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Everything posted by pepperman35
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As the old saying goes, "Practice makes perfect." Seddon4494 has a tutorial to help you with your learning journey, Fallout 4 Creation Kit Tutorial - Audio Holotape.
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[script ?] DLC06WorkshopBarberChair
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Glad you got it sorted out. -
I can't create a script in CK
pepperman35 replied to just59's topic in Fallout 4's Creation Kit and Modders
First Steps 1. Where do I find the source scripts? In the Data\Scripts directory, there is a ZIP archive named Base.zip. Extract that file using 7-Zip, WinZip, or Windows' native ZIP handler to the same folder with paths. 2. Why can't the Creation Kit find the source scripts? You should have the following folders in the Data\Scripts directory: Data\Scripts\Source\Base Data\Scripts\Source\User In the Base folder, you should find all of the scripts you've extracted from Base.zip. The User folder is where all of your source scripts should and will be placed. -
[script ?] DLC06WorkshopBarberChair
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
I think with some scripting you could achieve this functionality. For example, you could create a button activator, a custom NPC vendor, and a quest to voice the NPC. You could use the button activator to summon the custom NPC vendor. The Creation Kit and Papyrus could make most if not all of this possible. -
[script ?] DLC06WorkshopBarberChair
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Inspired by How the InstituteToilet01.nif and WorkshopVendorCounterClinic02.nif work, I thought I’d try and make a custom vendor station for my prison mod. Design goal: When the NPC vendor enters and exits the vendor station, a window will open and close accordingly. -
[script ?] DLC06WorkshopBarberChair
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Pretty sure NPCs will use the InstituteToilet01 which has the controller sequences: Unoccupied, Enter, Occupied, and Exit; and the Behavior Graph File GenericFurniture.hkx. It has the standard keywords one one expect; however, I did notice that it has the play animation when full box checked. WorkshopVendorCounterClinic03 does not have that box checked; however, it doesn't use the GenericFurniture.hkx but uses GenericFurnitureTwoState.hkx instead. -
[script ?] DLC06WorkshopBarberChair
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
I realize this is an older post but with new modding comes new opportunities to experiment. I think setting the barber chair up similar to how the furniture bar/institute toilet works would be an interesting thing to try out. Basically, combine the the barber shop chair with the barber shop pole and set up the controller sequences (unoccupied; enter; occupied; and exit). When an NPC is assigned as barber, the barber pole would light up and animate, and when the NPC left the station the light would go off, and animation stop. -
Yes, the electric chair mod is quite nice, and I suspect it would pair nicely with the prison mod I am working. I suspect something similar could be done with Zeta Ray Chair.
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Have you tried looking at your download history which is available under my stuff on https://www.nexusmods.com?
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Reallusion's Character Creator 4. This showed up in my feed...looks interesting and I wonder how applicable it would be for the Fallout 4 pipeline.
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How do you apply a collision to a curved wall?
pepperman35 replied to Crash180's topic in Fallout 4's Discussion
BTW, this tutorial, while 3ds max focused, explains navcuts. I do not know if the exporter in Blender has a similar function. -
How do you apply a collision to a curved wall?
pepperman35 replied to Crash180's topic in Fallout 4's Discussion
When you think of circles or circular objects think in terms of polygons. For example, if your circular wall is based on a dodecagon (i.e., a polygons that has 12 sides) you can use a series of rectangles arrayed in a circle for the collision mesh. Attached is an unprocessed nif to illustrate the result. This was an example of 12 sided wall, with one side remove for entrance. You might have to use a bit of math to determine the width of your rectangles and angles of rotation. FO4_CircularWallTest.rar -
To fit Fallout's retro-futuristic aesthetic, execution devices could be both grim and creatively dystopian. Here are some ideas: 1. Electric Chair 2.0: A pre-war electric chair modified with nuclear-powered components, causing grotesque effects when activated. 2. Cryo-Chamber: A freezing chamber designed to "humanely" execute prisoners by cryogenically freezing them—a nod to Vault-Tec's experiments. 3. Radiation Chamber: A room flooded with lethal doses of radiation, with glowing green walls and Geiger counter sounds for added atmosphere. 4. Automated Guillotine: A robotic guillotine with a mechanical arm that resets itself after each use, showcasing the cold efficiency of pre-war technology. 5. Plasma Incinerator: A high-tech furnace that vaporizes prisoners with plasma energy, leaving only a pile of ash. 6. AI-Controlled Execution Pods: Pods where prisoners are strapped in, and the AI warden decides their fate based on pre-war sentencing algorithms—sometimes malfunctioning and sparing the guilty or condemning the innocent. 7. Experimental Devices: Devices like brainwave disruptors or sonic emitters that reflect the prison's history of unethical experiments. 8. Public Execution Arena: A grim spectacle area where prisoners were forced to fight each other or deadly creatures as a form of execution. These devices could serve as environmental storytelling elements or even play a role in the gameplay, perhaps integrated into a prison mod. Of course, hanging, the gas chamber, firing squad, and lethal injection could also be used..
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Creating objects with physics.
pepperman35 replied to South8028's topic in Fallout 4's Creation Kit and Modders
Yes, I know. I have downloaded your stuff from there many times in the past. For whatever reason, it was prompting for account setup and the like. I grabbed it from google dive, so many thanks for the tutorial. I have been wanting to lean how to do this for a while now. Thanks! -
Creating objects with physics.
pepperman35 replied to South8028's topic in Fallout 4's Creation Kit and Modders
Very nice video. I give the tutorial a look see once I figure out how to download it. -
Okay, so a bit of background could be helpful for trouble shooting. What version of the game are you running? What mods were you running before you experienced crashes? What was the last thing you did before the crashing started?
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The submarine in the Nucleus
pepperman35 replied to warchest's topic in Fallout 4's Creation Kit and Modders
NucleusSub01 (030051B2). Note: 03 may vary because their first two numbers vary from player to player, depending on which mods and DLC packs are installed on their system. More background info here The Vessel -
Can't say I am a fan of the new layout. Preferred the old one better.
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Electric Chainlink Fence (Or Chainlink with Trigger Zone)
pepperman35 replied to Zorkaz's topic in Fallout 4's Mod Ideas
Thanks South, much appreciated. I like the concept of an electrified fence for a prison mod. The electrified fence would be one layer of defense. If it were automated, I think three zones would be appropriate: a warning zone, a shock zone, and a kill zone (lethal shock zone). Toying with scripting now…. Function MonitorDistance() while IsFencePowered ; Get the closest actor in proximity Actor closestActor = Game.FindClosestActor(GetPosition(), WarningDistance) if closestActor Float distanceToActor = closestActor.GetDistance(self) ; Warning range if distanceToActor <= WarningDistance && distanceToActor > ShockDistance PlaySound(WarningSound) ; Verbal warning ; Shock range elseif distanceToActor <= ShockDistance && distanceToActor > DeathDistance closestActor.DamageActorValue("Health", 10.0) ; Minor shock damage PlaySound(ZapSound) ; Zap sound effect PlaceAtMe(SparkEffect) ; Sparks for visual feedback ; Death range elseif distanceToActor <= DeathDistance ShockSpell.Cast(closestActor, closestActor) ; Lethal shock PlaySound(ZapSound) PlaceAtMe(SparkEffect) endif endif Utility.Wait(0.5) ; Wait for 0.5 seconds before rechecking endwhile EndFunction WarningDistance: The player or NPC hears a verbal warning. ShockDistance: They experience minor shocks (zap sound and small damage). DeathDistance: Lethal electrocution occurs. -
I am saddened when a gifted modder such as yourself decides to retire. Nonetheless, I understand, and as the navy is fond of saying, "Fair winds and following seas." Not only are you a gifted modder but you share your knowledge with others. Personally, I want to say thank you for all the help you have provided here on the forums. I have learned a lot from you and that my friend is truly appreciated. If you every get bored and want to exercise those creative writing skills, the community can always use more tutorials.
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Problems porting a mod to Xbox
pepperman35 replied to RoNin1971's topic in Fallout 4's Creation Kit and Modders
I don't have an xbox either but I seem to recall there was something different one had to do when packing the graphics. -
Sketchfab Ports-76600-1-0-1702159278?
pepperman35 replied to pepperman35's topic in Fallout 4's Discussion
Thanks!