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Zetsumi_Nihilus

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Everything posted by Zetsumi_Nihilus

  1. It's hardly just the mod system that's fallen victim to the 'release now, fix later' attitude. Bethesda have become increasingly complacent in general lately, content to push smaller amounts of content out with less polish in greater frequency. Now that the 'Horse Armour' business model has become the industry standard, I suppose there's little incentive for them to bother putting in any more effort then their competitors. At this point, it's almost a relief to hear they don't think they're up to the challenge of a Morrowind remake, as I doubt they'd manage to do it justice. They're just not up to making RPG's anymore anyway - given FO4 and Doom, it's becoming increasingly obvious that they're making a slow transition to smaller, easier and faster to produce FPS games over sprawling, open-world, highly moddable RPG's. Particularly now their plans to monetize modding via 'paid mods' have collapsed. Ah well. You either go broke a great dev team, or live long enough to see yourself become EA, I suppose. A real pity. If their recent attitude is anything to go by, I wouldn't expect sweeping improvements to their mod network, only fixes by demand or where necessary. They'll likely do something about the potential theft issue, if only because of the constant backlash it will generate until fixed, then they'll make some minor, quick and easy tweaks in an attempt to garner community favour.
  2. No, it's quite informative. I know some of the ones you're talking about, those that would trigger asterisks when looking at object properties. Previously I'd just been getting around them by saving constantly and loading whenever I triggered one by looking at an object after taking down the data I needed from it. Haven't noticed obvious ones like that happening in the FO4 CK so far (It seems somewhat less jury-rigged then Skyrim's did to me so far, judging by the fact it hasn't been crashing every so often like Skyrim's would), but there certainly might be less obvious ones going on. I'll have a go at using it for this once I get it to a more complete state.
  3. @Rusty Fair enough, but I'm not exactly making massive mods that effect or modify vanilla assets. I'm just building in an isolated interior cell. And I tend to stick to habits that avoid conflicts - I don't touch existing assets. If I want to modify something, I duplicate it with a new formID and modify the duplicate. When I do the exterior, I'm likely going to do it in it's own small worldspace, to minimize conflict risk, and the only change I'll make to an existing worldspace is to stick a door object with the model of a car down linking to a matching one in the exterior's small worldspace. The door object will be located somewhere out of the way, away from major settlements and/or high-risk zones that other mods are likely to alter. I prefix all my new formID's with codes to ensure I don't inadvertently end up adding the same ID as someone else: IE, instead of 'raidermelee', I'd make the ID 'ztsprisonnpcraidermelee'. Then again, as I said, my knowledge is pretty limited. Do you still think I'll need to learn to use FO4edit if I'm sticking to these sort of low-impact low-compatibility-risk designs? If I absolutely need to, I'll look into it, but I have no ambitions to make major mods, only isolated small dungeons/areas like the one I'm working on. Mostly I just do player houses and dungeons for myself: I just get into the level design element of it, and anything more then that, I'd rather leave to the people that know what they're doing. @EoW thankyou, that sounds like exactly what I'm looking for, but my knowledge in scripts is more or less nonexistent. At least I've got a clue where to look now though, as I was hitting a dead end just trying to duplicate the workshop/resourcecontainer and linked refs setup from the existing vanilla ones.
  4. Eh, I have no idea how to use FO4edit, and would really prefer to keep to the CK now that it's out. I'm more asking for the basics of how I would go about setting it up as a settlement, obviously just plonking down a workshop bench isn't going to cut it. Haven't gotten far enough to start troubleshooting problems yet. Thanks for your reply, anyway, I'll keep it in mind if I get far enough on my own trying to reverse-engineer existing settlements to run into such problems.
  5. To get to grips with the CK, I've been building an interior based on a prison - cellblock, mess hall, and utility areas, with the intent to turn it into a dungeon or NPC town and build an exterior once I'm done with the interior cell. However, I've heard Walking Dead has had a fair chunk set in a prison in recent seasons (I stopped watching in S2, personally) and it occurs to me that, rather then a dungeon or town, this area might be better served by turning it into a player settlement, as people might enjoy building their own post-apocalyptic prison settlement inspired by the show. But, I don't have the first clue as to how settlements work, my CK knowledge goes about as far as building and navmeshing cells. So, I was wondering if anyone can give me a step-by-step walkthrough on what exactly is involved and how difficult it will be to turn the area into a functional or semi-functional settlement. As far as HOW functional, while it would be nice to have it show up in the caravan/reassign settler menu and be fully integrated, it's an acceptable compromise if that's not possible and it ends up being a stand-alone settlement that can't be connected to the rest, so long as it can produce settlers, assign them to gather resources, ect. Area is currently built in an interior cell. I have the Automaton DLC, but I'm yet to purchase the workshop DLC - will probably do so at some point in the near future, income permitting.
  6. Wait, so how/where do I actually get the kit? Seen announcements and ads all morning that it's out, still can't find anywhere to download it.
  7. Why are you talking nonsense? SSEX is more up to date than HM, I made sure of that! It says discontinued on the mod itself, so I was just going off that. As it seems that's not the case, sorry for assuming.
  8. Have you passed any speech checks labelled [Terrifying Presence]?
  9. I'm running the DLC with F4SE just fine, as well. Weird. Only things I could think of is: Are you sure your F4SE is up to date, and that you installed it correctly? Also possibly: Is your steam/game directory in Program Files on the C drive? I swear I remember having some trouble with script extenders in the past from that.
  10. The same thing happened to my friend as he was playing through. Lockpick transmitter and everything. Tried every trick I could think of - fast travel, sleep/wait, hiring another companion and sending the bot to a settlement, but we couldn't get the thing back. He ended up having to load an old save. Best advice I can give to anyone playing this section of the DLC until a patch is to pull up the console, select your bot with the transmitter installed, and write down it's ID. That way, if you lose it like this, you should be able to get it back with (BotID).moveto player
  11. The question is, should they be modern song/movie soundbytes, or 50's-60's so as to fit in with the setting better?
  12. Confession Chamber. You go in and confess your sins. If you get turned into a ghoul, it means Atom has forgiven you. If you do not get turned into a ghoul, Atom has given you pennance, and you must atone for your crimes against him by bringing his light to others. If you die, it means Atom has deemed you unworthy. :D
  13. My headcanon has so far been that, at some point between 3 and 4, the Midwestern and East brotherhood linked up and merged, resulting in the construction of the Prydwyn based on the airships the midwest group used in the past, and their attitudes towards synths (Destroy on principle, rather then collect, preserve and hoard, as per their usual MO) being the result of lingering caution and resentment from the war the midwest fought against a robot army, so this fits perfectly, their group splitting off without Maxson uniting them with the former Lyons/Outcast members. I would suggest, try to make the destruction of the Pyrdwyn event fairly organic. Have the player initiate a quest by talking to someone onboard after completion of the MQ, send them to clean a decent sized bunker of mutants or something similar, as if it were any ordinary quest, and have them take a vertibird back after completing the mission, with the airship getting destroyed while they are enroute in the vertibird. If you have them jump off the ship in PA, there may be a bit of confusion or break in immersion resulting from the player being present on the airship but unable to find/disarm the bomb or kill the terrorists to stop it from happening. Instead, this way, there's nothing they can do to prevent it, as they're ashore carrying out a mission at the time, and it's guaranteed that they won't miss the explosion because they're too busy fighting a swarm of ghouls that spawned too close to the spot they were meant to watch from, or simple inattention, as there's not much else to do/look at when you're in a vertibird traveling over the open water. Plus it would just feel more organic then the questmarker telling you to stand on a roof and look at the Prydwyn for no apparent reason. For airship names, the Prydwyn is fitting from the Brotherhood's POV, they see themselves as the defenders of the commonwealth from technological and unnatural horrors, drawing direct parallels with Arthurian legend. Perhaps have one of the leaders of the splinter factions play on this: Have them and their followers be the ones responsible for bombing the Prydwyn, using it as an opportunity to seize power and eliminate Maxson, and name their airship the Welsh word for 'Traitor' or something similar, drawing on being the Mordred to Maxson's Arthur? Possible explanation for the T-60 and the other groups going back to using their more traditional armours after the split - give the introsoldiers T45/T51 instead, and say the T-60 is a redesigned T-45 using more up-to-date technology then the T-51, built post-war to supersede the brotherhood's dwindling and aging stock of T-51 suits, but producing it requires resources from all three splinter groups - the Midwest supply raw materials from their vassal areas back home, the Capital Wasteland provide the facilities to produce it, and they're dependent on the closely-guarded technological secrets the Outcasts acquired during their period of rivalry with the CW brotherhood. Once they split off, no one faction has the ability to produce new T-60 suits, so they all fall back to using their T51's/Midwests/T45's. Canonically inaccurate, but you're planning on changing the lore of the T-60 anyway, and this way, it's name, it's relative absence after the split, and the various groups reverting to their more signature armours makes sense.
  14. I don't really think I'll see anyone do this, more of a 'Wouldn't this be cool' thread, but. The general idea of the pack would be to enable a player to create a 'Church of Atom' themed settlement and bring enlightenment through division to the wasteland with their blessed Mini Nukes. Eventually, with the release of GECK, it could incorporate such things as turning the Crater of Atom in the Glowing Sea into a functional settlement (Still won't be able to sleep or wait in the rads, but why would you want to when you could bask in Atom's glow instead?) dynamically ghoulify settlers over time (They go from human, to ghoulrace to feral, to glowing one, and so on. If one of your settlers isn't ghoulifying over time, that's probably a pretty good indication you should Synthcheck. Also, they should lose rads over time spent not exposed, at a fast enough rate that your settler won't end up ghouling out en mass from intermittent radstorms, but will if you place radzone emitting objects around the settlement.) and a custom Confessor job that you can assign settlers to, that mitigates the happiness loss of feral ghoul/ghoulified settlers being present in the settlement, and stands at a podium preaching during the day. - Feral Ghoul Settlers Recruitable through some means other then settlement beacons to keep them separate from normal settlers, but set up, like the Automaton robots, as functional settlers that can be assigned to do jobs, guard or patrol, ect. Including glowing ones, and other variants. Obviously with factions set up so they're non-hostile to the player, companions, and other settlers. - Placeable Radflora Placeable brain fungus and glowing mushrooms. Horizontal and Vertical versions for the brain fungus, enabling it to be placed on walls. Possibly two versions of each, one that functions as a harvestable crop, and another that functions as if it were a light, with a decent-sized green glow. - Radioactive set dressing Pools of radioactive sludge, radioactive barrels, generally just decorative items that you'd expect to find in heavily irradiated zones. - Religious set dressing Crosses, lecturns, pews, altars, ect. - Placeable and movable radzones. No idea if this is even possible, but if it is: Radioactive zones of different sizes and intensities, attached to a small 'Radiation Hazard' signpost or some other low-impact but appropriate and easily concealed model. Picking up and moving the sign moves the radzone with it. - Custom Minuteman Artillery style weapon - Atom's Glow Similar to the minuteman artillery, but with it's own custom signal grenade, and can only be used near settlements that have a confessor assigned to a podium. Changes the weather to a radstorm and causes humanoid enemies killed in the area during it's duration to resurrect as allied ferals to assist you. May also cause the confessor to unleash an epic sermon on the radio channel you have to be tuned into to use it. (And every eye shall be blind with his glory! Every ear shall be stricken deaf to hear the thunder of his voice!)
  15. http://fallout.wikia.com/wiki/File:OWB_Klein_WhatIllogicIsThis.ogg This would go nicely in a proper overhaul that added Synth MK 1/Mk 2//Nick parts in as well. Build your own frankensynth body for Codsworth. Give Nick some real, albeit patchy, skin. I suppose the first step would be 'skin' armours stretched over the existing chassis and limbs, or parts reminiscent of servitors from Warhammer 40k.
  16. My Wishlist - Liberty Prime - The Think Tank members (Fallout NV) - C3PO/R2D2 - (Every Star Wars ever) - HK-47 (KoTOR I/II) - Cyberman (Dr. Who) - 343 Guilty Spark (Halo) - Random assortments of appropriate soundbytes or excerpts from prolific songs/TV shows, ala Bumblebee in Transformers. Seconding HAL and Claptrap
  17. just role play that she's locked in your bunker as your slave while you wear her armor and torment the wasteland with her robots Don't let anyone from loverslab see this, you'll give them ideas.
  18. In my experience, RT combat is much more effective then it ever was in Fallout 3 or NV, and is overall a MUCH more viable playstyle then it was in those two, with the inclusion of more modern FPS tropes like recoil indicators, grenade hotkey, ect. I'm a VATS junkie myself, but a lot of my friends apparently played through the game without ever actually using it. One didn't even know it existed. There are a lot of perks that only apply in VATS, yes, such as the entire Crit build, the perk that lets you target enemy parts behind cover, the perk that increases accuracy for each consecutive attack on the same body part, the perk that increases damage for each consecutive target in the same VATS scene, ect, but the reason for this is that, by default, VATS is actually underpowered compared to playing the game like a traditional shooter, and needs at least a couple of those perks in different combinations to make it as viable as RT combat. RT combat in general has much better maximum range, better rate of fire, and better accuracy at mid-to-long ranges, user skill permitting of course. At least that's been my experience, and I would describe my own accuracy and skill level as 'participation'.
  19. Well, what you're doing is fundamentally the same as just spawning a workshop bench in that location with the player.placeatme command ingame then. Actually making them functional settlements is currently impossible without GECK, as far as I know. Tell you what though, I'm glad they actually made these freeways navmeshed and functional this time around, even if there's nothing up there. One of my big irritations trying to build a settlement with Real Time Settler in NV was finding a great overpass section to build on, only to find out that it didn't even have collision detection and the player would simply fall through the top of them.
  20. http://www.nexusmods.com/fallout4/mods/6977 Somebody already did. The name makes it hard to spot when searching for one, is all.
  21. If you want to get rid of Carla without this issue, try using the kill command on her in the console instead.
  22. Pretty sure Homemaker adds planters as well, so it'd make a good alternative. Also, SSEX is discontinued. Not sure if there's any issues with it at the moment, but it won't be updated or fixed if any new patches break it, and Homemaker adds almost everything that was in it. So if/when you start a new game, I'd recommend switching over.
  23. Pretty much feel the same way. I mean personally, I couldn't give a damn if the entire game is unvoiced and dialogue takes place through text only, like in Morrowind. Sure, it's a nice touch, but it's far from necessary, and I certainly don't understand this obsession Bethesda seems to have with hiring B-grade obscure celebrities to voice companions instead of finding more useful ways to blow their budget. The player themselves being voiced just makes it nigh-upon impossible to add any kind of content seamlessly. That's actually a nice idea, but seems like it would be a huge undertaking, having to re-do every single dialogue in the game to check if the SS is in your party, and setting up alternative dialogue, while cutting out any lines that refer to the PC being from a vault, having a son, ect.
  24. I never noticed this, I spent a lot more time messing with the Assaultron head laser weapon, which could be just as useful. Melee weapons that can be 'reloaded' to make them deal energy damage for a swing spring to mind.
  25. This assumes they actually function as advertised. You find a lot of dead people and ghouls in them. :laugh: Yes, which I suppose is the in-universe explanation for why they don't even provide rad resistance to someone standing inside them. The out-of-universe explanation is laziness on Bethesda's part. Nonetheless, it seems like a bit of wasted potential to have them everywhere and not have them actually provide you resistance against radstorms.
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