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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. Yes! And each official update breaks lots of mods, so I am happy that no more updates are comming out!
  2. I think I know about that ... But I don't want just custom categorys, I want categorys within categorys.
  3. What?! Do you mean they made the game in a sort of "advanced settlement mode"? I really don't think so, because working with scripts, positioning markers, ... would be very very hard to do while "in the game". And creating interior levels would also be very difficult that way. Just take a look at some of the generic exterior building meshes. They are huge! Placing them "in-game" would be very very hard, if not impossible. And working with layers or setting up navmesh would be impossible in the the actual game. They probably use the same Creation Kit editor, but with some more functions.
  4. Good evening everybody! I am currently working on creating some custom meshes based on real things. Now the big question is this: Should I keep the "real life" dimensions for the sake of realism or should I make the meshes to the next closest "CK unit" grid size, so that they are easy to place in the CK? An example: Lets say I want to make a 3d model of a 20ft shipping container. A standard 20 ft shipping container is about 96 ft wide, about 240 ft long and 102 in high. A typical CK interior piece is 144 ft by 144 ft, or 256 units. If I just kept the general shape I would make it 144 ft wide, 288 ft long and 144 ft high. That would make it very easy to place lots of containers next to each other or stacked on top of each other without any gaps by using the "snap to grid" function in the CK and setting it to 256 units. It would also make snapping in settlement build mode easier. Or I could make all the dimensions the same as they are in real life, but change them to the closest 9/16 inch value. ( 9/16 inch is 1 CK unit, the smallest "snap to grid" value) That would keep the dimensions as realistic as possible, but it would make placing the objects next to each other without any gaps very tedious. (Setting "snap to grid" to 1, zooming right in and carefully adjusting the position) And trying to use assets like that together with "normal" CK assets would be very tricky. (Not really important for something like a shipping container) Yes, I know there are already shipping container assets in the game, but I want to make some realistic ones for a mod that I am working on. (No, I am not planning on replacing any vanilla assets, I am talking about completley new assets) I know there is no "right answer" for this, it all depends on personal preference and on what is more important: Realism or "developer-useability".
  5. Good afternoon everybody! So, usually you have the crafting menus at the chemlab and the cooking station set up like this: HealingStimpakRadaway....ChemsJetBuffout...Is it possible to create a multi level crafting menu? So something like this: my own stuffChemsNew chem 1Another random chemHealingRandom healing thingAnother craftable thingChemsJetBuffout
  6. I am no expert on antimaterial rifles. But I guess they would kind of make sense against power armor, right? But carrying around such a heavy gun just for one special "type" of enemy is not really efficient ...
  7. Probably hardcoded, like every other interesting or cool thing. I tried to implement a "multiple ammo" system for a weapon, kind of like the syringer (you can "load" different types of syringes into it), but I also couldn't find anything.
  8. The best thing about mods is that everybody can make the game into what they like. There is no "list of best mods", because everybody has different tastes ... For example: I don't use any graphic or texture mods at all, because I just don't care about "good graphics". And if you are new to modding fallou 4, you should start with a few mods, see how you like them, maybe add more or change things. Don't add 100 mods at once, that makes finding conflicts and problems very very hard.
  9. This is pretty much me (except with depression instead of PTSD). Yes! I could not agree more! It is so hard to make a positive difference and to actually solve problems in the "real world". Sometimes I also have that problem. It is like all my life force and energy and motivation is just gone. So you are not alone ... Sometimes you just need to let it all out ...
  10. You can't dynamically create map markers, except for quest targets and things like that ...
  11. Nevermind, I got it to work like that post I linked described it. I forgot to uncheck the "default" checkbox in the object template window. Now it works fine! Yes, I know this could be done with a script and a quest, but I try to keep things as simple as possible ...
  12. Good morning everybody! So, I want to give an NPC a weapon with a certain OMOD. I found this post that explains how to do this: https://forums.nexusmods.com/index.php?/topic/8543413-put-a-weapon-with-mod-into-a-container/ I made an Object Template and gave it a keyword. I made a leveled item and gave it the same keyword and set the chance to 100. I put that leveled item in the NPCs inventory. But the NPC in the game still spawns with random OMODs on that weapon. So what am I missing here? I also tried to set the chance to 0, because leveled lists might be using a "chance not to spwan" instead of "chance to spwan", but that did not change anything.
  13. I know ... I am just adding some generic enemies at the moment, trying to get the leveled lists and factions to work.
  14. It goes well for editing a few setting, but if I have the actor window open for more then two or three edits (changing something) then it starts to become veeeeery slow ... I mean, I would understand if the actor had a very high resolution clothing, but I haven't even given the actor any clothing yet ... (because the actor preview gets updated with every edit you make)
  15. Good afternoon everybody! I am currently working on adding some NPCs to my custom worldspace. Right now I am trying to set up the leveld enemies. But I noticed that the CK is extremley slow when editing actors. Especially when trying to edit the "template" that a actor uses. Is this normal, or do I just have too little RAM or something like that? (I have "only" 16GBs)
  16. You could have a menu that lets you choose what ammo to use every time you equip the gun. Like this mod does it: https://www.nexusmods.com/fallout4/mods/39781 (It applies OMODs to the weapon to change the ammo type depending on what menu option gets selected) Also, the syringer rifle can use different ammo "types", but that seems to be hardcoded and can't really be modified / duplicated ...
  17. I know this is probably a bot-generated message, but this made me laugh :laugh: Honestly, the two things are not that different: Both things will take your money and give you very little in return ...
  18. Is there an official statement that claims there will be a new DLC? If not: What are you even talking about? Clickbait youtubers will claim lots of stuff as long as they get views ...
  19. Just because somebody is good at something does not make them a "reputable source" for information. I personally only trust official sources, so the developers (and even they are sketchy, because we all know how much God Howard likes to tell sweet little lies ...).
  20. Maybe post this in the "Fallout 4 Modders" forum? Mod authors and people who might know this stuff are more likley to see it there ...
  21. But still, the NPC does not "know" that using that furniture is like a "door". You would have to make that animation part of a "door", because NPCS use doors if they want to get from place to place, not furniture.
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