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Everything posted by YouDoNotKnowMyName
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Do you have 3DSMAX 2013? If not, that might be a problem ... Because you need that specific version of 3DSMAX to export the 3d objects in a format that this game can handle (NIF files). The plugins that are needed for that only work with 3DSMAX 2013.
- 13 replies
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Help regarding where to find... (modding)
YouDoNotKnowMyName replied to RiftWynd's topic in Fallout 4's Discussion
You need the "Creation Kit" to do scripting stuff, and modding in general. It has an actual graphical user interface (so you can see what you are doing when editing the game world or NPCs or things like that) It is the actual development tool that was used to make the game. (or at least it is the public version of it) Have a look at this: https://www.creationkit.com/fallout4/index.php?title=OnKeyDown_-_ScriptObject It explains how to make a script that does something when a key is pushed. Yes, you can give money to mod authors. I don't know the details, I never used that ... -
No, I tried it and as expected it does not work. (I added that line in the CK ini, edited the landscape in the 64 cell a bit and then saved, then COC'ed into that cell in the game and I still get the "64 cell bug"). But all this talk of ini settings made me think ... The ini settings are basically text in a file. The game reads them at the start and then does some stuff based on those settings. So there would have to be some function in the game that goes over all the lines in the ini file. And it would do something like this: This would be iniside the ini file: ExampleIniValue=10 So the game would do something like this: Check if any of the lines in the ini file contains "ExampleIniValue="Then take the number after that "=" and do something with it (store it in a global variable, pass it to a function, whatever ...)So, the "text to check for" should be in the game exe somewhere as like "clear text" (strings). So, it would be possible to make a list of all possible ini settings and see if anything useful is among those settings. Right? I already tried to have a look at the FO4.exe myself but couldn't get the disassembler / decompiler to work (I tried to use Ghidra).
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Fallout 4 with Fallout 76's new monsters.
YouDoNotKnowMyName replied to DegradedVirus's topic in Fallout 4's Mod Ideas
You would have to completley remake the 3d models and textures for those creatures. And the skeleton and animations and the "behaviours" ..... Lots of work and only a few people have the skills to do that. And they most likely have better things to do ... (I also would like to see some more creatures in FO4. Things like "normal" deer and cows, with only one head ...)- 7 replies
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- fallout 76
- new enemies
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Good evening everybody! Usually I don't post mod requests ... I tried to make this mod myself but I couldn't get it to work ... What I want is this: A mod that changes the location of the settlement that you need to secure for the railroad ("Mercer Safehouse") to be Vault 88. In the normal game, the location gets chosen from a list of random settlements. Why? Because Vault 88 is a big underground location and the railroad likes secret places with more then one exit ...
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What does that have to do with the original post?
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I just found something: On the mod page for "Buffout 4", in the "Bugs" section, on page 3, there is a bug report made by you. Basically you asked for this worldspace bug to be fixed. And next to it is a big red "won't fix". So I guess one of the few people who actually would have the skills to do something like this does not want to fix this ... Sad ... So I guess this is it then? Unless something happens or somebody just out of nowhere fixes this .... :sad:
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You said that "FudgyDuff" might be working on "fixing" this ... I tried to contact him by PM but that didn't work (it said "this user can't use the message system"). Do you know if he is actually currently working of this and if so when the "fix" will be released (months, years, decades)? Like, is it worth for me to "have hope" about there beeing a fix for this some time?
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That won't really work for large open landscapes. If you have "confined" landscapes (like "unclimbable mounts around each worldspace") with only a few locations where the player can go to the next worldspace, then this would work great. But not for a relativly flat and open landscape (forests, swamps, a few towns, ...).
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Giving dogs a fire attack
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Depends on what you mean ... Should they be able to "breathe fire" (like the "flamer" weapon does)? Should the victim be set on fire after a bite? Should people catch fire / get fire damge if they get too close to them? Should they also have a "on fire" effect on them? All of the above? :laugh: It all depends on what exactly you want to do ... -
Good to see that I am not the only one who has a hard time with naming things ...
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Well if it is "32 bit" it could be changed to use 64 bit data structures instead ... I mean it would just be changing the "types" of all the variables and things lke that. That would just be like saying "this box can have X things in it" and then changing it to "this box can have Y number of things in it". Oversimplified of course ... So just go though the source code and replace all "uint32" (unsigned integer, 32 bit) with "uint64" (unsigned integer, 64 bit) and so on ... (If the source code could be obtained by some magical way) But I guess the hard part would be to identify everything that would have to be changed ... And then getting it to compile again ... But maybe something like a F4SE plugin could do something like this. Because F4SE plugins basically allow for arbitrary (C++) code execution in FO4. ... But like I said, I don't know much about these abstract software things ...
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Yes, I would of course like to have everything that you listed! And the "character customization" (not just a a few presets, you can make your character look however you want)! That is another thing that would be extremely hard to make "from scratch" in another engine ESPECIALLY when you have no idea about animations, skeletons, things like that ... I think I will keep to working on FO4 stuff ... FO4 (or Skyrim, or any of the older games) is a really great "framework" to do custom stuff in. Lots of important things like dialouge system, factons, quests, scripting, leveled actors, .... are already there, you just have to do the writing, "worldbuilding" ... But you don't have to touch a single line of actual game / engine code. FO4 is a sandbox game, for those who can mod it :laugh: We modders usually don't need to worry about "low level implementations" of things, we can just focus on the acutal "game design". Most players just see "wasted opportunities", but modders see those "loose ends" as "starting points" for their work. I think I said this before somewhere, but I think of Fallout 4 (the "commonwealth worldspace, the main quest, ...) as just a "template" to work off from. As a game, FO4 is "not great, not terrible", but the ability to add / change / remove almost anything is what makes this game so great! You could make completley new worldspaces with new assets, quests, NPCs, factions, .... the only limit is your imagination the worldspace size limit (and other undocumented things). Trying to go from a nice place like FO4 where you don't need to worry and can just do stuff to "actual" game development using something like UE is really scary. That's why I feel like modding FO4 is kind of like a trap because once you are doing it, you can't get away because there is nowhere else to go Which is the reason why I actually got skyrim and FO4! I started with creating mods for oblivion, then skyrim and now FO4, because they all basically can be modded the same way. But now with rumours of a new engine for the next FO / TES game, I am really scared, because like I said, there is nowhere else to go ... :confused: So I guess I will just keep working on FO4 stuff for ever, I guess ...
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- need advice
- custom worldspace
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Well, I think I will stick to FO4 and "smaller projects" (that might actually get finished!) Would be nice to have a game engine that had the "nice things" from the creation engine AND the capabilities (and documentation) from something like UE ...
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- need advice
- custom worldspace
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Ok, thanks for that reply! Yes, I am already working on a custom worldspace mod (about the size of the vanilla FO4 worldspace, since that is the size limit). I have been working on that for a few months now and it is nowhere close to beeing finished ... I just like to switch between different projects so that I don't get "burned out" ... And I have some ideas that just won't work in the "setting" of that worldspace, so I am thinking about starting a new project to implement those ideas ... And no, I don't even think about "competing with an acutal game studio" :laugh: I just do this to get the ideas that are inside of my head into "something". And "modding" (especially creating new custom worldspace stuff) is a perfect mix between doing things like 3d modelling and things like writing and worldbuilding ... It's like bringing the stuff inside of my head to life ...
- 12 replies
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- need advice
- custom worldspace
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Why does that "just for personal use" always imply a lesser standard of "quality"? For me it is the opposite: If I would release a mod I would put less "detail" into it (to keep things "performance friendly"), for a "personal project" I am doing lots of "detail" (clutter, ...) because I don't care if it takes one or a few minutes for an interior cell to load and if the FPS is "only" 30 ...
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- need advice
- custom worldspace
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Good evening everybody! I am currently thinking about starting a new "long term project", something that I will keep working on for the next few years / decades ... (a new big worldspace mod, most likely just for personal use) But the problem is this: It would be based on a real world location. The "playable area" would be HUGE, like 75 km on the X axis and 50 km on the Y axis (if you make a rectangle around it). Most of the map will be forest, but there will be some "interesting locations" (towns, other stuff ...). So, now the question is this: Should I try to somehow "split it up" in lots and lots of "Fallout 4 sized worldspaces" (that means invisible walls and loadscreens in the middle of the forest!). Or should I try to do this in something like UnrealEngine (which does support "large" worldspaces like this, from what I heard). Reasons to do this in FO4's CreationEngine: I am already pretty comfortable with itI have a feel for what can and can't be doneI know the workflow for getting custom assets into the CK (and I already have all the tools for it set up and know how to size the meshes so they "snap seamlessly" in the CK and things like that)Lots of useful assets are already there ("vanilla FO4 stuff")Lots of mods! (new weapons especially!) so less things that I would have to implement myselfThe settlement build systemI am afraid that if I learn how to do things in anohter engine, I might not come back to working on FO4 stuff (with all of its limitations and undocumented and hardcoded stuff)Reasons to not do this in FO4's engine: Worldspace size limitationNo native support for vehicles (kind of important for such a big worldspace ...)Lack of documentation for some of the more advanced functionality of the CK / the engine (which I probably won't need, but you never know ...) The points for doing this in FO4 clearly outnumber the points that speak against it, but still, I am not sure ... I don't want to start to put lots of time and work into this and then after a few months (or years) say "screw this, this will not work" and end up having wasted all that time and effort. Any advice would be appreciated ...
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- need advice
- custom worldspace
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How to edit a script from a mod in CK
YouDoNotKnowMyName replied to nexusclod's topic in Fallout 4's Creation Kit and Modders
You need the actual source code of that script. When a mod is published, usually only the compiled script gets uploaded. Either decompile it yourself or ask the mod author for the source code of that script. -
How to add a script to a weapon?
YouDoNotKnowMyName replied to lorg8472's topic in Fallout 4's Creation Kit and Modders
Get used to reading A LOT of stuff in english if you want to learn modding ... Yes, there might be some information out there in your language, but 99% of the little information there is will be in english ... And forum posts! English isn't my native language either, but I have gotten so used to reading / writing in english that I am actually irritated if I come across something in my native language :laugh: -
How to add a script to a weapon?
YouDoNotKnowMyName replied to lorg8472's topic in Fallout 4's Creation Kit and Modders
Any C++ tutorail on that subject will do ... Objects and classes are not that different in Papyrus ... Do you have any programming experience? If not, scripting can be a bit weird to get into, especially the whole "classes, objects, methods" concept, but it is not too difficult to understand once you get the general idea of it. Also have a look at the Papyrus things in the CK wiki: https://www.creationkit.com/fallout4/index.php?title=Category:Papyrus Maybe start your adventure into scripting with something simple. Like a push button that displays a message when the player pushes it. Then maybe try to make a script that displays a different message when the players pushes the button while having low health ... Just to get a feel for how to make scripts that handle different conditions and do different things based on those conditions ... But yes, copying examples from the CK wiki is a good thing to do IF YOU UNDERSTAND THEM! Just blindly copy&pasting will not work (as I have learned the hard way ...). So only copy&paste something that you actually understand. The thing you are trying to do is actually a fun little idea for a mod, but not really a "beginner level" - project. After "messing around" for a bit, yes, something like you described is absolutley possible (I think ...). If you have any questions, just ask ...
