-
Posts
88 -
Joined
-
Last visited
Everything posted by Brianide
-
The latter. The Skyrim CK launched in early February 2013. Dawnguard came out the following summer.
- 8 replies
-
- fusion cores
- rechargeable
- (and 6 more)
-
[WiP] Bleak Beauty - Fan Made OST by CaptainCreepy
Brianide replied to OrganicView's topic in Fallout 4's Discussion
I believe FO4Edit is already fully capable of adding atmospheric tracks. There's videos on how to do it in the Skyrim CK, and from a cursory glance the records haven't changed in FO4 and the process seems very much the same (and not terribly complicated) in xEdit, just without the dialogs. You'll need your music in XWM format, as you may already be aware; there's several conversion applications (like this one) on Skyrim Nexus. Really I think the most time-consuming part would be just digging through all the playlists and making sure your music plays in all the contexts you want it to. I don't know what your level of modding experience is, but if you can't crack it yourself then I'm sure me or someone else would be happy to help. These tracks are great. -
This is the exact idea I had, to a T. It's on my list of things to do (if no one else does it first) when the CK is released.
- 8 replies
-
- fusion cores
- rechargeable
- (and 6 more)
-
It's three pages of the OP struggling to legally obtain a license to a three-second soundbite as ubiquitous as the Wilhelm scream. It's silly in the way that a Monty Python sketch is silly. The only way it could get sillier is if someone here on the forums revealed themself to be an accomplished bugler and belted out a fresh performance for OP's exclusive use.
-
Like Langy said, that's going to involve hex edits to an ESP, for which you'll need FalloutSnip. It's doable, but you'd have to figure out what to change (by comparing records of items you know the attack speeds of), and ESP mods at this phase all come with an understood disclaimer. For some things, you can look at how the records were formatted in Skyrim and work from that. The DNAM record appears to have gotten 32 bytes longer since Skyrim, but I'd assume the first 100 bytes are the same. Great work. I'll dig some more tonight and see if I can figure out how to get the auto-renaming working.
-
Fiddled with it some more. It looks like OBTS records all have something to do with mod slots, though I can't figure out the exact relationship. For outfits that don't have any OBTS/OBTE records to begin with, you have to add a "no mods" OBTS alongside the one mentioned in step two above; otherwise, the item always comes with the mod installed. The "no mods" OBTS looks something like this (there's some variation to it from one item to another): 00 00 00 00 00 00 00 00 00 00 00 00 FF FF 00 00 00 00 I'm doing a terrible job explaining all of this, so if anyone wants to just take a look, here's a proof-of-concept ESP that adds the Ballistic Weave option to Field-Scribe's Armor (000E370E), Bomber Jacket (000E1AF6), and Drifter Outfit (000B2D8D). The names still don't change, but everything else seems to be working. I would not recommend actually playing on your main save with this ESP loaded yet, for obvious reasons.
-
I'm so glad you asked. I spent a couple of nights mucking with this and got it to work, mostly. There's a couple of things I found you have to do (I'm using FalloutSnip, for reference; I have no idea what the more successful folks like Abbalovesyou are using): Add the keyword ma_Railroad_ClothingArmor (ref: 0020DE40) and update the KSIZ record accordingly, which I'm assuming is what you've already done.Add a new OBTS record with the following hex: 01 00 00 00 00 00 00 00 00 00 00 00 FF FF 00 01 43 DE 20 00 00 00 3F DE 20 00 00 00 01 You'll find records with hex similar to this (sometimes identical) on all the other moddable clothes. You can look up refs 0020DE43 and 0020DE3F to get a vague idea of what's going on here; they're keywords. There should be an existing OBTE record. This seems to correspond to the number of OBTS records present on the item, so you'll want to increment the value there after performing the previous step. Append the following hex to the end of the APPR record (or add it if none exists, but everything I looked at had one): 3E DE 20 00 Again, if you look up this ref (0020DE3E), it's a keyword. I'm not sure if this step is actually necessary, but there's a leveled-list called LL_Railroad_ClothingArmor (ref: 0020DE46) that seems to contain all the other moddable outfits, so I added my new addition to it as well. This isn't necessary at all. My guess is that this is the list Tinker Tom's inventory pulls from. This was enough to get it working for me, except for two caveats: The item's name doesn't get the "Armored" prefix attached to it, which is frustrating.FalloutSnip seems to s*** the bed when copying armor references, so as soon as I add more than one to my ESP, it causes the game to crash on startup. Figured it out; it was an issue with string localization.
-
In all honesty you're right, it probably would work fine, but I had some bad experiences with GetSecondsPassed in Fallout 3 (namely, hiccups in the framerate causing time-sensitive bits of the script to get skipped over), so I'd just prefer to stay out of the practice of relying on realtime wait functions wherever possible. I managed to fix the problem, anyway. Rather that waiting for the WerewolfChange effect, I simply changed it to wait for WerewolfChangeFX (which is a second spell that actually handles the transformation animation; SetGhost was blocking it). The OnMagicEffectApply block does appear to run after the effect itself is applied. Good to know, I guess.
-
I'm not new to modding or programming in general, but I am new to Papyrus. I've been working on a fairly simple mod that would introduce two werewolf perks: one that makes the player immune to damage while transforming, and another that causes the player (in human form) to automatically transform when his health reaches zero, once per day. I believe I have the latter mostly working, aside from some caveats that need to be addressed. I'm running into some frustrations with the damage immunity perk, though. I don't want to modify the WerewolfChangeEffect script at all, so I'm currently running a ReferenceAlias script on the player that reacts when WerewolfChangeEffect is applied: event onMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) if(akEffect == WerewolfEffect) getActorReference().setGhost(true) endif endEvent event onRaceSwitchComplete() Actor player = Game.getPlayer() if(player.getRace() == WerewolfRace) player.setGhost(false) endif endEvent The problem is, the onMagicEffectApply block triggers before the effect is actually applied, which means that setGhost prevents the effect from actually being applied. That's what appears to be happening, at least. I suppose I could throw in a Utility.wait(0.5) before setGhost, but that seems a bit hacky and unreliable on slow hardware. Is there a different and/or better way to go about this that is immediately apparent to anyone?
-
Reposting from first page since a lot of people are still asking: Restart Steam, go to Library, then switch it from All Games to Tools (in the top left). It's listed as Creation Kit. Might be worth mentioning in the OP.
-
Yes, that did it for me. After you restart it, go to Library, then switch it from All Games to Tools (in the top left). It's listed as Creation Kit. On an unrelated note, I have to leave for labs in ten minutes. FML.
-
The normal approach is not to sync every aspect between the two games. It's a matter of determining what information from each client is relevant to the other at the time, and syncing that information between the two. At least, that's the abstract; you also have to work out how you're going to go about actually getting that information, interpreting it, and representing what it means on the opposite end. Note that none of this is easy to do, let alone do well; if it was, Bethesda would have cashed in on it in the first place. It's extremely impressive that Skyrim Online has gotten as far as it has, especially in the absence of the Creation Kit. Video games do not work that way.
-
Construction Set for Skyrim, where is it?
Brianide replied to Hannibalektr's topic in Skyrim's Skyrim LE
Thats... Not what that post says? It says that the Patch is going live some time this week, and that the CK won't be far behind. That could mean the CK could come out minutes, hours or days (Or if you want to take things absolute, months, years, decades, centuries of even millennia) after. No where, anywhere there, does it say anything about it bring pushed back to Feb. They still ahve a about 30 hours to meet the deadline. Don't start making up crap. They explicitly stated before that both would be out in January; now the CK is slated for some arbitrary date in the window of "not far behind" "sometime this week". I highly doubt that their switching to vaguer terms has positive implications. -
I don't understand how anyone can actually believe this. If you earnestly believe that Bethesda is worried about our modding activities having a negative impact on their DLC sales, please consider the following: You can count the number of Oblivion mods that actually stand up to something like Shivering Isles on one severely-maimed hand The vast majority of the game's sales so far have been on the XBox 360, where mods are not even an issue The GECK for Fallout 3 came out a month prior to the release of the game's first DLC I realize that we're all anxious to get our hands on the editor, and Bethesda could certainly afford to give us an update, but you guys seriously need to give this conspiracy nonsense a rest.
-
Can't know for sure if it's doable until the CS is out, but I certainly hope it is. Being able to shout/cast in midair could certainly make mage combat a lot more interesting.
-
Skyrim is in your Steam directory, which is probably either C:/Program Files/Valve/Steam/ or C:/Program Files/Steam/. From there, Skyrim is in steamapps/common/skyrim/. There should be a Data folder there. That's where you want to put your mods.
-
My achievments have been recorded, I used the console to get a shitload of gold. I tgm'd for a few minutes because I didn't want to make two trips carrying loot home. Achievements have still been unlocking for me.
-
Hardcoding a countermeasure against this would be a waste of time on Bethesda's part, and they're probably well aware of that. It's a silly thing to speculate. As for the social commentary ITT, I'd say Bethesda's pretty safe, considering the fact that this site's other offerings have not drawn any significant negative publicity. If some guy dons a Nordic helmet and starts laying into children with a broadsword, though, there may be some finger-pointing.
-
Two Ideas I've Had For Sometime...
Brianide replied to Vondure's topic in Fallout New Vegas's Mod Ideas
I've seen the running mod a couple of times, but mostly just a sped up version of the default jogging animation. But the motorcycle, could you link me? Sorry I'm not really up to date with mods. :( The game engine doesn't allow us to change the running animations on the fly, so "sped-up jogging" is as good as it's going to get on that front. You can grab the motorcycle mod here. I believe it's the third result if you Google the words New Vegas motorcycle. -
Is Skyrim the best choice for the next game?
Brianide replied to XanAlderon's topic in Skyrim's Skyrim LE
Just because our particular community invests most of its time and polygons into realizing H-cup breasts does not mean that Bethesda is similarly preoccupied. They certainly didn't seem too concerned with superficial beauty in Oblivion – unless someone at Bethesda has a very skewed perspective as to what makes for an attractive face – so why do you figure they would start now? There are a lot of differences between Skyrim and Black Marsh; what makes you assume that the sexual appeal of their inhabitants was the decisive factor? -
Is Skyrim the best choice for the next game?
Brianide replied to XanAlderon's topic in Skyrim's Skyrim LE
This community is driven by sexual obsession in general; the userbase is predominantly male, so it follows that female "anatomy" mods would be more popular than male ones. I think we've got plenty of both, though. I always find it funny when people complain that there aren't enough good quest mods for Fallout 3 — mostly because Type 3 has almost ten times as many unique downloads as Cube Experimental. I think the overall lesson here is that supply follows demand. -
Ditching GameBryo is a good move. Its lack of things like directional lighting was excusable when Oblivion came out, but in the year of Our Lord two-thousand and ten, it's beyond ridiculous. Also, Gamebryo is only "mod-friendly" in the sense that it's easy to learn. Engines like Source and CryEngine might have a steeper learning curve, but they also give you much more robust control over the game; Gamebryo, by comparison, is pretty limited. Personally, I'd be content to spend more time learning the new editor if it meant I could do cooler stuff with it.
-
Shooting limbs off an ALIVE enemy
Brianide replied to dr3amcatcher's topic in Fallout New Vegas's Mod Ideas
SaidenStorm, the guy who made the reanimating feral ghouls, said that the same method will not work for NPCs, and he didn't seem hopeful about finding a working alternative. -
The problem with a list, rather than a compilation ESP, is that you have dozens of individual downloads and a ton of ESPs cluttering up your load list, which is nightmarish if the player isn't using any mod manager besides the vanilla launcher. I have mod that was briefly in this compilation (someone made a better version that rendered mine obsolete). I received a PM about it after my mod was already included, which upset me for all of ten seconds before I considered that Zenball has probably spent more time putting together this collection of mods than I did making my particular patch (I believe mine took about half an hour). Also, he very well may have sent that PM to me before including my mod (I can't find it now to verify one way or the other). The "permission first" rule sounds wonderful on paper, but it sort of fails when some jerk like me doesn't check his PMs for a week.
-
The function that calls up the Caravan menu actually takes a float parameter for bet percent. I'm not sure if it controls their initial bet, max bet, or both, but certain players will bet different amounts. It hardly matters, though; like you said, all you really need to remember is that you can use Caravan to effectively get free (and them some) items from the Primm and Novac merchants. The crazy old guy in Novac also carries a whole lot of caps, which respawn every few days. I'd dismiss Caravan as grotesquely game-breaking if it wasn't so much fun.