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Everything posted by YouDoNotKnowMyName
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Optimal If Statement Question
YouDoNotKnowMyName replied to octodecoy's topic in Fallout 4's Creation Kit and Modders
It could make a tiny difference in terms of timing. The "most likely to succeed" approach would be a little bit faster most of the time. But I don't think that that tiny bit of difference could be noticed when actually using the script in the game. But I am not an expert in scripting for FO4. -
Yes, but that is not something that I will ever publish ... (Because of copyright BS ...) Wow, that's really bad news. Why is that? What did you use that makes it impossible to be published? I didn't finish it yet or try to publish it. I will not do that to avoid any possible copyright problems ... I am using lots of 3D meshes from this site https://3dwarehouse.sketchup.com And I just can't be bothered to ask all of the creators of the thing I use for permission. I mainly do modding for personal use, so that makes dealing with copyright stuff much more easier (I don't have to). I never intended to publish anything, it is just better that way ... EDIT: This is really getting off-topic ... :laugh:
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- quest
- main quest
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Yes, but that is not something that I will ever publish ... (Because of copyright BS ...)
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- quest
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Where to find 3ds max?
YouDoNotKnowMyName replied to ROMPLEMIER9078's topic in Fallout 4's Creation Kit and Modders
Ahh, ok ... -
Good evening / early morning everybody! I would just like to know if there is any interest in a "alternate main quest" or "alternate faction quests" type of mod. Basically a mod that makes the faction quests independent of the main quest ( like in Skyrim for example). So that you can still play through some big questline / questlines even if use an alternate start mod and the player character is not the "Sole Survivor of Vault 111". I personally would very much like (to make) such a mod but I am definitely not "creative" enough for it. I know it would be much work, but who cares? I have lots of time, and I am sure I am not the only one with lots of time ... The new main quest / faction quests should NOT have stupid limiting character backstory requirements. (Like having a son or beeing married, because I just can't imagine ever doing something like that, so it is a bit difficult to play as a character who has...) The reason why I want to do this is because I want to keep playing Fallout 4 but there just isn't really much to do .... (In Skyrim, if I don't want to play the MainQuest, there are lots of faction questlines to be done ... Not in Fallout 4!) That is the reason why I "restart" the game so often: I start the game (using an alternate start mod with a random starting location and no starting gear at level 1) and at the beginning, just surviving is great and lots of fun. But after a while I get "saturated" with equipment, weapons, food, chems ... and it starts to get "boring". Without a large questline it gets boring really quickly and I start again ... Maybe I am just "playing the game the wrong way" ... Anyway, if you have any thoughts / constructive ideas / want to insult me for having some issues / whatever ... let me know here ...
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- quest
- main quest
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Where to find 3ds max?
YouDoNotKnowMyName replied to ROMPLEMIER9078's topic in Fallout 4's Creation Kit and Modders
WHAT?!?!?! How did you get that link? That one to download 2013 3DSMAX? That didn't exist when I was looking for it a few months ago ... I could not find something like that and had to do "other things" ... It could have been soo much easier ... -
Good evening! This is such a n00b question, but how can I rotate an object along its own X / Y axis (in the CK render window)? I have lots of objects that are at a "weird" Z angle and I now want to rotate some of those 90° "up" (from horizontal to vertical), but when I hit the X or the Y key and the right mouse key the object rotates along the "gloabl" X or Y axis. Is there a way to rotate an object along it's "own" XYZ axis? With movement, you can use the "snap to reference" thing, but that does not work for rotations ... If anybody knows anything about this, let me know here.
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Good evening / early morning everybody! I have lots of thing in my head that "would be really cool" to somehow implement into FO4. One of them is a "player controlled" turret. Would something like that be somehow possible? Like either control it from the Pipboy or a terminal (via a holotape). Because those turrets are technically "actors" something like this should be possible, right? On the other hand, everything that has to do with "user interface stuff" seems impossible .... If you have any idea how / if this would be possible, let me know here ...
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Please tell me that I don't have to redo everything ... It doesn't seem like much from the scrrenshot because you can't actually see the "elevations" but I did all of that by hand because I couldn't figure out the whole "heightmap import" thing. (I mean I got it to work, but I had a weird bug where walking / sprinting didn't really work ... ) I have lots of time, but no time to waste :laugh:
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Both. When I go to the "cut off" area in the gam, the cells get "loaded" one by one and there is no LOD anymore. In the middle of this island is a little mountain. When I stand on top of it, I can't see the "cut off" LOD areas. The landscape just stopps there. (LOD only of course, when I actually go there, the landscape works)
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Good evening everybody! I was just messing around with a little custom worldspace when I ran into a problem: While trying to export a "map" for the worldspace with FO4Edit I noticed that the LOD seems to get "cut off" at some point. Thre is nothing special about that section that is cut off, just regular landscape ... I don't know what is going on here / what I could do about this ...
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Thanks for the answers ... I had been thinking about this a bit ... The project that I am working on is basically a little island that was mostly untouched by the "apocalypse". Most of the metal surfaces in the vanilla game are kind of rusted (because they have been sitting there for ~ 200 years). And to me it seems reasonable that metal surfaces that are near the (salty and corrosive) sea would get rusty rather quickly if they are not constantly maintained. So I think it would be just fine from a realism point of view to have some "crappy" and "dirty" surfaces. I think the only thing that I would have to "retexture" are the windows, because most of the vanilla windows look "broken" and cracked. So I wouldn't have to make retextures for all of the vanilla stuff ... I am using lots of custom meshes, so there still will be much texture work anyway, but that's a different topic ...
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- retexture;
- prewar retexture
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I know that weapon - "mods" can be attatched with scripts, the main question here is can pressing a key "trigger " such a script? And if yes, how? (Thanks for the quick answer! I completely understand, I also am tired a lot, maybe has something to do with only sleeping a handful of hours a day :unsure: :laugh: )
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Good evening everybody! This is something that was on my mind for a long time and I just want to know if it is possible. Is it possible to create a mod that allows to switch between semi-auto and full-auto with a key on the keyboard? I am almost a bit scared to ask this, because everything that has to do "User Interface stuff" seems to be impossible and I am just sick of beeing dissapointed over and over again with the impossibillity of "user interface modding stuff". If anybody knows how this could be done / if it even is possible, let me know here ... Yes, I know it makes sense from a technical point that all of those "improvised weapons" would just have a single fire mode. That makes the guns a lot simpler and fewer moving parts means more reliability. But for weapons like the "combat rifle" it would make sense to have a "fire mode select" switch. Or if you are like me and use lots of mods that add new weapons to the game ... Beeing "locked into" only having either semi or full auto makes the guns much less practical. Yes, I know I could just carry two "versions" of the same gun, one with an automatic reciever and one with a semi automatic reciever .....
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When I was trying to merge mods with AWKCR patches (ESL) I was getting errors like "FormID record type QUST expected KYWD" (or some stuff like that ... I can't remember exactly and I don't want to retry this again, because I got it working the way I described above). Some weapon meshes would just not show up in the game (all the meshes / textures / materials / scripts / ... were loaded ) Things like that. I guess it was because some weapon mods have a "quest" that handles the leveld list stuff. But I went into FO4Edit and edited / deleted some of that stuff because I didn't want some weapons to appear on NPCs in the game ... Maybe that is the reason why it got screwed up? Because I messed with it. No, that would just be impossible ... :laugh: But I got it working now! I just said "screw AWKCR" and merged all of the weapon mods without AWKCR patches. Yes, that makes the crafting of those weapons a bit weird, but I don't care. If that really annoys me I can always add the proper keywords myself ... (create a AWKCR patch for the whole merged esp). What I learnt from this is that there is never a easy "one click - solution [it just works]" and in the end, the process of try-fail-learn is always much more rewarding and satisfying.
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UPDATE: I am currently trying the "screw AWKCR, merge all the mods without it" - method and so far I have only got 2 minor errors .... All of the AWKCR patches are ESL file ... Hmmmm ... Could it be that the "merge plugins" software has a problem with working with ESLs? Because that would explain a lot!
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Creation Kit Features you wish were here
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
YES!!!!!!1 So much YES!!!! Same with the swf user interface stuff. The only real way to edit that would be to get that Adobe Flash editor thing ....
