes to Vault 111. SQV on Followers clearly shows the actor filling the companion alias. So I am at a complete loss... but as near as I can figure, for some unfathomable reason, the Home Location on companionactorscript is not getting updated.
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