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Everything posted by YouDoNotKnowMyName
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Mod Question
YouDoNotKnowMyName replied to Vanguardascendant's topic in Fallout 4's Creation Kit and Modders
Just try it out! Make two mods that do what you described and then use xEdit to check for conflicts. That's what I would do ... Sorry, I don't know the answer ... -
Custom map marker icons?
YouDoNotKnowMyName replied to YouDoNotKnowMyName's topic in Fallout 4's Creation Kit and Modders
Aaawwww man .... ! It seems everything awsome or interesting that has to do with the user interface / would make the game better is impossible ... Custom map marker icons NOCustom crafting perk system with nice graphical UI NO Well, back again to "boring" stuff ...- 11 replies
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Put a weapon with mod into a container
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Thank you sooooo much ! -
Put a weapon with mod into a container
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I had that problem before ... Every time I placed a weapon in the world, it would "spawn" with random modifications attatched to it. I wanted to place a unique weapon in a kind of display case and with things like a longer barrel it wouldn't fit properly inside the display case and it would clip through is ... It almost made me go insane! So I just left this problem alone ... Hopefully somebody knows an answer to this, because like I said, I was wondering the same thing ... -
Custom map marker icons?
YouDoNotKnowMyName replied to YouDoNotKnowMyName's topic in Fallout 4's Creation Kit and Modders
And why that, if you don't mind asking ... ? What do you mean by "conventional means"?- 11 replies
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Hello everybody! Is it somehow possible to make new custom icons for the map markers? By that I mean the little symbol that shows up on the compass / on the map. i haven't found anything like "map marker type" in the Creation Kit. How can this be done? If you know anything about this, let me know here!
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Help with missing animation
YouDoNotKnowMyName replied to Cthorthu's topic in Fallout 4's Creation Kit and Modders
Maybe try to load all mods you want to use into FO4Edit and check for conflicts? That's what I would try ... -
So you want a scrapping mod that does not screw with the pre-combines? That's like saying I want to break stuff without breaking stuff.
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- precombines
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Well, I figured that this would be the case ... MCM doesn't really allow "graphical" stuff, right? I don't mean images, I mean having elements "spaced apart" irregular distances and things like that. As far as I know, MCM has pretty much a standardized "layout", where I would like to make something like this: Except even more interconnected and with more stuff, but I think you get the idea ... Also, I heard that you would need the Adobe Flash editor thing, or whatever it is called, to edit UI stuff. And I don't want to use any of their current software, and I expect that the required version of the software will not be available anymore (like 3DSMAX2013 which is needed for 3D stuff in FO4). So I think that would be another problem ...
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Oh, so the "placeatme" would refer to the first radiation source? I didn't know that "placeatme" could be "used" by non-actors! (I guess you learn something new every day ... )
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Yeah, but can you replace one object with two?
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Call Of Union - W.I.P. [Need help]
YouDoNotKnowMyName replied to TerrorOnes's topic in Fallout 4's Creation Kit and Modders
Yes, that's true, but to get something done, you would have reliable team members, who will work on this until it is finished. For a large mod that could take months, or even more ... I myself often stop working on something , then work on something else for a while, and so on. And i think lots of people do this that way. I also have some big projects on my mind, but that is the reason that I don't look around for a "team" and just do it myself. Doing it yourself of course means more work for you, but you control everything. And for me personally, that's the reason why I started modding: To be able to create something exactly how I imagine it. I am also not really a "social person", so working alone without restrictions or time-limits is the best thing for me :laugh: But, to each their own ... That's the beauty of modding.. Everybody can do whatever they want, there is not "right way" (most of the time) -
That's actually a nice solution if you only had a few of them, but you would have to do that change to every single radiation-marker in the whole game .... I was hoping that I could somehow make some changes to the "base object" and I wouldn't have to manually change every single of those markers in the game ... Well, it seems like this is another one of those "technically possible, but needs a few months of work" - projects ....
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New Holotape Games
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Oh, I just looked at this stuff and realized that I woud need this Adobe Flash programm to edit this UI stuff. And I guess that (like 3DSMAX) the needed versions aren't available anymore / you can just get them with the stupid monthly payment crap. So, I am out of here, sadly ... -
Good evening! What would be the best way to implement a custom perk system for crafting with lots of interconnected perks? Is it somehow possible to create a nice graphical UI for this or should I just use a holotape / terminal menu system? I just want to know if something like this is possible before I invest lots of work into it ...
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Papyrus Scripting - Tools
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Yeah NP++ and of course the CreationKit wiki, specifically this page: https://www.creationkit.com/fallout4/index.php?title=Category:Scripting Everything you could possibly need and a bit more :laugh: Oh and a functioning brain could be helpful :cool: -
New Holotape Games
YouDoNotKnowMyName replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I am not too familiar with SWF stuff, but would it be possible to create a custom perk system with this that you access via a holotape (like a normal holotape game)? Can this SWF stuff read/change "ingame" variables / quests / things like that? Or is it like a completely seperate "application" that is running "independant" of FO4 (can't read/write variables to the FO4-game system). Because if the holotape-swf-stuff could "interact" with the FO4-game system, that would make custom perk-systems with a nice UI possible ... [Just my crazy thoughts ... ] -
Call Of Union - W.I.P. [Need help]
YouDoNotKnowMyName replied to TerrorOnes's topic in Fallout 4's Creation Kit and Modders
Wow, so you are just starting to get into modding but already have a team to work on projects? Impressive! Yeah, I don't really know much about "attatch points" and that stuff, sorry ... But maybe someone else can help you with that / point you to some good tutorials ... Good luck with your mods! -
Yeah, but would it be possible to have a different "curve table" if a wall is between the radiation source and the player? That's the main question here ...
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Call Of Union - W.I.P. [Need help]
YouDoNotKnowMyName replied to TerrorOnes's topic in Fallout 4's Creation Kit and Modders
Ok, welcome! What exactly do you need help with? The things that you mentioned are basically like saying "i need help with all the things". So I assume that you want kind of like a "beginner tutorial" for making Fallout4 mods, right? -
Good evening everybody! I was just thinking about something: It always felt a bit weird that the recieved dose of radiation was just depending on how close you are to the source. No matter if there is a nice thick wall between you and the source. No, no. If you are X meters away, you get X RAD/sec. But that is a bit lazy of the developers immersion-breaking unrealistic. So, as far as I know, it should work like this: And yes, I know this is "just a game" and I know that in general, the game's depiction of the effects of radiation are a bit cheesy anyway (Ghouls, ... ) .... I would just like to know if something like this could be implemented in FO4s game system and how it could be done. I mean, there is a script-function-thing to determine line-of-sight, so something like that could be used? I don't know ... If anybody has any ideas of how / if this is possible, let me know.
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