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Posts posted by pepperman35
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You might also want to give this a read AI-Generated Content in Modding
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Based on previous experience I would say the "blueprints" don't get as much love as actual mods do. When I first started modding FO4 I tried the blueprint thing but abandoned it shortly thereafter and downloaded and began using the Creation Kit. Anyways, good luck in your modding endeavors and I wish you success in the adventure.
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Here is a link to Fallout 4 Weapon Modding Tutorial by The Rizzler
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Here is a link to Seddon's tutorials: Fallout 4 Creation Kit Tutorials
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Personally, I say absolutely yes WRT settlement building. It is the only reason I play the game.
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I think as a work around you could package the archive files manually using the new Archive2.exe tool supplied with the recent update. Not sure if there is a manual process to upload to Bethesda or not. I personally on do my mods on the PO and post them here on the Nexus.
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Nicely done, looks very realisatic.
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Jelly's Production has a number of tutorials available
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Animated billiards would be so cool. Stuff like this could make npcs look more involved in a scene such as a bar. An npc trying darts would also be cool.
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South you have learned and shared so much with the community. Thank you.
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Using a 3D modeling package like 3ds studio max or blender, you can make custom door frames and matching door. Not too hard to do.
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Settlement boundary size by itself can be misleading. The amount of objects you stuff into the boundary will also influence performance. I built a huge Institute themed settlement on Spectacle Island and notified some performance issues. Granted some of those could be related to precombines and the like.
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How did you name the mod (esp) and the main and texture bas2 files?
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My guess is that modding tools won't be released right away. But it would be nice if they would include better documentation for the CK SDK. wikis are fine but the wiki for FO4 still isn't all that great.
I also wonder if they will provide plug-ins for 3d modeling software and which version will it be for. My guess is that modding tools won't be released right away.
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ChatGPT type integration to do scripting.Typing is hell for me (medical reasons).Anything to help reduce excessive typing would help.
This would greatly reduce the learning curve and time required to create intricate stories and quest mods. +1 this idea
But in general ChatGPT doesn't do that good a job with this type of scripting. I could see where it would be very useful to story creation and dialogue build, so integration into that aspects might be quite useful.
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Give this a look/read PJM's Previs Patching Scripts
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redacted *duplicate*
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This is from the CK render window, correct? If you press, the M key do they disappear?
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In order to get help, you might want to articulate the problem.
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Welcome to the modding community Fantastfisk. Good luck in your endeavors.
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"I don't know maybe I should take a vacation and find out." Highly recommended, good for the soul.
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1. You are likely breaking the precombine/vis data by making the adjustments. Make all adjustments first.
2. Make the precombine/vis data the last step in your process.
3. Testing in game (I typically just coc to the place of interest from the main menu and bypass loading any saved game).
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A couple of years back I ran across some youtube vids depicting something called the havok behavior tool (HBT). When I watched them I thought, wouldn't it be cool if we could do some of that it FO4. neeher's mod, climbable ladders showed us you could actually climb ladders purely through animation and without the use of scripts, and now south shows us scaling a wall with ice axes...too cool. I could even a mod where the author made a quest which depicted a building and the only way to enter the build would be to scale the exterior walls to some entry point. Lots of possibilities.
BTW, here is the vid of the HBT, there are several of them on there. Don't think it was tied to FO4 directly but pretty cool nonetheless./
I think I'm better off not trying to mod at all
in Discussion
Posted
First, manage your expectations. Second, comments like "I'm worthless" are defeatist in nature and will not serve you well in your journey. If you lack the knowledge to accomplish something, then invest in acquiring the necessary knowledge. For example, you have inquired into making a race for FO4 and you have inquired about making a DLC sized mod for the game. Since you have no posted /published mods, it is likely you have very little experience making mods, which is okay as we all have to start somewhere. I would encourage you to start small , gain experience, increase your confidence and work your way up to larger more complex projects. As the Creation Kit is going to be one of the primary tools to understand and use, I'd recommend starting there. Pellape has already linked to kinggath's Bethesda Mod School series so this is great place to start. Seddon4494 also has a youtube channel dedicated to accumulating as much Creation Kit and GECK knowledge as possible. Also, a good place to learn and practice. Understanding the concept of "reverse engineering" can be quite useful. For example, look at the super mutant race in the Creation Kit and see how it was implemented. Reverse engineering can help you understand what tasks are necessary and any relevant sequencing that you might need. Online courses in Project Management Fundamentals can also be helpful in planning and managing your respective projects. Lastly, circling back to managing your expectations. Creating a new race for FO4 will require mastery of skills outside of the Creation Kit namely 3d modeling. This is a complex topic on its own so be prepared to spend many hours (perhaps hundreds of hours) becoming proficient. Not trying to discourage you in the least but you will likely need a large investment in time to become a proficient in the Creation Kit or 3d modeling package. In summary, start small , gain experience, increase your confidence and work your way up to larger more complex projects. Best of luck in your journey.