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Everything posted by RS13
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Oh stop. We've had dozens of these threads already. There is nothing new to say about it.
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any auto loot mods not made by fireundubh?
RS13 replied to steveyos2's topic in Fallout 4's Discussion
I would be wary of auto-loot mods. I'm not sure what the specifics are, but they always caused crashes for me. I think the issue has to do with the script running constantly, which can be taxing if you have a lot of script-heavy mods. That's my two cents on that. Also, no. I do not of any other auto-loot mod. -
Already exists. http://www.nexusmods.com/fallout4/mods/11628/?
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Second question, are you using mod organizer one or two? You should be using MO1 (available here: http://www.nexusmods.com/skyrim/mods/1334/?) rather than MO2. MO2 is a WIP that's designed for 64-bit games (primarily FO4, but I think Tannin intends to expand it to others).
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- mod organizer
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Yikes. That's a ton of problems. First off, the campfire and frostfall esps. Are you editing them either with the CK or TES5Edit? Are you running a proccer program of some type? Are there in your Skyrim/data folder? MO only puts created or edited files in the overwrite folder, so they must be getting edited somehow. My guess is that's the source of a lot of your problems. The other thing I'd recommend is that you use TES5edit to identify conflicts. If two files are conflict in the WhiterunJorrvaskr cell, then that's probably your problem. If not... well, try to patch all the conflicts you can or rearrange conflicting esps and see what happens.
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- mod organizer
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Fallout 4 "the procedure entry point...
RS13 replied to Bcraniehiggs's topic in Fallout 4's Discussion
Well, you can look forward to getting banned. -
That's pretty much my impression. I'd love to make this sprawling New Vegas-esque dialogue system, but it's just not feasible. The first father conversation is one of the ones I intend to drastically revise. I make no promises about how it will be revised, but it will be noticeably different if and when I ever get to it.
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I am working on an overhaul of the dialogue. I'm trying to give the player more bad or neutral dialogue options, smooth over some inconsistencies in plot and tone and maybe add a dash of humor here and there. Unfortunately, there's not much that can be done about NPC responses. Yes, I can splice together new dialogue, but it's rarely enough to build whole new ways to resolve quests. There is no ETA on the mod. That's nowhere near Enderal ambitious, but it's what I'm working on.
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You anti-PC FANBOY! ANYTHING you say can be SAFELY IGNORED! Proper ADVICE must be free of your PREJUDICE!
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Oh, zanity. I've missed your needlessly aggressive, self-indulgent, delusionally pretentious rants dosed with a liberal dose of ALL THE CAPS. Wait, no. No I haven't. No one has.
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Fallout 4 "the procedure entry point...
RS13 replied to Bcraniehiggs's topic in Fallout 4's Discussion
Yeah, I would absolutely not try to fix that by disabling god rays. You're missing a file, verify through steam or delete and reinstall. -
Which mods did you update? If you find what changed, you've usually found what's wrong.
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- skyrim moded
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-snip- I just look for a decent CPU, decent ram and add a mid market GPU to the mix. All in all it cost me about 450 Euros. That's equal or even less than a console costs. With the added beneift of being in charge of your hardware and what software you want to admit as opposed to the manufacturer. Did you read what I wrote? I wasn't talking about money; I was talking about having to learn what "decent cpu, decent ram and a mid market gpu" even *are* and about the dozens of other things you have to learn before you decide on your components. Like I said before
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Your PC specs will affect how many demanding visual or script heavy mods you can run, but even then there's no hard and fast number. If you're a new modder--and based on your statement about having mods you plan to use, I think you are--is take things very slowly. Start with just a few mods and then add new ones one at a time. It will save you a ton of headache.
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Background: If you don't know "Mute Player Voice" is a mod that sets the volume of all the PC's lines to 0. So, unlike "silence is golden" it doesn't need to be updated for DLC or for mods that give the PC repurposed spoken dialogue. The problem is that it also mutes Jezebel's dialogue from Automatron. I figured I'd open the CK and see if I could change that. It's much different than I expected. I expected that the author set the setting to 0 and that the Jezebel actor would simply have a box for player dialogue checked. But that's not actually what's going on. Instead the static volume multiplier is set to 0 on AudioCategoryVOCPlayer, and I can't see anything that determines what voices that applies to. Changing Jezebel's voice doesn't seem to have any affect effect. So I'm kinda stumped. Any ideas what's going on here?
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Not that many of these things aren't hate-worthy (I console murdered those molerats in the pack's lair), but I was wondering in particular about the dialogue itself in conversations where you have options to choose from. Conversations where you don't have the option to _________, but your character would or conversations where the responses make no sense ("Virgil, I need information on the institute!" "You *are* with the Institute! I knew it!"). Anyone have anything like that?
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Cossayos: It's the same damn game! Everyone Else: Look at all these differences! {List of differences} C: It's the same damn game! E: No, seriously, look at the differences! {Expanded list of differences} C: It's he same damn game! You've just bought into the hype. E: No there are real ways in which it was different from previous Bethesda games. We've listed them! C: No it's the same damn game! {picks one minor point from the list and argues against it.} I don't understand why people think I'm defending FO4.
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So I'm not sure how much of that was a response to me, but I want to be clear I'm not saying you have to buy new components every year or anything like that. If anyone has been responding to me, I'm not sure where monetary considerations came into play in the first place. Or is the thought that upgrading is much easier than the original build? Cause I agree with that too. I'm saying that *first step* into PC gaming is intimidating. And while there are a lot of good guides out there, there are--duh!--a *lot* of them. Information overload is part of the issue. The average console gamer couldn't even name all the parts in a gaming PC (I certainly couldn't!). There's so much to learn and google returns so many articles and features no "sort for novices" feature... it just is overwhelming. Now, once you've built your first PC, it gets much easier, but it's understandable why that first step would deter some people.
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Well... :(
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Well... I would have preferred black marsh or elsewyre (sp?), but at least it's a non-human land.
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http://m.static.newsvine.com/servista/imagesizer?file=fb-frednelson123881A189E4-D43C-93ED-48C1-A953ACC58543.jpg I wonder if this stop the "Bethesda's stealing mods crowd." Wait, no, I'm nowhere near naive enough to wonder that.
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For me, the two that spring to mind are the first convo with Preston and the conversation to join the Railroad because they both railroad you. The preston conversation forces you to listwn to the while thing aaaalll the way through, with stupid options like "can I use a minigun like a rifle?" I hate the Railroad convo because it doesn't give you the option to lie even if you just want to use them to get inside the institute.
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I challenge you all to point out non linear and meaningful quests in any previous Bethesda game. I haven't played them all, but I played them all since Morrowind, which is a 14 years period. So, yes, I don't understand the hate, since Bethesda always pulled more or less the same tricks. I don't know exactly what "non-linear" means, but in many quests in previous games either had multiple ways of finishing them, or included a number of quests that emphasized different ways of playing. In FO3 for instance, Moira sent you to Minefield, but you could pick up a mine from anywhere take it back to here and tell her it was from minefield. And then you had any number of different things you could when she asked for info for her book. And those things had an affect on what perk you got as a reward. Or the megaton quest. You could tell Burke to f*ck off and never see him again, shoot him in the head, tell the sheriff--who then gets killed by Burke--or gleefully nuke megaton. That's two off the top of my head and I haven't played FO3 in years--and I rank it well below Oblivion and Skyrim. The TES games on the other hand made much better use of their world and their mechanics. They had a whole questlines related to theft and stealthy murder. Oblivion had a quest that required you rain flaming cheese down on a town so that they thought the apocalypse had come and another in which you turn everyone at a dinner party naked. Finally--and this is really and truly the last I'm going say on this--times have changed. What was acceptable in 2000, just isn't anymore. New Vegas was a thing. The Witcher is a thing. Tons of games are doing open world now. None of them quite scratch the same itch that Bethesda games do, but they're getting closer. Meanwhile, Bethesda feels like they scratch it less than they used to. If Bethesda hasn't learned from New Vegas or the Witcher... like I'm sorry, but how damn hard is it? Put some f***ing speech checks in the game. Give us perks that do more than increase damage; give us perks that alter the way the game is played. Give us multiple ways to finish quests. Allow us to kill main characters--Yes man, House, Benny any of the faction leaders. I'm not asking to do anything difficult. I'm not asking them to innovate. I'm not asking them to write believable characters. I'm not even asking them to pull off an emotional opening sequence. I'm not asking them to write complex moral choices. I'm asking them to steal ideas that others came up with and clearly illustrated work well in an open-world rpg--in their own franchise in FNV's case. And if that's too damn hard, then call in outside help. I have a feeling Josh Sawyer would love to help, especially if you offered him Fallout New Orleans. But they don't even have to do that. They f***ing own Arkane, who just delivered a semi-open world game where could finish every quest in multiple different ways. Have them help you out on the main questline or major side quest lines. They did this very thing with iD and the shooting. There's simply no excuse for Bethesda not improving. PS. It's not like Bethesda hasn't tried new stuff. They absolutely have. The multiple endings was a first at least since oblivion. The factions tied into the story was new. They clearly tried for an emotional resonance that they hadn't tried for in previous games. They absolutely tried new stuff here. But they tried all the *hard* stuff and failed, instead of trying the *easy* stuff and succeeding.
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Created Dialogue is Unskippable
RS13 replied to RS13's topic in Fallout 4's Creation Kit and Modders
do you have lip files genrated for this line? Ick. Please tell me that's not the problem. I've had a hell of time trying to do that. -
I'm trying to add new dialogue to an existing conversation. So I open up the action X menu, create a new topic under topic 1, add a condition to the topic info. Everything seems the same, but when I get in game and deliver the line, I can't skip the dialogue.