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Posts posted by YouDoNotKnowMyName
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Have you tried this?
I think I know about that ...
But I don't want just custom categorys, I want categorys within categorys.
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It is unlikely that bethesda uses a creation kit. This engine itself is a virtual machine for building levels. They could easily collect the game right in the game. In much the same way as the player collects settlements in the workshop, only with built-in gamebryo and havok tools, additional libraries that extend the engine to a 3d editor.
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.
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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".
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Good afternoon everybody!
So, usually you have the crafting menus at the chemlab and the cooking station set up like this:
- Healing
- Stimpak
- Radaway
- ....
- Chems
- Jet
- Buffout
- ...
Is it possible to create a multi level crafting menu?
So something like this:
- my own stuff
- Chems
- New chem 1
- Another random chem
- Healing
- Random healing thing
- Another craftable thing
- Chems
- Chems
- Jet
- Buffout
- Healing
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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 ...
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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.
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Hello. Fallout 4 is a great game. i found a page, have a list of very good mods to use with the game. i don't like the enb there, so try to find something else, looks better. if you are a new gamer at Fallout 4, this list will help you very much, so don't have to spend hours to search. That's all. Thanks.
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.
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This is pretty much me (except with depression instead of PTSD).
... but also give some form of purpose or accomplishment.
Yes!
I could not agree more!
It is so hard to make a positive difference and to actually solve problems in the "real world".
I struggle now to return to the game since yesterday. I struggle even to sleep, like my last refuge or Sanctuary from the issues I struggle with was taken away.
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 ...
So why did I post this here? Well, Nexus is more or less central in my life. There also really isn't anywhere or anyone else to share this with. I felt keeping these thoughts bottled up, especially on this day, would do far more harm than good.
Sometimes you just need to let it all out ...
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I think the thing that you are looking for is called "fake interiors"
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You can't dynamically create map markers, except for quest targets and things like that ...
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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 ...
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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.
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I highly do not recommend editing face gen data in CK, because your actor will look very different in game engine. I use in-game character editor + FaceRipper to create faces for NPCs, and it works great.
I know ...
I am just adding some generic enemies at the moment, trying to get the leveled lists and factions to work.
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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)
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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)
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Is it even possible to have different ammo types? Afaik, you can only use 1 type of ammo at any time. (without modding the weapon, changing the ammo used)
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 ...
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Fallout 76 is great. Why am I still playing this game even though I hate it so much? I can't say for sure. But it's kind of addictive. Just like I was drawn to an online casino a couple of years ago. Only unlike him, I did not read the reviews about fallout before buying, unfortunately. And I read about the casino on the website https://www.theladycrypto.com/bitcoin-dice/. I advise you to read in advance about what you will play.
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 ...
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What about a shotgun that shoots shotguns
A meta-shotgun
:laugh:
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Ok but cant wait to find out what the new Fallout 4 DLC will be, and also what the new Skyrim DLC will be.
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 ...
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One of the Youtubers thats good at Fallout 4 and Skyrim sort of hinted the new DLC's could be fair sized. Maybe even like full sized DLC?
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 ...).
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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 ...
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With today's knowledge of havok, this is unrealistic. First, there is no one-piece hkx loop for this kind of animation in mixamo. How do I dock all the furniture idle - rope? Second ... Furniture is not the way to go. It can be assigned to a settler, or an event can be created for such an assignment. But then the settler will climb the tightrope in a loop with no specific meaning ... For sporting purposes? He will not climb along it to a specific place. Will play the exit animation, will be in the same place where he entered the animation. The only thing you can try for the sake of experiment ... is to find third-party animation among mixamo. Not a rope. Some other. One where the bones at the beginning and end of the animation are at a significant height. Make this animation idle to exit. Then, after exiting the furniture animation, the npc can "fall" onto the previously prepared geometry. The height of the main climbing animation, the height of the exit animation, and the height of the treehouse geometry. All three heights must match.
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.

So, no more updates for this game ?
in Discussion
Posted
Yes!
And each official update breaks lots of mods, so I am happy that no more updates are comming out!