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Posts posted by YouDoNotKnowMyName
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Well, the game has no way to make NPCs know "if I want to get from here to there, I need to play this animation of climbing the ladder first".
Just "moving from here to there with a teleporting door" works fine, but not with an animation "in between".
All those "other interesting animations" (if you know what I mean) are not dynamic, as in, they don't have to do with moving around of NPCs in the world ...
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Buildings don't have one RefID, they are made from sometimes hundrets of individual modular parts.
So, which RefID do you pick?
See how this does not work ... ?
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Of course not, the game engine does not support things like that ...
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There seems to be a way to get around this with a INI edit.
According to this: https://forums.nexusmods.com/index.php?/topic/10356913-making-a-boundary-expansion-the-extends-the-maps-borders-new-locations/
I tried to message the author of that post but they did not reply.
Does anybody else know about this INI edit?
Oh, the guy with no sense of humor? I think he's blowing smoke. INI settings aren't going to override the game engine array size, or bypass whatever error checking is in place to prevent out-of-bounds read/writes. That's going to be compiled in, not read from some external, modifiable text file that could introduce game breaking values. INI settings are there to allow tweaks to match player computer performance, not to completely change the way the game engine works.
Oh, ok ....
I guess I got my hopes up for nothing ... :mellow:
(Which is why I usually am not optimistic, because I just end up getting dissapointed ..)
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Ah, ok, I get it!
I never played Skyrim in 3d person, so that's why I never noticed that ...
Anyways, in skyrim, the inventory menu is usually just on the left side of the screen, it does not use up the whole screen like the pipboy does.
Modding the user interface is very very hard for FO4, so a mod like this could only be made by a handful of people ...
And the people who have those skills are probably working on their own projects and not looking through the mod requests ...
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Yes, it is possible:
You know the Covenant-Quest where you can activate certain things to "investigate"?
That is done this way!
I also found the checkbox "player activation".

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I think my first time really experiencing the interior-exterior size difference was with the Yangtze (the chinese Submarine). I was playing around in the creation kit with it's exterior, trying to make a custom interior for it, and not understanding why nothing could fit inside it.
Funny thing:
The first "mod" I made in FO4 was to make that into a player home ...
The "exterior" hull of that submarine is a mess anyway ...
Hydrodynamics? What is that? :laugh:
(I am currently, among other things, working on a proper submarine player home, lots of custom 3d meshes, I might release it if I ever finish it ...)
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You need ontriggerenter not onactivate
But I want it to be an activatable "invisible box" that I can place over something (to not break PreCombines, if I replaced it with an actual activator that would break them).
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Good afternoon everybody!
I made a triggerbox activator that the player can activate.
(Gave it a unique ID, attached a scirpt to it that does some stuff OnActivate).
But when I load the game and go to where I placed it, I can't activate it.
Is there some keyword that I need to add?
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Run arbitrary, unvetted binary code from a site that let's anyone upload files? Nope, sorry, my power bill is high enough without mining crypto, thanks.
Well, that is pretty much every F4SE plugin!
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Showing screenshots on a Terminal is going to be much less complicated than using them as texture for a settlement object.
I might perhaps look into it. Possibly.
Why?
Do images not have to be in a .dds format to be shown on termianls or what?
You would still have to dynamically create a terminal entry with the name (and folder) of the image that you want to display, right?
(If I remember correctly, you can display images in terminal entries kind of like HTML code for images works)
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And besides, if mod makers did make such a list:
How would you identify each building?
Like "that one ruined building with the broken wall across from that other place" ?
Sure, that would work great .....
Or by RefId?
That would still require mod authors to open that cell up in the CK and look around there to see if their mod would interfere ...
Would be great if "somebody" would make a very high detail map of FO4 where we could all mark down things like that ...
But that would just be like using the RefId of the building / the RefId of one of the building parts: The mod makers would still have to open the mod and check "by hand".
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Good morning everybody!
Could you recommend me some good quest mods that don't tie into the whole "sole survivor of vault 111" / "main quest" thing?
I am using an alternate start mod.
It seems like every big / good quest mod assumes that the player character actually is the sole survivor of vault 111.
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Good morning everybody!
Whenever I am playing FO4, I play it as "permadeath survival" and I use an alternate start mod to start at a random location (with no weapons and at level 1).
I noticed that I tend to avoid "civilization" (Diamond City, Goodneighbor, Bunker Hill) when playing that way.
Because from a "in character" - view, it seems like "well, this is pretty much heaven, why would I ever leave this safe place?".
If you are just "trying to survive", there is no incentive to leave any of those safe places.
That is pretty much always the point when I just delete that save file and start over again.
Actually, it is only really Diamond City, because when you are in Bunker Hill, the NPCs there will say things like "you aren't part of any caravans, so f##k off" (or something like that) and in Goodneighbor that one guy tries to get some caps from you as soon as you enter. So those places don't really feel too "safe" or "friendly".
Does anybody else also avoid DC for these reasons?
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WHY IS NOONE STILL TALKING ABOUT THIS??
I hate the fact that i can't see the armor directly when i put it on. somebody pleaase fix this!!
I don't really understand what this is about.
In Skyrim, you opened the inventory and put on the clothes or armor that you wanted, then closed the inventory menu.
In Fallout 4, it is the same way. (the "inventory menu" is the "pipboy menu")
So, I don't really understand what the problem is ...
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As far as I know, you can't combine animations.
You would have to completley remake them.
But I have no knowledge about animations ...
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Yes, there is no problem with having two linked doors in the same cell.
I use that to have a "ladder" that NPCs can use (just a "ladder shaped door").
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There seems to be a way to get around this with a INI edit.
According to this: https://forums.nexusmods.com/index.php?/topic/10356913-making-a-boundary-expansion-the-extends-the-maps-borders-new-locations/
I tried to message the author of that post but they did not reply.
Does anybody else know about this INI edit?
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Mod creators know how to use FO4Edit.
So they can check a mod if they suspect it might break something.
I am currently working on lots of stuff and I tried to keep a spreadsheet with all the changes I made and I just stopped because it was too much work ...
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Good afternoon everybody!
I am currently working on a new worldspace mod and I am getting to the point where I start to think about adding some NPCs.
Should NPCs that are not really important (not involved in quests) be named or should they just be named in a generic way (guard, citizen, farmer, ...)?
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Also, what is the source of that "skyrim is getting a second special edition"?
If you google it there are a bunch of articles. It's the "Legendary Edition", and basically just SE with some CC stuff rolled in. Nothing new or exciting.
I though the "Legendary Edition" is the "original skyrim" with all the DLCs?
Also, I don't like to google things like that because all of the clickbait videos and articles about topics like that ...
(And because I just don give a sh.... about things like that)
I really think they should focus on making actual new games instead of just copy&pasting the old games over and over again ...
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The main thing about skyrim special edition is that it was 64 bit and not 32 bit like the original skyrim.
Fallout 4 is already 64 bit.
So I don't see a reason for it ...
(Of course, it wouldn't surprise me if they made even more "re-releases of older games", it is way easier to remake something then to come up with something new ...)
Also, what is the source of that "skyrim is getting a second special edition"?
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Something like that was already suggested once (take a "photo" and then be abel to craft a picture frame with that picture in it at settlements).
But it is technically
not possiblevery very hard to do.Because the "screenshots" that you take are png files that have the same resolution and size that your screen has.
The game requires a very specific format for textures.
It's not that difficult.. :smile: I've made hundreds of pictures using this method.
Creating a mod with a proper "photograph interface" would be much more difficult, however..
Yes, doing it "by hand" is not difficult.
(Taking the screenshot, quitting the game, opening up PS or PaintNET to convert the image, open the CK, add a craftable item with that image as a texture, saving that esp, relaunching the game)
What I meant is to have the whole "take the screenshot, convert it, make a craftable item with it" happen automatically while the game is running, THAT would be very very difficult.

Triggerbox activator can't be activated by player. Help?
in Creation Kit and Modders
Posted
It works with normal trigger boxes.
Just check the checkbox "player activation" in the reference window.
In the script I just use "On Activate" like for any normal activator.