Jump to content

Roentgens

Premium Member
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Roentgens

  1. Sounds to me like you need to take your own advice. Page after page of this. And then when you are forced to refresh or skip the imagesets too many times, enjoy a "flood protection" timeout. I won't even go into the situations where they show 10% or less of an object with no identifying cues and expect you to identify it.
  2. These hcaptchas have become so difficult to solve even with good eyesight, I had to go through 15 pages of "boat" captchas to login. Nowadays, I just wait in anticipation to see what the Nexus will implement next to punish users with.
  3. There should be an OMOD record for the .308, change the MUL+ADD value to get your desired damage.
  4. You need to add your vault suit to her default outfit, not her inventory. Edit: I re-read the post and am not sure what the issue is. Does she have the armor equipped or not? Use console command openactorcontainer 1, force equip the armor and see if it appears. If it doesn't appear, you may have a problem with your armor addon.
  5. You can do material swaps to change textures on the same mesh, but I'm not sure how you could apply this worldspace wide randomly. Let's say you make a Marlboro material swap, you would need a new cigarette carton record to call on that MSWP. If the carton was spawned on a leveled list it could be randomized by adding new records with your MSWP. Randomizing cartons would be easy for leveled list containers for example, but I don't know how this could be done for handplaced references in the worldspace.
  6. Yes, if I remember correctly all workshop linked refs with a scrap recipe are bypassed during the precombine process.
  7. You need to exclude the doorframe from the precombine. Snapping nodes are part of the NIF, and during the precombine, CK will automatically combine NIFs into a "super NIF" for the previs system. This not only breaks snapping nodes, but also often breaks collision for stairs and certain statics. Add the doorframes to a new layer, disable visibility for that layer, then regenerate your precombines and previs. This will do the precalc for the cell while excluding the objects in that layer.
  8. I'd prefer an early release, but that's probably more work on your part. If you aren't editing vanilla lights, there shouldn't be many conflicts. The one mod you should probably take a look at is Vault-Tec Workshop Overhaul. It fixes some meshes, added snap points, and changed how the lights project. For build menu integration, injecting a new category is best, but that requires scripting and again extra work. It is safer to uninstall that way for rookies, and easier to navigate, but if it's integrated that way, not a deal breaker. With the fake light idea, I meant craftable lights that are invisible for fill lighting. For example it could be an omni light, like the hanging lightbulb, but with transparent textures. You could place it anywhere with Place Everywhere so it can provide fill lighting in a scene. I wouldn't even worry about it honestly. Edit: Forgot to mention, Relight makes a bunch of changes to lights as well.
  9. The Randolph stuff is like Randolph -> Misc RR Quest -> Randolph 2 -> Misc RR Quest -> Randolph 3, and this can be interrupted by some key RR sidequest like Tico or something. The misc quests are like DIA cache, or rogue variable, and the such.
  10. Sounds like very laborious work, so I'm gonna thank you in advance because I've always felt scalable lighting was something that was lacking in this game. In the far future maybe you can consider adding fake lights for fill lighting. The lighting in this engine is far better than in previous games, but it still doesn't match up to physically based rendering. If you go to prewar sanctuary worldspace, it's a shocker how many fake lights were placed in the character creation scene to achieve proper luminosity. I think that is the single instance where Beth actually put appreciable effort into properly lighting the scene. Anyhow, just bouncing thoughts. Don't treat it too seriously or you might end up in project hell haha.
  11. Yes, super interested actually. If I may make a request, some color temperature choices would be great. Such as "Incandescent", "Daylight", like you see at the LED bulb section at the hardware store. It would be killer to have a few shadow casting options also. These many choices would create a lot of permutations, so maybe limit the extra options to the hanging lightbulb, and limit the radius options for these?
  12. If you have uninstalled any mod that modifies vanilla workshop menu, it can break the menus and remove categories. Some, but not all of these workshop mods have uninstall procedures to prevent this. Try a workshop menu fixer: https://www.nexusmods.com/fallout4/mods/22205
  13. No. NPC accuracy is controlled by an internal accuracy stat within their assigned combat style in Creation Kit. It is further modified by the cone of fire of the weapon they are using, and also by any relevant perks they possess. SPECIAL stats have no effect on NPC accuracy. Coursers, with the exception of X6-88 (the worst courser in reality), are by far the most accurate NPCs in the game.
  14. Now that's what I'm talking about. Looks like you got everything covered from here. At some point, you should probably push something out to the youtubers and streamers. They love content, and have a dedicated following that is still playing the game. Btw, roughly where geographically, is this world space based on?
  15. Use the method you learned, and use the following line. It should download the new executable. download_depot 377160 377162 2144426079840954483
  16. Read this again, maybe it will answer your "question". I don't have any "credulity filters" that need to be bypassed. I don't roleplay at all in this game, I just play it like a sandbox world and enjoy it for what it is. If Bethesda doesn't take this seriously, then why should anyone? People who play this game as a waifu simulator are the ones who get it. Internal consistency is not valued in this game, so why place restrictions on yourself? Having settlements filled with bikini babes is no more inconsistent than having a kid live inside of a fridge for 200 years and then come out hale, hearty, and mentally sane. Just do whatever you want. OP asked why he didn't have the motivation to use thematic outfits in Fallout 4, instead of minmaxing. I did my take on it, which is basically "There is no real consistency to the gameworld, everyone adheres to the rule of cool, why limit yourself when nobody else does?"
  17. I don't think it is possible to delete FO4 game files with NMM. FO4 game files are generally not loose files, they are contained inside BA2 archives. It is more likely that NMM did an incomplete uninstall of your mod. Check to see if there are loose files from the mod leftover in your game folder, also check if ESP is still enabled.
  18. NPCs, but both are important in relatively equal measure. I'm going to circle around back to the original post. Which is basically "Why do players make different equipment choices between the games?" I'm feeling that my post was being interpreted as being about which game is better and more replayable, which wasn't the point. But I will now get into it a bit. In my opinion, NV is more thematically consistent, and I would suffer less cognitive dissonance if I were to roleplay in that universe. However, if I was pressed on which game I prefer, the answer would unequivocably be Fallout 4. It has the better engine, better lighting and graphics, better gun play, and better NPC AI. These are essentially the qualities in which it has realized its potential. That doesn't alleviate my disappointment towards some of the narratives and themes of Fallout 4, which I felt received heavy handed treatment. I'm going to put out a short example, which is one of many. Nora has a pre-war law degree. She has a law degree in her pre-war house that you could interact with, and your character will comment about it. Let's say you are playing your character, and you decide to ignore it because it is inconsistent with what you want your character to be. Hell you even skipped it, with the help of SKK's excellent FastStart mod. Now Nora heads out to Sanctuary and meets Codsworth, who hands her Nate's holotape. At this point, Bethesda goes "Just in case you missed that Nora was probably going to be a lawyer, we're going to helpfully remind you again in Nate's holotape that she was probably going to be a lawyer." Again, you can ignore that holotape, but at this point cognitive dissonance is building up, and will only continue to accumulate. A few ingame weeks later, law degree Nora is building fusion generators, industrial water purifiers, and sniping raiders like a wasteland operator. It wasn't physicist Nora, or mechanic Nora, or farmer Nora. It was law degree Nora. Imagine if Bethesda was less heavy handed. Instead of a law degree, it was just a degree, or maybe it was not even mentioned. Nora could have been whatever profession the player decided in-universe, instead of the cookie mould that Bethesda wants the player character to fit. This is just one example, not even the most egregious. I could go into the writing and dialogue too, but that is pretty well tread at this point. I like Fallout 4, a lot. It is a roleplaying game, but it just isn't very good in the roleplaying aspect of it.
  19. New Vegas had an "Old West" aesthetic to a lot of the equipment; clothing was rugged yet handsome, and would not look out of place in either civilization or the wild frontier. The designs were prudent and there was a lot of emphasis on fabrics, leathers, pockets, and pouches to carry your gear. The outfits looked as if you could walk a thousand miles in them, most things were made with long term comfort and endurance in mind. There was real scarcity, and very few in the Mojave were decked out in high end equipment. Fallout 4 on other hand is essentially an arms race. The theme always revolves around "bigger, better, and badder". Everyone is wearing cool the cool stuff. The Gunners have armies of guys in pre-war grade combat armor. The Brotherhood has armies of guys in pre-war grade power armor. The Institute has armies of teleporting synths in advanced post-war armor. You could headcanon your own thematic outfit, or you can succumb, and become unstoppable in your facerolling Quantum X-01. This is what Fallout 4 is about, there isn't any scarcity anywhere. It's a theme park pretending to be a wasteland.
  20. I just watched a few videos and I'm impressed with how much of the worldspace you have built already. The gauntlet was pretty hilarious. Anyhow, I have been wondering if the towns will have social spaces where npcs will socialize and talk gossip about current events. This is not a high priority thing, it's probably best to prioritize the worldspace and quests first, but it will make the towns a lot more engaging down the road. I'm just going to make up a scenario here of a some gossip between two npcs in town that reflects current events. Let's say someone put out a bounty on those bandits infesting that bridge with the gauntlet and you fulfilled it... Bob: Hey... If you are going to take that northern route through the bridge, now would be a good time. Fred: You tryn'a get rid of me? Bob: No. Some bountyhunter from the 'wealth just rolled into town a while ago and had a short chat with Lenny. Now a whole crew of bandits are taking dirtnaps, and the way is clear again. Fred: Damn, that's the best news we've had in months. I'ma check with the folks in town, so ya better not be yankin my chain. Just tad bits of dialogue like this, doesn't even have to be too complex, would make the world a much more lively place.
  21. Good work, I'm surprised and happy that you implemented this so quickly. I'm a bit under the weather right now, will write more on this tomorrow.
  22. Glad I didn't drop a single dollar on Creation Club "content".
  23. I watched the video, I really like the part about the job progression. I hope that at some point there will be a silent reputation system accrued from jobs completed. Locals should comment if you are an accomplished bounty hunter, or if you have turned in a bunch of deathclaw hands and hides, some trappers and hunters should take notice of a fellow skilled huntsman. It makes the world feel much more alive, and I think it is one of the things Bethesda tries to do, but only halfheartedly.
  24. Well, the load order is individual, so we still don't know which mod the good Dr. hails from.
  25. If a NPC had already spawned before you removed a mod that affects that NPC's outfit, that NPC can lose their outfit after the uninstall. You can fix this by bringing up console, clicking on the NPC (which should show their ref id), and entering recycleactor. However, if the NPC was a random encounter, they will disappear after this, which is no big deal since it was a random encounter.
×
×
  • Create New...