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Hallgarth

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Everything posted by Hallgarth

  1. The Brotherhood must have brought well over a thousand of the damn things the amount that get blown up. In fact, people would be struggling to move around the Commonwealth because of the debris from all the downed vertibirds. They should flee, it would make more sense than one getting blown up after a two-minute engagement.
  2. Personally, I think it's the best implementation of power armour of any Fallout game. It literally is power armour. I love the way it is and works. It's not just another outfit you wear, it's a small vehicle you climb inside. It's a mobile assault suit, it's badass. I think the modular design to the parts is fantastic as well. There're few things I would change about the way it looks and works and those things I've dealt with using mods.
  3. What did you expect? It was MacCready, the big-mouthed little brat from Lamplight.
  4. Exporting facegen exports the head mesh as a.nif and all the make-up or face addon masks as a .dds. I guess it helps with performance if it loads one texture for make-up/dirt instead of a load of them. As for why it's not working? I honestly don't know. I've only had a few days playing with the new CK and am a bit annoyed they changed things that worked in the Skyrim CK and broke other things. As for creating a character in the CK. The lighting and FOV is so awful that it's hard to tell what my character would even look like in-game. I guess that's why it's in beta. Still, a lot needs to be fixed.
  5. Ctrl/F4 in CK with the NPC selected to output facegen data. Edit: Also I don't think the faces in the CK are working properly, so it could be that by opening the character window for Cricket it's changing her face unintentionally. Could be wrong, but hair and skin and eye colour don't work for me in the CK as well as other features.
  6. Yes, I did because that's how it worked in Skyrim. It acted as though the command was successful, but I couldn't find any export. Does it store it in the same place as Skyrim or somewhere else?
  7. Okay, I'll give it a try, thanks. Edit: Seems it doesn't work with 1.5 update. :(
  8. Is there a way to export the player characters face to import into the CK. There's an import button, but no way of exporting. spf in console doesn't seem to work anymore. There must be a way, because why have a way of importing a face into CK if you can't export it? I ask because I can make a face I want in 10 minutes in-game, but after 2 hours, I couldn't in the CK.
  9. You want to find something like a thousand people (less if people can do multiple voices), who all have good equipment and can act and sound like they belong in Skyrim. I'll take 77 professionally edited NPC's any day over what will most likely end up sounding inconsistent and shoddy. Now re-recording key NPC's that don't have unique voices and giving them a Unique voice would be doable. Giving people such as Balgruuf and Elisif and maybe the Housecarls unique voices would be an interesting idea, you could even use it to expand on them, make the Housecarls more like F4 followers with extra dialogue. But not for every named NPC.
  10. http://www.nexusmods.com/fallout4/mods/11829/? This is what you need. Unlimited Companion Framework by Expired6978.
  11. This is a good idea. Being able to tell the pilot to wait at a locale for a few minutes would help also.
  12. Coding for what? Replacing meshes won't need any coding and that's all this is. Edit: My current Avatar is of an altered male elven cuirass with the collar removed. It's on a female. I didn't re-weight the vertices to the bones or anything. It worked for the female skeleton as well as for the male with no issues. No coding involved.
  13. Mostly assumes the race of the mother. There are exceptions to the rule.
  14. Conflicts with lore. As far as I understand it, dragons can't have offspring. They're immortal and have no gender as they have no need for it.
  15. I would think of the release of Fallout 4 as a halfway point between ESV and ESVI. So expect ESVI around 2020.
  16. Maybe it was an Elder Scroll that did it. Seriously, though, it's development cost and limitations on world size due to Havok, nothing more. That said, they made Boston feel massive even though it's probably smaller than Vegas in New Vegas, which felt more like an amusement park more than an actual population centre. And just to add. A realistic sized Commonwealth that remained interesting would take like 40 years for Bethesda to make, unless they hired entire legions of people to make it. We're talking about a State here.
  17. I think a less lore-breaking idea would be an upgradeable Codsworth to add gutsy weapons, though I think there might be a mod that does that already.
  18. It's not click food to avoid game over. It's click food to avoid penalties to VATS. Also, as far as I can tell, you don't just die when you haven't eaten in a few days, you just start to lose health in increments every minute or so. And it's far from micro-management. As someone that's played micro-management games, Survival Mode certainly ain't one. Food, water and sleep are the only things you really have to manage. And just to add, the one thing I will say about the way saving works is it's forced me to turn my Laser Musket into a five-crank precision sniper rifle and to hang back more. I also now tend to observe the enemy and gauge numbers, enemy types and positions before I engage. I actively avoid anything with the Legendary tag, unless it's a Radroach.
  19. 1. Then a manual settlement save would remove adrenaline completely. I want to be given the chance to make some hard saves just in case something goes wrong down the line and I need a much earlier save without having to start from scratch. Also, a settlement will have beds anyway, so having a manual save option means nothing really is different from a gameplay point of view. 2. A simple remedy would be to have waiting increase fatigue at 2x/3x the rate. Sat doing nothing for an hour or more will make one lethargic and tired. This would mean that there is only so many times you could wait-save before needing to sleep. Also, as has been said, running off to sleep because it's been a while since you last saved is immersion breaking. Finding a chair to sit and rest your legs in order to save isn't.
  20. Okay after thinking about it, there's a few things that personally would make survival mode really interesting and not monotonous. Some ideas are from this thread. 1. Saving in settlements. A reload from this save removes adrenaline bonus. 2. Save while waiting. Works similar to sleep with adrenaline. 3. Crippled limbs require doctor or doctors bag (like NV) not just another stimpak 4. Fast travel between settlements - this one I can take or leave. 5. Tell us what things actually do. Have a note on food and drink items that tell me if it's food or drink and it's bonuses, like Caffeine. 6. This next one is the game in general. Why do I need dirty water to cook some items? Why can't purified water do? 7. Recycle bottles when drunk. Even if it's one out of every four bottles. I mean, does my character eat the glass or something? 8. Don't require a stimpak to help companion if you're not in combat. A few times a companion has decided to run off a cliff and need my help. It can be frustrating. 9. Autosave upon completion of quest. Reload from this removes adrenaline bonus. 10. Being overly tired has similar effect as crippled arms and makes your gun sway. Can't think of anything else right now.
  21. There's so many beds/mattresses/sleeping bags laying around that I don't think I've ever lost more than 30 minutes gameplay. That said, I think that there should be an autosave when you complete a quest. Having to redo a whole quest because I died heading to the nearest bed is frustrating.
  22. I think it would be better if you could hard save it once every hour. As it is, only being able to save when you sleep is a bit much in my opinion. ^ and yes, being able to save in settlements would also make sense Also I like to be in control of my save game data and dislike that it auto saves when you sleep and doesn't give you a save slot option.
  23. Okay, I should have been more thorough in what I was saying. You'll need to open the exported .tri's in a 3d software package such as Blender. You can find plugins on the net. Once it's open you'll have to make the .tri animations yourself, (which will probably take time) as the atronach's face is likely too different from the default human head to work. I suggested using the conformulator ect because it's a super easy way of getting .tri files for the head, even if they're empty of morphs. I did this when I made a child mod that built on the vanilla heads, making chargen morphs from scratch. also when using the conformulator make sure that "Quality" is set to "Nearest Face" and "Tri file" is set to "Full"
  24. From an initial glance, that appears to be the aurora Borealis, but in trendy black. So either it's not rendering properly for some reason, there's a corrupt texture or something else. Might not be the aurora at all, just saying from its position and shape that's what it appears to be.
  25. Well, the plant is using the normal map as the diffuse map. Not sure why that would be. Just to clarify if you don't know. Diffuse map is the basic texture you see and the normal is the texture that tells the game how to light an object, with grooves and bumps etc.
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