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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. The ability to edit all of the UserInterface stuff (menus, level up menu, pip boy, ... ).
  2. I think that depends on the uGridsToLoad value in the ini file (i could be wrong ...). Typically 3 cells (or was it 5?) around the player.
  3. Good evening everybody! I have recently hit the "plugin limit" of Fallout 4. So I wanted to free up some space. I use lots of weapon mods (most require AWKCR), so my first thought was "I will just merge them all together (including their AWKCR patches)". So I started merging mods together, never more then a hand ful at once. I thought that if I only merge a few mods at once, it will be easier to test and to fix if there are problems. That went well for some time .... I got all of the "not - AWKCR - dependent" weapon mods merged together and working fine. But most of the mods that require AWKCR don't really like beeing merged ... They work fine when I load them together in the game. But whenever I try to merge them, some of the weapons don't show up in the game (yes, I checked that I loaded all the meshes / textures / ... ) I also tried to create a "merged Patch" using FO4Edit. That didn't help either. So the question now is: What should I do with them? Should I try and merge them "by hand" using FO4Edit?Should I try to convert every of those mods to a ESL file? [That brings up the question: How many ESLs can you load? You can only have 254 or 255 ESP/ESMs, but what is the limit for ESLs?]Should I just "delete" all of the AWKCR stuff out of the weapon mods, then merge them and after the merging, add the AWKCR stuff (keywords, ... ) in by hand?Is there anything else I could try?How do other people deal with the ancient problem of "too many mods"? Sorry if this has been answered before, but I am just confused, frustrated and don't know what to do.
  4. I don't really have any problems / issues with the CK itself. More with the physics engine ... (again, the stupid artificial restriction to stop people form making awsome mods that could prevent people from buying new games bug that extremely limits worlspace size ... )
  5. I have no idea, but would like to know myself ... (I started modding a few years ago with Skyrim and the "scene" thing wasn't there back then. Or not in this way ...)
  6. I don't know anything about the whole "settlement creation" thing, but you should put navmesh under everything that is scrap-able. That's how I would do it. Yes that could make it look weird when the scrap-able stuff isn't scrapped yet and the NPCs are trying to move over it, but well ... To stop the boats from moving: I would just disable / delete the FloatingPlatformHelpers. Just click on them and hit the delete key on the keyboard ... If they aren't visible, the M key on the keyboard will show you all of the marker objects. (Normally they are invisible) By the way, that is a really cool location for a settlement! I hope this helps ...
  7. Larger map .... Yes, but there is this annoying artificial limitation to prevent awsome mods that would stop people from buying newer games bug in the physics system that doesn't allow worldspaces to be larger then +-64 cells on the X axis. It has been there since Skyrim (uses the same engine).
  8. I also want to make custom UI stuff (custom perk system for crafting and so ...). I don't know anything about the whole "how to edit swf fil" thing, but as far as I can tell it is not really possible to edit UI stuff for FO4. The thing that upsets me about adobe isn't the price, it is the fact that you are forced to use the monthly payment stuff ... I would rather pay thousands of $ once than to depend on a working internet connection. And if they want they can just do whatever ... With a "bought" licence, I can put the software on a harddrive and lock that away and nobody can take it from me! (Yes, I have issues, ... trust issues .... problems with dealing with things that I can't control ... problems with depending on the "good will" of other people ... ) if you want to buy the Adobe flash stuff, you would HAVE TO get the newest cloud-s***. But you can always get it another way if you know what I mean... :pirate: :cool: (There are some google docs somewhere on the intenet with lots of useful download links ... ) As far as i understand, the swf file is the "compiled result" of a fla file. So you would "decompile" the swf into a fla file and then edit the fla file in adobe animate (the software used for this stuff). SORRY FOR THE RANT, by the way, greedy people / greedy companies just trigger me ..
  9. Thanks for all of the information! I will have a look at that tutorial and yes, I understood what you were trying to say. No, I don't need that "ambient glow", so it doesn't have to be an acutal light. Just a slight green glow ...
  10. That's why I like modding! Everybody can do what they want, nobody is "forced" to like the things that others are doing / want to do. I wouldn't download a mod like that. Personally I like the settlement stuff. It makes me feel like I have an impact on the in-game world and it makes the world feel less "static". Yes, there is less "lore" compared to actual "pre-built" places, but you can't have everything ... (I mean you could, but it would take much more development time ... ) (FO4 is the first Fallout game that I played) But like I said, to each their own ...
  11. Oh, yes, absolutely! Completely overhaul how radiation works, especially how it "passes" through walls in the vanilla game is really annoying. Like if a half meter thick concrete wall is between the player and a radiation source, that would make it much less intense then half a meter of air. (The game currently does not take that into account, just "distance to source", not material in between player and source)
  12. Nice ideas ... And speaking of weapons: Use a key on the keyboard to switch between "single shot" and "automatic", because it is just annoying. I mean I kind of understand it with the makeshift improvised weapons. If I were to build an improvised gun, I would make it easy and reliable and not worry about adding some extra mechanism for a selector switch. But I don't even want to attempt a mod like that because in my experience, everything that has to do with the UI is not really "moddable". Also, it really confuses me that you need to be higher level to craft a suppressor for a gun, then for making a new receiver. Just from a mechanical standpoint that doesn't make sense. It is far less complicated to create a makeshift suppressor ... But that is a mod that I might actually make soon ... (so it technically does not belong here ...) Sorry for the rant ...
  13. YES!!!!!!1 That worked! Thank you! The "missing file" is exactly in that folder! Thanky ou so so much! I think I know what happened: I maybe have accidentally clicked "restore settings to default" or something like that (and that could have reset the plugin file path setup). I don't know, but it works now and if it ever happens again, i know what to do ...
  14. Alternate main quest / main quest independent faction questlines. (To allow for a more "free" RP - Experience ...) That's not too difficult from a technical point, but I am not creative in any way, so I am waiting with that for when I get some ideas ... (And it will be a huge ammount of work.)
  15. 3DSMAX starts without errors, but when I click "Materials -> BSLightingFX", there is a error message that says this: LightingMAX.fx could not be found I did never ever touch any of the 3DSMAX "files" or change anything like that. I really don't know what is going on / what I should do ...
  16. Ok, thanks for the information. > "Reverse engineering one of the vanilla glowing meshes" Seems like those glowing Ghouls have some use after all ... :laugh:
  17. Well, I don't think so: https://forums.nexusmods.com/index.php?/topic/8594498-3dsmax2013-plugin-error/ Ignoring errors and yelling at 3DSMAX didn't work for me :laugh:
  18. It depends ... If another mod changes the same thing that you deleted. Let me explain: MOD1: (your mod) deletes a rock in a certain cell MOD2: (some other mod) changes the position of that rock (for whatever reason ... ) If MOD1 loads before MOD2, then MOD2 tries to do something to an object that isn't there (your mod deleted it). That will cause the game to crash (It's called a "null pointer exception", if I remember correctly ...) That's why you don't "delete" objects of the vanilla game. Either disable them or move them under the ground, so that they are there but not visible. If you make a mod and then "clean" that mod file with FO4Edit, there is an option to "undelete and disable" deleted objects. (So it will automatically disable the stuff that you deleted in the Creation Kit). I highly recommend the manual for xEdit (the tool is the same for lots of games, FO4Edit, FO3Edit, ...). There is a nice section about mod conflicts in there that makes things like this understandable. Hope this helps and didn't scare you :laugh:
  19. Good evening everybody! I just wanted to make a quick little nif for something that I am working on, but when I opened 3DSMAX 2013, a error message came up. It said this: -- Unknown property: "bShowDiffuse" in (null):DirectX_Shader A few days ago everything was working fine! I did not install / uninstall any plugins for 3DSMAX since then and didn't change any settings or the folder structure of installed applications ... I also didn't install any Wind0w$ downgrades ("updates") lately ... This just happened completely unexpected, without any explanation. I know that reinstalling all of the plugins will probably resolve this issue, but I want to know what is going on here, so that this problem will never bother me again ... If anybody knows anything about this, let me know here. EDIT: Ok, I reinstalled the plugins and it still does not work. A quick search with that error message only showed me this post here :laugh:. So I don't know what to do now ... (I really don't want to reinstall 3DSMAX ...) Well. that means I have to stop working on modding FO4 and start playing again ... :confused:
  20. The plugin for FO4 only works with 3DSMAX 2013. That is the tool that I think everybody uses. 3DSMAX2013 can't be bought officially anymore, so you will have to get it in a different way ....
  21. Texture problems? Don't forget to run the final nif file through Elric befoe putting it in the game ... (I think I said that for like the third time this weekend ... )
  22. Create a new mesh? Really? Can't I just make some kind of "material swap" for an existing hair mesh? And the "glow texture" will be just like "transparent = no glow; colour = glow in the colour; transparency of colour = 'intensity of glow'", right? Sorry for all the n00b questions ...
  23. Ok, wow! You really have big plans! Just from a technical standpoint: The only problems that I are driveable vehicles, a custom level system and the whole PipBoy thing. In my limited experience, it seems like everything that has to do with making big changes to the user interface is not really possible ... I am not too familliar with Cyberpunk/Blade Runner but I think I get the "vibe" that you are going for here ... (I am also not too familliar with the "lore" of Fallout, I have more experience with Skyrim and ElderScrolls in general and mainly started playing/modding FO4 because somebody once told me it was like "Skyrim with guns") But I mean I was asking myself the same question: What if the Institute was actually "good" and worked for/with the people of the Commonwealth? But like I said, I am better with the actual technical stuff, rather than the "creative stuff" ... Sorry that I couldn't really offer any "creative advice" ... I am just impressed with all of the things you want to implement. [Maybe I have to do some "research" into the whole cyberpunk - setting thing ... ] [Or maybe I need to sleep a bit for a change and let my brain process all of this ... ]
  24. Depends ... If you want the "public" to know about your ideas ... Some people like to keep their work secret until they actually release the mod. Everybody has their own preferences ... If you want you can send me a PM.
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