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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. Ok, I have some tileable textures, from the vanilla game. I am working on some modular interior pieces, so things like hallways, room parts, .... Kind of like the vanilla parts, expect with a different "ceiling". Here is a scrrenshot of all the parts that I have done the 3d models for: Here is a more clos up view of one of the parts: (Hallway with a small door opening on the left side)
  2. Good evening everybody! So, I am currently working on a new set of "interior pieces" that I will be publishing as a modders resource. I know how to get the actual meshes to line up perfectly so if you use the "snap to grid" thing in the CK there will be no seams. But how do I get textures to also look "seamless", just like the vanilla assets? The answer is "do the UV mapping in a perfect way", since the UV mapping is what determins how the texture will be applied to the mesh. But how? I could be lazy and just ask somebody to do the texturing / UV mapping for me, that would be easier, but I want to learn how to do this myself ...
  3. Sooo .... I have been thinking about this for some time ... And I came to the conclusion that I will not publish it, for now ... I might re-consider this decision when one of the following things occur: When it is doneWhen I need feedback on somethingWhen I have made some quests that are actually "playable"
  4. That is really nice of you! I am using the meshes and textures of "commonwealth conifers" for most of the "vegetation".
  5. Very clever! Yes, actually "removing" vanilla stuff is not a good idea ...
  6. What? I thought "modpacks" were not allowed on nexus ... But yes, once something is "uploaded to the internet", it is out there and can't be "deleted" or "removed", that is just the way it is ... (Except if YOU hope to find something that has been deleted, then it seemingly just vanishes without a trace ...)
  7. by politics I meant blm and covid 19. Many mods were removed that made fun of blm and covid 19. Ah, ok! No those topics are not referred to in any of the things that I am working on ... (We already have enough "real life stuff" in our "real lifes", right?) Just the regular "geopolitical" and "evil corporation" stuff that you might expect from FO ...
  8. Yes, I am just working on mods for my "personal use" (so far, that might change ...). To get all the ideas and concepts out of my head and into the game, otherwise it would explode (my head, not the game!) ...
  9. (Almost) no assets from "other modders". Mostly 3d meshes from a website called "3D warehouse". (Things like furniture, props, ...) What? Who? I mean I know who Columbus is, but I have no idea who that other guy is ... Oh no, expectations ... :ohmy:
  10. Good evening everybody! For the last few months I have been working on a big custom worldspace mod. (not "big" in physical size, it is about the size of the commonwealth worldspace) It will have a custom "main questline", factions, side quests, "random encounters", lots of lore, ... Basically FO4 but not FO4 :laugh: Originally I never intended to publish it, since it is just a personal project that keeps me sane ... But I am thinking about maybe publishing it, because maybe some people might find it interesting, entertaining, useful, whatever ... Now the big questions: Should I even publish it at all? I use lots of meshes and textures from all over the internet, copyright would be a big problem. So if I would publish the mod, I would have to make some meshes and textures myself to replace those. Possible, but it would take a lot of additional time without any real benefit for me and the end result would look worse, because I am not good at texturing and UV mapping ... But that would also mean I would have to maintain / develop two versions: One for my personal use and a "copyright friendly version" for the general public. No, I am not worried about "negative feedback". Should I publish it as a "work in progress" with regular updates or should I upload it once it is completley done and playable? "It is not about what something is, it is about what it becomes." and all of that, right?
  11. Exactly, I completley agree with the "this feels like 2 or 20 years later" - thing. The worldspace that I am currently working on is a small island (size of the commonwealth worldspace) that has been mostly left "undestroyed" by the war (= no detonations on or near that island).
  12. (The reason why I am asking about this is to I can try to take advantage of the "good things" in the CE for a large custom worldspace mod that I am working on ...)
  13. Yeah, I don't know what else I could try ... (I am NOT going to try to "debug" that F4SE plugin!)
  14. Well, it is a pretty new mod, so these things can happen, I guess ... I think I will just wait a few months and come back to this little project if ConsoleUtils gets updated ... This is not a "I need this function or I can't play the game" - type of mod, just something that I am used to from another game.
  15. No, still crashes when zooming in for the second time ... I thought this would just be a quick thing that would be done in like ten minutes :laugh:
  16. Good evening everybody! So, there has been a lot of talk (and lots of complaining from myself) about "the limitations" of the FO4 engine. And while that is good and all, only looking at the "negative aspects" of something is not really a good thing to do. So my question is this: What is the FO4 Engine ("Creation Engine") really good at?
  17. That makes me think of that giant "reactor / generator / whatever" thing in the middle of diamond city ...
  18. Good evening everybody, Is there a way to have vectors (dynamically resizeable arrays) in papyrus?
  19. Some interesting ideas ... There is an extra section for "mod requests" here: https://forums.nexusmods.com/index.php?/forum/3515-fallout-4-mod-requests/ Mod makers that are looking for ideas are more likely to have a look there then here in the "discussion" section ...
  20. Thank you soooo much! That "OnBeginState" event was exactly what I needed!
  21. Ok, let's say I have a script that has the state machine in it. And I I have an object that I want to enable if the state machine reaches a certain state. I want to do that with a script attached to the "object that should be enabled". How would I do that? There doesn't seem to be an "OnStateSet" event ...
  22. Now I want a mod that lets you drop glowsticks for this purpose ...
  23. Would probably make an interesting "improvised" two handed weapon ...
  24. What are you talking about? I'm talking about the original OP molerat disease issue for Hole In The Wall before modders stomped on it. Before it was rooted out, not only would you get the disease immediately when bitten by a Molerat, you'd get it if your companion(s) got bitten. You, not them. Fur the luv of Gawd, you'd even get it if you activated the Protectron and sent it ahead when IT got bit. The whole thing was ludicrously rigged to force people to decide whether to have 10% of their max HP removed permanently or consign Austin Engil to death. This is the kind of forced choice situation that made people want to reach through their monitors and try to strangle Odhd Toward with their bare hands. (Nuke all fridges in the middle of nowhere, by the way. Trust me.) And another reason NOT to use companions...... I actually managed to make it thru the quest without getting infected...... Grenades and automatic weapons worked good. :D I actually knew the thing about the "Molerat disease bug" in that quest. And, yes, I also don't use companions (except maybe "the meat of dog" :laugh:). And an automatic shotgun with a large mag is nice for clearing out those molerats ... And lots of Jet!
  25. Ah, ok, I get what you are saying (see what I did there?)! So you meant things that only have "set" functions and no "get" functions ...
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