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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. Well the technical details don't matter because it says somewhere that they may change those terms as they please, so they can do whatever they want.
  2. Yes, but I was never really worried about it, because the whole "people downloading the mods to then upload it agian when the original gets taken down" only really happens if there is anybody out there who actually cares enough for a mod to do something like that. If a mod is not very popular, something like that does not happen that much ... Yes, I could upload on antoher site. But I don't want to deal with multiple modding sites, and this site has an awsome forum, so I would like to stay here ...
  3. Good evening everybody! As you might know, it is now impossible to delete mods that you upload. This makes me very scared to upload anything that has any actual new content (so things like new worldspaces, quests, lore, ...). Mods that just fix stuff or add new functionality (like beeing able to use vault 88 as the railroad safehouse-settlement) are fine, I am not afraid to publish stuff like that, because there is nothing in those mods that actually has been thought up by myself. I am currently working on a big custom worldspace mod, I started doing that just for personal use. Lots of stuff in that mod is potentially weird, disturbing, cheesy, awful or just stupid. Until now I thought that I might upload it at some point, because why not, I can always take it down if people really get upset. Besides, I don't really care about negative feedback online. But now I am really scared. Because if I upload it, it will be there forever. And at some point, maybe if somebody in "real life" finds out I make FO4 mods and makes the connection between my username here and my actual name, those things will have negative implications in real life for me. Nobody that I actually know "in real life" knows that I play FO4 or make mods for it, and I like to keep it that way, because if people search for "fallout 4 mods" the first things that come up are pretty much just all those sexy mods and I don't want to have to explain all of that. And for example, that worldspace mod that I am currently working on has a lot of things in it that somebody who knows me in real life would immediatley recognize. I know this sounds like a really stupid problem, but I just don't know what I should do ...
  4. Is the area that you want it to land in properly navmeshed?
  5. The main thing I would be concerned about is not the actual game, but all the tools that mod makers use! I personally won't be switching to windows 11 on my "gaming pc". Never change a running system.
  6. I never said that any of the walls will be open ...
  7. I was planning to have the "exit" at the bottom of the structure. About the "realism" of this: If the air pressure inside of the structure is the same as the pressure of the water at the point of the opening, then no water will get pushed inside the structure. Kind of like a diving bell works. If you have no idea what I am talking about: Fill your sink (or a bucket or whatever) with water and then take an empty glass and push it down into the water with the opening downwards. It will not fill with water, because the air inside gets "trapped". But yes, I think I will do something with load doors, maybe "inivisible doors", I already have something in mind ...
  8. I feel stupid now for not looking at the workshop script ... Thanks for pointing out that the solution was right before my eyes the whole time ;-) EDIT: So it would technically be possible by editing the script to check the current in-game month to make workshop plants produce nothing during winter ... Interesting ....
  9. Ok, that works. Kind of. Sometimes you need to jump while swimming up through the multiple "water planes" and it really looks weird because when you are underwater and look up (or on the surface and look down) you can see lots of rectangles (the water planes). But it works to keep an area "underwater" free from water while still having water below it. (I wanted to make an underwater base that had a opening in the bottom where you can swim in and out)
  10. I could lower the water of that cell to 20 meters below the "surface" and fill up the "part that has water" of that cell with water activator planes (they are actually boxes). But doesn't placing two water activator "boxes" over each other make the game crash or screw up? Or placing a water activator above actual cell exterior water?
  11. Yes, the "harvest" function is when you actually activate it, so it is kind of like a normal "onActivate" script (when activated the player character says "need to assign someone to this" or "seems to be growing well" depening on if a settler is assigned or not). The "produce for workshop" works with some sort of timer I guess that also checks if a settler is assigned to the plant. I am talking about both of them, so blocking the activation to "harvest" and blocking the "adding stuff to the workshop inventory" for longer times.
  12. Yes, if you walk into some cars the wrong way, you will instantly die. Has something to do with the collision physics. I think this is the same thing as that ...
  13. That's why I asked if you duplicated (and assigned the "duplicated" OMODs to them!) the "craftable item"-things as well. It is all linked together. The constructible object points to the OMOD that gets created and that need the correct keywords so that it can be attached to the custom weapon. (I think, I have not made any custom weapons yet, but I have edited some of this stuff before, like adding new selectable ammo types to weapons).
  14. Good evening everybody! I was just wondering how all of you deal with settlements, especially when during a playthrough you usually start to get involved with settlements. And if you pick settlements that already have people living there (the Slog, Nordhagen Beach, ...) or the ones that are uninhabited (Croup Manor, Jamaica Plains, ...). Do you keep one or more settlements just as a "player home", so no random settlers there, just a base for the player. The reason why I am asking these questions is because I recently started a new playthrough. Like always, I used the mod "Start Me Up" to start at a random location (at level 1 with no gear or weapons, except some clothing). I started on one of those boat wrecks near Spectacle Island. Long story short, I ended up swimming over to Fort Strong and after sneaking past the supermutants there (found a gauss rifle in that guardhouse that usually has power armor, at level 1) I reached Nordhagen Beach. Usually I "settle down" at the first settlement I come across (technically Spectacle Island, but the Mirelurk Queen there is a bit too much at level 1, even with a gauss rifle ...). So Nordhagen Beach is now my "home settlement". As much as I love building stuff at settlements, it changes the gameplay A LOT. As soon as I get a settlement I start picking up all sorrts of stuff because I need building materials. And the game goes from "oh crap how do I deal with those supermutants at level 1 with almost no ammo" (which is exciting) to "slowly walking back to the settlement because I am carrying too much / running back to the settlement to store all the scrap for the 100000th time" (very tedious, feels like "work"). Just turning on godmode while in the settlement feels too "cheaty". I know I am not the only one who has this "problem", so let me know if you have a solution for this, or if you want to just say whatever ...
  15. I have no idea ... Usually when I make mods that relay on other mods (for personal use), I make the "master" mod an actual esm file. The CK does not like esps that depend on esps.
  16. Good evening everybody! Is it possible to change how much time the food producing plants in settlements take to regrow after harvesting them? I want them to take a few in-game (or months) weeks to regrow, just to make it more realistic. I already looked around in the CK and couldn't find anything ...
  17. Yeah, I just looked through those assets myself recently. I knew they were there but just couldn't be bothered to unpack them and look at them. It's a very funny concept that only really works with software. ("Hey, take all this stuff, you will need it if you buy that other thing!")
  18. Yes that was me. But that was about making the water in an exterior worldspace "height adjustable" with a script. This question is about trying to make a "non-water" area below the water level of an exterior worldspace. (within a triggerbox)
  19. I talking about the exterior worldspace water, not the placed activator water thing.
  20. Good afternoon everybody! Is it possible to disable the "underwater" effect (the visual and audio effect and the "loosing HP after a while") when the player enters a trggerbox and enable it again when the player leaves that triggerbox?
  21. I just had to check and see you are right. This is actually pretty easy to change. I suppose its not possible to swap the skeleton on run-time? As that would allow for an even lower bounding box, for when you enter crawling mode. (so we could finally crawl through tiny spaces) I asked about if that was possible a while ago ...
  22. I had a look at the "MaleBody.nif" and there is no actual collision there. The collision is in the "Skeleton.nif" file. It is just a rectangular box. I don't think that the actual "hit detection" has anything to do with that. I think that rectangular collision is what is used for determining if an NPC / the player can walk through a space. Because the "hit detection" for the player / NPCs is not just a rectangle. (Each body part like arms, legs, torso, head can be "hit" individually) But there is lots of other stuff in the "skeleton.nif" file, and I don't know how to deal with that. Because you can't just import a nif into 3dsmax and edit the collisiion and keep everything else intact. (The collision does not get importet at all, you need to remake it if you want to "edit" it, and I don't think all the other information will get imported either)
  23. Good evening everybody! I did some testing and found out that the minimum dimensions of a space for the player to walk through is 64 CK units (36 inches or 0,91 m) wide and 144 CK units (81 inches or 2,05 m) high. That is stupid. Is there a way to make the collision of the player (and NPCs) smaller ( to something more realistic like 0,5m width and 1,8m height)? I don't mean the actual size of the mesh, I just mean the "collision" part of the mesh. Can this be changed just like the collision of a static object mesh? (Get it into 3dsmax, make a new collision mesh, export it back out as a nif)
  24. F4SE Address Library exists, argument is no longer valid. I do not know how that thing works or what it does exactly, I just know some mods need it to work ... Sorry if I said something wrong ...
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