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Everything posted by zygster525
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fallout 4 launcher wont detect my graphic card
zygster525 replied to xzebx1's topic in Fallout 4's Discussion
According to Both AMD, and NVida, it is the Game Launcher that is the problem, it's not your hardware, the drivers, OS. or anything else it is all in the Game Launcher. What you'll find Ironic is Both Fallout 3 and Fallout New Vegas, WILL see your Graphics card, and Fallout 4 won't I have posted Screen shots of this here https://bethesda.net/community/topic/190071/rainbow-textures-fallout-not-recconizing-video-hardware/3 -
Thanks.
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anyone here know how to "Convert" G.E.C.K. script to Papyrus Script? I am trying to build a mod similar to one of my own New Vegas Mods, Basically to show a difference between the Female and Male player character's back grounds. The Script would be linked to a book of sorts. The Fallout NV Script went like this. BEGIN ONACTIVATE If GetPCIsSex Male player.addperk ActionBoy player.addperk ConfirmedBachelor player.addperk LadyKiller showMessage malePerkAdded disable ENDIF If GetPCIsSex Female player.addperk ActionGirl player.addperk CherchezLaFemme player.addperk BlackWidow showMessage femalePerkAdded disable ENDIF END Now how do I convert it to work with Fallout 4? and go slow...this whole Papyrus scripting has me really confused. LOL
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Creation Kit Questions
zygster525 replied to zygster525's topic in Fallout 4's Creation Kit and Modders
@cypher2012, I hear that...believe me, I tried to import .nif & .dds files to the creation kit...nope...it's not having any of that. When I asked this question, I didn't have Fallout 4 or the Creation Kit as yet, now I do and I still can't find the damn most of the script files, much less figure out what the hell the ones I did find actually do. It seems that Bethesda is the only game studio that is using papyrus script, with conflicts with C# script. Leave it to Bethesda to give us a broken tool. I miss GECK. -
What do these CK warnings mean?
zygster525 replied to DWooT's topic in Fallout 4's Creation Kit and Modders
from what I have managed to glean from Bethesda Tech Support the Errors are because most of the Game files are compressed, into BA2 files, which the Creation Kit doesn't always see correctly. If I load up Fallout 4.esm, and all of the DLC's (no mods at all) I get 2602 Errors, every single time, most are texture errors. After repeated conversations with Bethesda Tech Support, I have come to the belief that they are going to do nothing to fix it., they are more concerned with updating their Creation Club stuff than they are with fixing bugs, in the game and creation kit. When I have time I will attempt to extract all the BA2 files and see if that gets rid of all of the vanilla errors. all I can say is Welcome to using Bethesda's newest mod making tool, that doesn't work like it should. (What I found extremely Odd is that the Fallout New Vegas G.E.C.K will open some of the Fallout 4 files.) -
What do these CK warnings mean?
zygster525 replied to DWooT's topic in Fallout 4's Creation Kit and Modders
Bethesda claims this Creation kit is better then GECK? How? & where? LOL....Loading up the boat dock in far harbor, to add a set of steps for Companions to get into the boat...so far...20448 warnings...and counting. While were at it...where the heck is the files where they hid all the scripts? -
Flowerguy360, where does it say it's Illegal to port from one game to another? People do it all the time, Chinese stealth armor, from Fallout 3 to Fallout NV,. to Fallout 4, the CBBE Body mod is a port from Skyrim., NCR Ranger Armor for Fallout 4, is a Port from Fallout NV, and the list goes on. Creating Popular Super Heroes, Dr. Who, porting mods from one game to another is sort of what modders do. Given what you said above, that would mean just about every mod on this site should be taken down. Porting in an asset from a game, to another game that was created by the same company, is called "Fair Use" especially when the Developer has already implied that it is acceptable to do so, and created a site of their own for Moddders. If any of the Admins or Moderators have a problem with my post please feel free to contact me, to discuss it.
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Small by small, bring Fallout 3 and New Vegas to Fallout 4
zygster525 replied to Maharg67's topic in Fallout 4's Mod Ideas
The bad news is the Fallout NV project has fallen apart, the good news is the Fallout 3 project got stronger, as the people working on the NV Project have joined them. I hope it comes to pass, what they have so far looks really good. -
a Companion Mod is not actually under Bethesda's control, and is considered an external resource. I would suggest you contact Delilah's creator and ask if he would do it.
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FO4 Mod Request: Modern Weapons & Apparel
zygster525 replied to pngln's topic in Fallout 4's Mod Ideas
I had a small chuckle at this...Yes Fallout is set in the "retro 50's" for the entire series so far, But he has a point. We all kind of got spoiled a little with the weapons in Fallout New Vegas, and the Vanilla Weapons in Fallout 4 are pretty boring, the Combat Shotgun, and Combat Rifle look pretty much like the exact same model was used. I my self wouldn't mind seeing Fallout 3 and Fallout NV weapons put into Fallout 4, to make it more Lore correct. -
Ok so here it is, I'm not a Noob, here, but I don't as yet own Fallout 4, Due to some serious and expensive P.C. Upgrades I had to wait for the release of the Upcoming Game of The Year Edition. I am no stranger to the G.E.C.K. for both Fallout 3 and Fallout NV so I will post the following Questions and hope for a some really good answers from my fellow Modders. 1. How is the creation kit different from the previous versions of G.E.C.K.? 2. How is Papyrus script different from G.E.C.K. script? 3. Are they still using .dds and .nif files for in game items or did that change? 4. Did the sound and .lip files change or are they still the same? 5. Has anyone tried to port in any thing from previous Fallout games, and Did it work? While I do suspect that Creation Kit, isn't all that different from the G.E.C.K. I would really like to know, before I spend a bunch of time having to create a Bethesda.net account and going through all the things associated with it.
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This may be a Dumb question, but I will ask it anyways. there are multiple Lockpicking, and Terminal Hacker mods, that allow you to open locks and terminals without going through all the aggravation of finding the password, or broken bobby pins. However None of these Instant opening Mods seem to add to you achivements I.E. Locks Picked = 0 Terminals Hacked = 0 So does anyone know where to find the code, Script Variable...ect.. that counts what was picked or what was hacked? I'd love to finish my Final FO-3 and FO-NV mods off with a hacker that adds to the P.C.'s Locks Picked & Terminals Hacked, Stats.
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.BSA and .ESM File Help
zygster525 replied to zygster525's topic in Fallout New Vegas's Mod Troubleshooting
Thanks for the Info, and the help, as a result I did find the Voice file issue...it was set to .esp The .esp file is huge, and so are the Textures, Meshes and Sound files....I've been working on this mod for 6 months, the Idea of a .ESM over a .ESP, is to make sure that the .esm file loads over the .esp files as a master file, and since there are a few game play effects changes that need to load over a bunch of other things making the file a .esm helps to make sure it loads after the main game .esm files, so that it winds up in the correct load order, (Because we know that SOME don't read install instructions very well, yes I am guilty of this myself at times.) the other reason is to make the mod a little harder for someone else to steal. I know the .bsa files are an archive, they are a compressed archive, and because of the size of this mod, I need all the compression I can get, before I can upload it. I will change the extension on the voice files I found that were wrong, and give it a try. The Help is much appreciated. -
FalloutNV.esm 00 ClassicPack.esm 01 CaravanPack.esm 02 TribalPack.esm 03 OldWorldBlues.esm 04 DeadMoney.esm 05 HonestHearts.esm 06 MercenaryPack.esm 07 LonesomeRoad.esm 08 GunRunners.esm 09 That should be the Basic Load order for the Main Game with DLC's Usually .ESM files after 09 are 0A, 0B Ect. if all of them are a 1 that is a problem. Too many other mods is also a problem as stated above.
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Ok so here I have created a Large Mod. I Used FOMM to convert the regular files into .BSA file with Sound, Texture and Meshes, Then I used FOMM to make the .esp into a ,esm, the Textures and Meshes seem to work, but the sound is not there. NOTE: I have not deleted the Original files from the Data Folder, could this be the problem? or did I do something wrong? Every mod I have seen that uses a .BSA and .ESM for the mod seems to work, and adds files to the Data folder after it is activated. Before anyone asks, I have removed the original .esp I created into a back up folder.
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Well Hurry up and get the show on the road! this is like waiting for Fallout 4 to be released...LOL
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I hate to say anything, negative about this but the " Download With Manager " button is not working, is not working with Firefox, unless you already have N.M.M. open, and even then you have to click Download With Manager at least Twice. This happened after Upgrading N.M.M. to Version 0.49.X I don't have Windows 8.1 or Google Chrome, so it's not just those programs.
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The crash problem happens to a lot of people, Windows 7 does not support Fallout 3 or Fallout New Vegas, according to Microsoft. 32 Bit users experience the same problems with the locking up during transitions. So far none of the "Fixes" have worked for me. So I did some testing on my own, I found that the crash problem is most often attributed to Steam.exe or FalloutNV.exe, or so says the Application Error Reports, some of it has to do with the Havok game engine, some has to do a badly written .exe file. I wish I could figure out WHAT line was causing the crash and a fix for it. my System 3.03 Ghz Dual Core, 8 GB ram, Ati Radeon 5700, On Windows XP, with all drivers up to date. I have 2 similar systems available to play on. Only real Difference is the Towers, and System 2 has a Nvidi video card. Bethsoft doesn't have an answer, Steam doesn't either, Neither Company's tech support is willing to own up to the problem. (some of the forced Steam Up Dates make the crashing worse!) I suspect Bethsoft failed to edit the FalloutNV.exe from the begining, and just used the Fallout 3 .exe file without modification.