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shadowslasher410

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    Baldur's Gate III
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  1. It's probably your ISP. If there were a server problem, we would know about it by now.
  2. My apologies for the lack of updates (forum-wise). I've joined with veteran modders Neanka and registrator2000 to create MCM. We're almost done, and plan on releasing it sometime this week! We just have to finish polishing, testing, and writing documentation. It will use .JSON along with Papyrus to provide the maximum amount of customization possible to everyone! Here's our github: http://github.com/Neanka/MCM_0.1_AS3 A (slightly out of date) video of our progress: https://youtu.be/x4WmF50bQho
  3. @Neanka - What? Did I get the gender wrong? I realize now I did spell 'hers' wrong... (Sorry If I did mix up the gender. I'm female so I tend to assume others are female as well, even though most people on here are probably male) Or are you confused by what I meant? I was talking about this mod of yours. @Freso - well right now its just a ton of Actionscript files (and a few flash files) on a USB drive. But yeah, I can make em public. Here you go! Hope you have Adobe Animate CC!
  4. Mmmm... possibly? Not in the first release though. I'm having enough trouble getting this thing to work... :wallbash: WHY... WON'T... YOU... COMPILE??!! :wallbash:
  5. So it's not even close to being finished yet, but I'm so excited I just can't wait any longer! Over the past few months, I've been chipping away at an MCM menu for Fallout 4, because you know the old saying, "If you want something done, do it yourself." The design itself is based on existing designs for the menus in Fallout 4, and uses bits and pieces from them, but the modification, assembly, and scripting is all going to be done by me (and a bunch of tutorials and looking at how the other menus work and stuff). It looks black and white now, but eventually it will be whatever color you have your interface color set at (like the rest of the menus). A preview of the spiffy new color picker I'm making Where I'm at: So I've got the entire menu all done design-wise, now it will be coding until my brains turn to mush and my fingers fall off... Features: In terms of features, I plan on having all the option types that you could have in SkyUI (in terms of functionality; I won't actually use any assets or scripting). I'm also in the process of scripting what I think is going to be a really cool color picker. Release Date: I have no flipping clue. I'm going to be gone on vacation for two weeks starting tomorrow, which means I can't work on it (I have a desktop, so I can't bring it with me). So factoring in that, I'd say hopefully I will have it in a releasable state somewhere towards the end of August/the beginning of September. NOTE THAT THIS IS A PRELIMINARY ESTIMATE ONLY, NOT A BINDING TIMELINE!!! So don't go bugging me about it if its not done by then, okay? How You Can Help: Well, if you know ActionScript 3.0 and are willing to help with the coding, that would be spectacularific. I also need to do the papyrus implementation of all the ActionScript I am doing, so, if you know papyrus and want to help, I could give you instructions on what I would need done for that side of things. Other than that, in a future release (probably not the initial one), I plan on making a splash screen, and probably some sort of mechanism where you can sort all your mod menus (by alphabetical order, load order, custom order, etc). EDIT: Also, if anyone knows any resources for Actionscript 3.0 that would be much appreciated, since Adobe messed up the API documentation for ActionScript 3.0, so now I can't get to it (it isn't just me, right?)... EDIT2: Just to clarify, the difference between this and Neanka's MCM (http://www.nexusmods.com/fallout4/mods/22491/) is that her's doesn't require F4SE, is terminal-based and has mod authors use an XML structure to format their add-ons, whereas the one I am making will require F4SE, be menu based and mod authors would use papyrus instead, like SkyUI's MCM (http://www.nexusmods.com/skyrim/mods/3863/) or Fallout New Vegas's MCM (http://www.nexusmods.com/newvegas/mods/42507/)
  6. I use Place Everywhere(Love that mod), but I only set the basic on off functionality on. I turn everything else off. I am way too clumsy to use a scrapping mod, or use the extra object selection. I would end up grabbing the ground tiles I was standing on, and falling into the void. Lol. I used to use Scrap Everything, but I kept scrapping the foundations in Sanctuary while trying to clear the leaf piles out of the houses. I would lose like an hour or two of build time, and the frustration of all that is what lead me to make my mod. That'll be fixed in the next version (you'll get to choose what you want to be scrappable). Also, I checked, and apparently, there are no markers or any kind of .NIF for roombounds or portals. So that idea is officially dead in the water. :sad: Roombounds and portals are Primitives and don't use .nifs? I'm not sure what idea your saying is dead but, the roombounds and portals are somewhat like collision plains and you won't find .nif's for them ether. hmm... I chose the wrong words there... what I'm trying to say is that, for me, whenever I try to make a roombound or a portal, the CK either freezes or crashes (I tried four times before I gave up). Of course, it could just be the CK (goodness knows it does that a lot), but still, I'd be wary of trying that again.
  7. I use Place Everywhere(Love that mod), but I only set the basic on off functionality on. I turn everything else off. I am way too clumsy to use a scrapping mod, or use the extra object selection. I would end up grabbing the ground tiles I was standing on, and falling into the void. Lol. I used to use Scrap Everything, but I kept scrapping the foundations in Sanctuary while trying to clear the leaf piles out of the houses. I would lose like an hour or two of build time, and the frustration of all that is what lead me to make my mod. That'll be fixed in the next version (you'll get to choose what you want to be scrappable). Also, I checked, and apparently, there are no markers or any kind of .NIF for roombounds or portals. So that idea is officially dead in the water. :(
  8. Funny you should ask... Last night I had a dream that the world was going to be nuked and somehow I was the only one who knew that, so I ran around trying to convince people to take shelter before the bombs came. I also tried to persuade people to come to Vault 111, but then I remembered that they would all be killed (cryo pod malfunctions because of Kellog), so I had to change my story mid-way through. And then when I woke up I was like, "I need to stop playing so much Fallout 4..."
  9. Try running the program as administrator. Also don't screw with it while its loading. Also try https://support.microsoft.com/en-us/help/15055/windows-7-optimize-windows-better-performance#1TC=windows-7 Its for windows 7, but its mostly applicable to Windows 10 as well. Also if you have an overclocked CPU (you'll know if you do) try running the CK without the CPU overclocked.
  10. So what exactly do you mean by DRM free? Like being able to play New Vegas, etc. without Steam?
  11. I play as a female, because I am a female in real life, and I tend to insert myself into video games whenever I can.
  12. what he said Maybe you could help me with this much then. The GECK should run fine on my rig but I seem to always have trouble with the object rendering, I'm running a quad core 4690k overclocked so I think its strange that the GECK puts such a strain on my system. Its constantly crashing or taking forever to do the simplest things. Is this a problem from the way it could be opened or downloaded? This is in part the reason why I'm looking for someone with more experience to colab with. From my experience, its the overclocking the cores that does it (I've got an i7-4790k). Try running it not with your CPU overclocked. Also, make sure you're running it as administrator. Feel to PM me if you've got issues or want feedback or something. :)
  13. ...Um, because everyone has different hardware, software, monitors and preferences and there's no one-size-fits-all set of .INI tweaks But since you asked, here. It's like, the second most popular file in the Utilities category. http://www.nexusmods.com/fallout4/mods/102/
  14. Thank you, thank you, THANK YOU! You have saved me from SO much headache! And finally made version 3.0 of Scrap Everything possible! EDIT: Here's the final script for anyone interested
  15. What it says on the tin. Won't compile no matter what I try (though I'm probably not trying the right things). Oh, do note that the functions IsInWorkshopMode() and GetCurrentHighlightedRef() are functions defined by an F4SE plugin. I know it works properly, so I can rule out those two functions being the cause. Here's the script I need help with: And here are the errors the compiler spits out at me: I'll post the other scripts if you all want, but those compile fine. It's only this one that's giving me trouble. Some more info: ScrapEverythingCoreScript is a script attached to a quest, ScrapEverythingStartupScript is a script attached to a reference alias (the player) as a Quest Alias on the same quest. The rest of the scripts are all attached to different quests.
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