Jump to content

RoNin1971

Premium Member
  • Posts

    951
  • Joined

  • Last visited

Everything posted by RoNin1971

  1. SSE? Either your in the wrong place, or you used the wrong abbreviation...
  2. Don't overdo the happiness bonus. Like I did, a bit, with a wall clock. On request by a user I added a happiness bonus to it. I had no idea how much would be good at the time so I gave it 5 happiness. Didn't sound as much. But you can easily add 5 or more of those to any settlement, and giving 25+ bonus happiness feels like a cheat to me. So I've been frequently thinking of reducing it to 1 or 2, but haven't done so (yet). Mostly because I don't want to suddenly nerf it down for those who already use it.
  3. Well, yes. A much more interesting question would be the other way around. Can a synth feel/fall in love? ...but that's just my 2 cents
  4. That's usually done with software coming with the controller. Mapping buttons to "keys". Some will let you do so separately for each game. Same as with mouse & keyboards. (key lighting schemes and such)
  5. It's probably best to wait a "little" for the nextgen update (if it ever comes), which was promised a long time ago... (I'm still hoping they are waiting for the TV series to launch coming April)
  6. I still have to learn scripting papyrus, so that way might be out of my league for now. & the activator + looping sound has the downside that only one 'sound' can be selected for looping. For 2 of my objects I would need at least 2. For one of them there is a "pump" on one side of a three tile long object. Where the rest has rushing water. The ability to 'position' the pump's sound would therefor be nice. (I'm aware I could mix the sounds and create a new sound file, but I'm trying to use he vanilla stuff, not to add too much beyond my new meshes, unless I really must (same for textures, as they add a lot of MB's to the mod) edit: The combined object would need between 4 and 10 preferably positioned sounds to loop.
  7. I'm still curious as to whether its possible to somehow add any looping sound to a static workshop item. Preferably I use a static. The activator route with a 'animation' sequence where the sound is played might work, however I would like to create a scol with some of them too. For which you need statics. I've created some stuff for wastewater treatment, which together make up an entire plant. To each I would like to add some humming machinery & rushing water sounds and stuff like that. Worst case I could create the combined version(s) separately (as activator) but then it would be nice to be able to position the sounds (source location) as well. (this thing will be huge / you can walk around on it) Any info on this would be appreciated as I haven't found much while searching the net.
  8. Agreed. There should be a reason for it. Makes no real sense otherwise. & sorry to hear of the therapy. I wish you a good recovery & health!
  9. Well, your asking nicely, but the harsh way I made it sound (deliberately I admit) is what the request comes down to. Doesn't mean I don't understand your wish, albeit unachievable. ... I mean really, that one mod out of your collection simply isn't for you, but others who do like/appreciate the requirement. If there where no or few mods without such requirement a request for more would be totally understandable. But to request everybody to, please, stop doing that ... well, I disagree.
  10. I can understand that. But to ask for all mods to be tailored to your wishes, totally ignoring the wishes of others, is the wrong way to go about it. IMHO.
  11. i've got the 'proof' part covert A finger & ear as mod resource. (see my mods) https://www.nexusmods.com/fallout4/mods/53973
  12. So, everybody who likes quests to be integrated or depending on vanilla stuff is out of luck, because you don't like/want it? mod authors create what they like. You are welcome to play such mod if you like it too, or move on to the next if you don't
  13. ? did you turn of the alarm? did you turn on the power? did you activate the workshop bench? & clear the blockage into the vault? Doesn't sound like it, although that's the way it should be done (as the overseer tells you over the intercom)
  14. The Shuffling Corpses? No, wait, that should be ghouls for fallout... but "The Walking Ghouls" just doesn't sound right ... especially since they can run too ... "Fallout Z" or "28 Fallouts later" would be waaaaayyyyy better anyway.
  15. Theoretically you could create an "exterior" worldspace, with a number of cells equal to the game / commonwealth, and use it as your "interior" / underground world. This would make it all an extreme challenge though. Creating all sorts of problems the interior cell approach simply avoids. (& there is no way you can just 'merge' any mod into that world) A huge waste of space & resources, imho. Bringing almost nothing. (a few less load screens while moving around)
  16. It might. (be nice) However, you would need to suggest it to the mod author. If he/she doesn't want to, you can ask permission to do so yourself. If not given, you can't do it (& share / distribute it) Your best option would therefor be to do so yourself, for your personal use (only!). Its not that hard to do. By far the easiest would be to extract the textures from the mod & change them. But that would still leave you no choice (to have several, in game) More advanced would be to copy all items in CK, create alternative materials & use material swaps (swapping one material for another, which changes the texture for that item) then add recipes for each new mesh. (copy exisitng, rename, swap model for the one with material swap) Of course you would need some graphics skills & GIMP (or similar) to create & export the *_d.dds diffuse maps with alternative colors.
  17. Interior & exterior is divided into cells. The difference is that an interior cell doesn't have a fixed size (but is still limited) & exterior cells are loaded in a pattern around the active cell, to make the 'horizon' visible & the transition look smooth. (at which point some cells are unloaded and new, distant, ones loaded.) How many cells are loaded depends on the corresponding setting. So, no matter what 'space' you use, you need to cut it into cells. For 'interior' cells you need to use "load doors" (which can be invisible) to switch between cells. Within the cell you can use room bounds to divide it into smaller pieces. With 'portals' to look and/or move into the next 'room'. If at all possible to create one big 'worldspace' (interior or exterior), don't you think they would have done it, instead of not doing that for all 6 games you mentioned sharing the same (creation) engine?
  18. You are aware you need to have Gordon Ramsey's permission to use his voice + quotes? Otherwise only you can do it, for your own personal entertainment (no sharing/distributing !), but nobody else.
  19. It is. Just a lot of work & things to keep in mind or problems you encounter making it hard if not impossible to do what you wanted. Not every place is suitable for a settlement, or turning an area into one causes problems for other parts of the game, or conflicts with mods. Downtown Boston is notorious for lag & fps drops. Especially if you start rummaging around (removing/deactivating stuff like previs, precombines, navmeshes, LOD, etc. <- stuff you need to google )
  20. No, haven't used many. Usually I search for specific info & I haven't used xEdit a lot. Been a while too. I'll keep my eye's open for some. One site I frequent for info is the fallout wiki. You can find a list of console command there for example: https://fallout.fandom.com/wiki/Fallout_4_console_commands & Kinggath has a great collection of video's I would recommend to start small. and work your way up in complexity. (Creating a settlement with NPC's & quests is a huge undertaking, where its better if you have at least some idea how it all works.
  21. Learn xEdit/FO4Edit. Just enough to find the settings & change them. Its relatively easy, really. Once you succeed you will smile. Then you think of what else you wanna change.
  22. No, that's not caused by place anywhere. its sounds more like a collision problem with those custom floors / mods
  23. Ok, I'll bite. I might be able to do that. BUT: besides hardly medling with armor etc. yet (so I might not succeed), there is the problem of 'permission'. Even for just a patch. So, for the first one you would need permission from both mod-authors, to create a patch. On a irrelevant side note: I would NOT want to have that kind of jetpack for real. The main boosters at your feet is a sure way to die, quickly. They should really be on your back, with steering boosters at hands & feet. For the second one (the NV style "impervious PA"), you don't really need a patch. You need (to create) a mod that does just that for the SE-01
  24. I second that. It takes patience too, as questions like these require very specific knowledge, that only few people have. So it can take a while before getting an answer. Getting an answer itself has always been a 50/50 chance (less, actually). So, while you (Issacreaper2) should not just stop using the forum for questions, don't stop trying to find it elsewhere, or by yourself.
×
×
  • Create New...