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Posts posted by Emilgardis
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However this doesn't work for people on locales that use ',' as delimiter. This fixes it. Soon I'll update it to fix @ExImIeR's bugThere is a compiled version on the github already:
https://github.com/figment/falloutsnip/releases
Just scroll down and download "FalloutSnip_v1.0.7z"
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Ah yes sorry @ExImIeR! As soon as I'm at my computer I'll update the files :)
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MAN! I completely missed that spoiler tag....
Yes, this would be cool!
your spoiler tag should be like this :laugh: :sleep:
**SPOILER**
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So I've compiled figments FalloutSnip for people that don't want to compile themselves.
Built from:Source:Virusscan for those that don't trust a guy with less than 10 current posts<- OLD, if you want scan of current release please do say so.If you have any troubles please report to either here, on my fork or figments repository on github!Please note that FalloutSnip will most likely throw exceptions everywhere!A special thank you to figment! -
Ha, sorry for the double post, but this is to important to put it inside a edited post...I've managed to edit the MainMenu.swf, obviously the game would not read the MainMenu.swf unless started a new game. The MainMenu.swf probably only handles the main menu in game, but the intro screen seems to use another MainMenu version? Proof of concept...
What do you mean when you say you had to start a new game? As in a new save or just restart the executable? The latter one seems obvious and the first one seems plain wierd, that's why I'm asking.
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Hello, I'm wondering how people are arranging their loose files after unpacking.
I'm thinking that the best solution would be to recreate the fallout4 folder into a second folder and then just unpack them.
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Try setting these in the fallout4.ini file:Not text of the wheel, and seems color blinds did't like it for some reason. I'm not export on that condition to offer a full explanation on the matter sadly.
Colorblind here, the reason it's bad for us is the yellow, orange, red(?) scheme for difficulty of persuasion. For some types of color deficiency (deut, prot, etc) it's hard to recognize what each color is, as they all look the same for us.
[interface]
iDialogueSC_Hard_GlowB=
iDialogueSC_Hard_GlowG=
iDialogueSC_Hard_GlowR=
iDialogueSC_Hard_TintB=
iDialogueSC_Hard_TintG=
iDialogueSC_Hard_TintR=
iDialogueSC_Med_GlowB=
iDialogueSC_Med_GlowG=
iDialogueSC_Med_GlowR=
iDialogueSC_Med_TintB=
iDialogueSC_Med_TintG=
iDialogueSC_Med_TintR=
iDialogueSC_Easy_GlowB=
iDialogueSC_Easy_GlowG=
iDialogueSC_Easy_GlowR=
iDialogueSC_Easy_TintB=
iDialogueSC_Easy_TintG=
iDialogueSC_Easy_TintR=
You'll need to pick colors because I am not sure what will stand out. Each value should be from 0-255, and the RGB triplet makes a color.
I did what you suggested but I'm not sure I'm seeing any change. Could be that I let the tint be the same as default, (by copying from http://pastebin.com/Yrrpwy0E that someone uploaded here)
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Woa chill there.
So installing texture mods is done ike this (for now, it is likely this will change):
-- Finding the fallout folder.
1. Simply open up steam, then go to library and right click fallout and select properties.
2. Now on the local files tab click "browse local files".
3. Done, follow the mods instruction. If the author tells you to drop the contents of the zip file inside your fallout installation simply unzip/unrar the downloaded file, and drop it into the folder you opened in the previous step.
-- Changing .ini file / configuration file
1. Open up file explorer
2. On the left panel go to Documents and then go to My Games -> Fallout4
3. Open up the required file, preferably in Notepad++ (https://notepad-plus-plus.org/), and then find the line you are supposed to change.
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This is something that I believe would not work for Fallout 4.
EDIT:: Well, it wouldn't really feel like it is supposed to feel.
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I'll do that and come back later, I don't have my computer available. Also, anyone know a npc one can spawn or an action to trigger the persuasion?
Try setting these in the fallout4.ini file:[interface]iDialogueSC_Hard_GlowB=iDialogueSC_Hard_GlowG=iDialogueSC_Hard_GlowR=iDialogueSC_Hard_TintB=iDialogueSC_Hard_TintG=iDialogueSC_Hard_TintR=iDialogueSC_Med_GlowB=iDialogueSC_Med_GlowG=iDialogueSC_Med_GlowR=iDialogueSC_Med_TintB=iDialogueSC_Med_TintG=iDialogueSC_Med_TintR=iDialogueSC_Easy_GlowB=iDialogueSC_Easy_GlowG=iDialogueSC_Easy_GlowR=iDialogueSC_Easy_TintB=iDialogueSC_Easy_TintG=iDialogueSC_Easy_TintR=You'll need to pick colors because I am not sure what will stand out. Each value should be from 0-255, and the RGB triplet makes a color.
Colorblind here, the reason it's bad for us is the yellow, orange, red(?) scheme for difficulty of persuasion. For some types of color deficiency (deut, prot, etc) it's hard to recognize what each color is, as they all look the same for us.Not text of the wheel, and seems color blinds did't like it for some reason. I'm not export on that condition to offer a full explanation on the matter sadly.
Best colors for this would be (I think) just the hard end of the colorfield. So:
Hard: Red + 128 Green
Med: Blue + 128 Green
Easy: Green
For making it more fallouty, I think adding a green tone to them all (except easy ofc) would fix it.
EDIT:: I'm actually not sure if that is a good choice of colors. Maybe straight red, blue & green. But the red and green would be to similar.
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Not text of the wheel, and seems color blinds did't like it for some reason. I'm not export on that condition to offer a full explanation on the matter sadly.
Colorblind here, the reason it's bad for us is the yellow, orange, red(?) scheme for difficulty of persuasion. For some types of color deficiency (deut, prot, etc) it's hard to recognize what each color is, as they all look the same for us.
What Modding Tools are Being Used for FO4?
in Discussion
Posted
Temporary build for FalloutSnip, the tool for editing Fallout4 .esp's
http://forums.nexusmods.com/index.php?/topic/3409835-falloutsnip-tesvsnip-for-fallout-4/&do=findComment&comment=30566350
Editing right now can be buggy, errors are known to happen with ShadowPlay or anyother overlay service. Sometimes throws exceptions when editing, but it is workable.