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Everything posted by YouDoNotKnowMyName
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And it is published! https://www.nexusmods.com/fallout4/mods/53553/ Wow, publishing a mod takes a long time ...
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Wow, I didn't know that mod authors can't delete things any more ... That is scary .... But no, the CK itself is not translated, it is still in english (as all things should be), just things like questnames, dialouge, ... (But most of the stuff still shows up in english in the CK, so it is kind of weird ...)
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- translation
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Good evening everybody! I am using a non-english version of FO4. (I know, it's weird. Don't ask ...) Apparently when the developers made translations for the different languages, they also translated some things that are never really seen by the "user". For example, the "Workshop Parent" quest. They translated the name of that quest. So, if I have made a mod that references that quest, will it work on a different language version of FO4? Internally it all works with Form-IDs, right? So it shouldn't matter what the quest is actually named, right? I don't want to pusblish anything that might mess up everybodys game (or just not work at all) ... The best thing would probably be to just install the english language version of FO4, then remake the mod and publish that. But that would take me a few hours (re-downloading FO4 again), I have a very slow internet connection ...
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So this is how I "worked around" messing with the workshop scripts: I made a quest that has a script that triggers when the "Explore Vault 88" - quest is done (when all the workshops are unlocked) and sets the RRR04 quest to stage 200 (workshop claimed, now set up defense stuff), then waits 10 seconds and sets the stage to 300 (denfence done, report back to PAM). And I changed the AI package of the "Caretaker" (the railroad NPC that hangs out at mercer safehouse) to sandbox within the "vault 88" - interior cell. Because he would spawn at the exterior map marker of vault 88 and not inside of the the actual vault. I might publish this mod, but I need to figure another thing out first before I publish anything ...
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There are too few heavy guns in the game
YouDoNotKnowMyName replied to FannaDMAshiroShiina's topic in Fallout 4's Mod Ideas
Oh yes, something like a 40 mm autocannon would be awsome! -
Ok, I will have a look at that ... But for now I think I will just make a script that sets the RRR04 quest to stage 200 (workshop claimed, build defenses) and then to stage 300 (defenses built, report back to PAM) when you complete (or fail, if you kill the overseer) the vault 88 "starting quest" (= unlocked all the workshops) Easier and safer that way, I don't want to mess up any settlement stuff ... So no messing around with keywords ...
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No, I won't duplicate the cell and remake everything. I WILL GET THIS TO WORK!!!1 So I had a look at that DLC06VaultWorkshop script that is attached to the first workbench in V88. That script just does two things: Make the workshop player-owned if the player has the required control-circuit misc item. And make the maximum population of the vault 0 unless the player has completed a quest and/or unless the player is the overseer of that vault. And then there is a quest called DLC06WorkshopParent. That seems to handle everything. It has a script called "DLC06workshopparent" that has lots of stuff in that that I don't completley understand yet. (There is the usual "build limit checking" stuff but also lots of other things ...)
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Ah, ok ... It would probably be easier to just duplicate the cell and make a "vanilla script" - using workshop inside that duplicated cell.
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Like I said, I did not use any "saves" to test this. I coc'ed into the old north church, started the ralroad questline, did the first two quests, then talked to PAM and got sent to V88
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I already tried that. I even tried to kill the overseer (so the settlement has 0 people in it, even though I deleted that condition check, so it shouldn't matter).
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Actually not. A proper backup strategy is online, offline, offsite. Three copies. Now if you really have trust issues you not only have multiple copies, you have multiple formats. I mean how many computers these days still have DVD drives.... :ohmy: No, no online backups! :down: Trust issues ... :laugh:
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No they are all one workshop. Because the "power", "defense", ... values are all the same. And you don't get "kicked out" of one workshop when going from one area to another. (Once you unlocked all the areas)
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Good evening everybody! I am currently trying to edit the "Mercer Safehouse" - quest. Usually you get sent to secure a random (depending on player level) settlement as a new base for the railroad. (Something like Starlight, Spectacle Island, Croup Manor, ...) I want to make a mod that changes the location to be Vault 88. Why? Because Vault 88 is kind of concealed (no big vault door on the surface), it is underground, it has lots of exits, it is HUUUGE, and I love vaults ... So I edited the formlist that contains all the possible locations for the quest. I removed all the entries and added the Vault 88 - location. Then I removed all the checks (except the "formlist" - check) from the quest alias for the workshop location. I tested that and it works. I get the quest to go and secure vault 88 from PAM after completing "Tradecraft" and "Boston after dark". I tested it by COC'ing into the old north church, solving the secret door puzzle, talking with Desdemona, going through the entire Tradecraft quest, going through the entire Boston After Dark quest and then talking to PAM. So one "testing run" takes about an hour ... I didn't just COC into the railroad HQ and start the Mercer Safehouse quest with the console because sometimes things don't work that way (because the player isn't in a certain faction, or whatever) So the first part works! But when I actually go and clear out Vault 88, it keeps telling me to "secure vault 88 and use the workshop" in the quest objective window in the pipboy. I have cleared all the enemies in Vault 88 and unlocked all the different areas. It's like the quest does not "see" that I have taken Vault 88. Normally it should advance to stage 200 ("Set up some defences") when you activate the workshop. But it doesn't do that. Maybe it is because it is an interior cell? Any help would be appreciated ...
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Does not exist. You have zero right to someone else's intellectual property. Copyright belongs to the author. So what is it when I have their "property" on my computer? They have given permission for you to download and use it. That does not mean they have to give permission for everyone else to do so forever. By deleting their mods they are revoking permission for anyone to obtain new copies of their work. This is how copyright works. Arguing that the "fans and fellow gamers have a right to have a product available at all times" is arguing that Nexus is not allowed to ever go offline. Bankruptcy? They better damn well find the money to keep going, fans and fellow gamers have rights! Data loss? They must find the mod author, who has no choice but to upload a new copy, which he must maintain forever and then pass on to his children to maintain forever, because fans and fellow gamers have rights! See how silly the argument sounds? You don't have a right to someone else's work. Mod authors have given permission for Nexus to host their mods, and to gamers to then download and use their mods. They can revoke that permission at anytime, because they are the copyright holder. They can not make you delete your local copy, such a law would be unenforceable. But they can deny you permission to share it with someone else; in fact by default that is how the law works, you are not allowed to share mods you have downloaded without specific permission, which is why you see people asking permission to port to Xbox. This is why I always download everything that seems potentially interesting or useful! Because it might be gone tomorrow ... I experienced this sort of thing lots of times: You see something interesting and think "no, I will not download that right now, maybe later when I might actually need it" and a few days later it is gone ... (or the website that it was on is gone, that happend to me a few times ...) That goes for anything, not just mods! It has become kind of like an obsession of me. Because I hate to rely on things that I can't control or can't fix if they are broken (if "the internet connection" or "the nexus website" is broken, I can't do anything about it) And always keep backups or your backups in a seperate location. (What if your house burns down?) I know, I have trust-issues ... :laugh:
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Nice! Just load that into a virtual machine and "reset" the VM after the thirty days ... So you can use it "forever", because the application only "sees" the VM and not the actual time & date. At least that's how I think it should work ... (Don't know how well 3dsmax runs in a VM, but that might be the only way to do this "the legal way")
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I removed all the condition checks (except the "formlist" check) and it works! Kind of ... PAM gives me the quest to go and secure Vault 88. But after using the workbench there and setting up some turrets (accoding to the FO4 wiki you need at least 10 defense at the location) the pipboy still says "secure vault 88 and use the workshop".
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I tried to add the V88 location to the formlist of "possible locations" and remove all the other possible locations. Apparently it also checks for some keywords when choosing a settlement, so I added those to V88 as well. But P.A.M. never gave me the quest to do Mercer Safehouse. So apparently it didn't work .... I might try some other stuff (like removing those keyword checks) ...
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A "current version" of 3DSMAX would not help you in any way. It needs to be the 2013 version. And no you can't buy it. Trust me, I tried! I completley get that! I was messing around with meshes a little bit in Skyrim. Fallout 4 is hard to get into, because you need some very special "unobtainable" tools (like 3dsmax2013) to get custom assets into the game. They made the meshes work a bit differently from how they were set up in Skyrim, Oblivion, ... So all the "tricks" to do mesh-stuff for those older games won't help you here. I personally don't think there is any other way then 2013. I think you can import static objects into the game with "Outfit stuido", you can export it from blender as an OBJ and then use Outfit Stuido to import that OBJ, then save it as a NIF. Don't know if that does collision ...
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I don't know ... I personally do all the "mesh stuff" in SketchUp, then import that into 3DSMAX, do the UV mapping there and then export it as a NIF. I am sure you can export stuff from Maya and then import it into 3dsmax. Yes, Fallout 4 is a bit harder to get into then something like Skyrim. Also not having the game assets might be a problem (if you are planning to use vanilla textures and materials for your models)
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