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Posts posted by TheTalkieToaster
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I'm trying to port a mod from Oldrim to use in SSE/VR. It uses lots of unvoiced dialogue, but Fuz Ro Doh is broken for VR, so I've used Silent Voice Generator to create the audio files.
I selected fixed length (10 seconds), no lip files, so it has created 500MB of identical 62KB .fuz files. They are fully identical, as in have the same hash. They should compress well!
When asked to compress them, Archive.exe produces a 190MB BSA. Something has clearly gone wrong, given the exported dialogue text file is only 5MB. I've tried saving as 'Voice' or 'Textures' type but neither compresses properly.
Does anyone know how to properly create a compressed BSA containing voice files? Where have I gone wrong?
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Honestly I can see why people don't fulfil your requests, you've chosen a cheesecakey armour and come across like a bit of an obsessive about it. The fact you're willing to pay money for someone to make Generic Sci-Fi Catsuit #543 for you rather reinforces that.
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Hi,
I was playing FO4 a lot with a lot of mods before CK was released. I stopped playing cause I wanted to wait for CK to come out so that the mods I was using (a lot of settlement building mods) would be better navmeshed and stuff... i.e. less buggy.
What I am wanting to know is:
A) Are the mods that are on Bethesda's download page any different to the mods that are available on Nexus? I.e. is Snap n Build any different on each site?
B) If there are no differences, is it best to now use Bethesda's mod downloads?
Thanks
A) No
B) No
Bethesda.net mods aren't usable without an internet connection (...?) and the site doesn't let you upload mods with optional addons/patches in any sensible way.
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They won't fight over resources. That would be entirely new behaviour you'd need to add.
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Unfortunately UV mapping & texturing is one of those things that's just way less popular than modelling. You're unlikely to find someone to take it on for you. Plus, there's so many Star Wars models out there as resources anyone with the skills to put them into the game for you could have already done it with a pre-existing model. You're probably going to have to learn how to do it yourself.
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'InstanceID'? 'two objects are the same object'? You're being a little unclear I'm afraid.
The two types of ID are:
- Object ID/ Base ID: The ID of a base form type, e.g. NPC_, WEAP, PROJ.
- Reference ID: The ID of an reference to a BaseID in-world. In Papyrus, the 'Actor' script object that extends 'ObjectReference' is used to store a reference ID that is an instance of the NPC_ base form.
Is your list a list of NPC_ objects, or a list of references (i.e. instances of the NPC_ form in the game world)? Is your goal to see if two actor references are instances of the same NPC_ form?
We used to have GetBaseObject() to check the Object ID of a reference. Any functions for checking/comparing ObjectIDs are probably going to exist on the ObjectReference script that Actor extends. I'd look there.
- Object ID/ Base ID: The ID of a base form type, e.g. NPC_, WEAP, PROJ.
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If you want an enchantment to apply to all targets hit by an explosion you will need to enchant the explosion. For a weapon with explosive projectiles the chain goes WEAP -> PROJ -> EXPL -> ENCH.
If you want an enchantment to only apply to targets hit by a weapon's projectile, you need to enchant the weapon. The chain there goes WEAP -> ENCH.
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Since you didn't manage to finish your earlier large mod, it'd be a better idea to start on something smaller. It's very hard to assemble a mod team, and even harder if you don't have much of a portfolio. Since you know your way around the CK, making something smaller that doesn't rely on other people, then expanding, would work better.
(Well, you can 'assemble' a team but they won't do anything of use)
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As Actor extends ObjectReference, an Actor has access to all its functions. You can just call MyActor.GetEncounterZone() and under the hood the compiler will think (MyActor as ObjectReference).GetEncounterZone().
The (X as Y) format is what you use for casting in other situations where it's relevant (e.g. (List.GetAt(0) as ObjectMod)).
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Given his issues with women are so huge they'd be visible from space I wouldn't be surprised if he already has Opinions on Ethics In Games Journalism.
THIS- and I really REALLY mean it!You can bribe them. Game journalist are well known for taking cash or goods for positive postings.
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I was hoping this guy was just trolling but looking at his Nexus uploads, nope. He's a genuine creepy weirdo.
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A sign of weakness: Turning your back on people who disrespect you and doing what you want, not what they demand.I also think quitting his mod was a quitter decision, a sign of weakness.
A sign of strength: Spending your free time doing work you don't enjoy for people you dislike because it'd upset them if you stopped.
Plus c'mon talking about 'weakness'? Who are you, Donald Trump? Or just someone else with a big ego and tiny hands.
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...how on earth does that follow?I think you are wrong. Like I said, when Bethesda releases patches, do you not care for downloading them or at least checking out the bugs new patches fixed? By your logic, unless one experiences problems with the game, one should not bother updating or checking out release notes for whichever update. This is also why Mod Pages have a "Changes" section, which can either be vague or detailed. Obviously we can't expect the same level of details from mod-makers because unlike Bethesda, they don't owe us anything, but plenty of modders release detailed notes... Modding is hard and I bet Neanka doesn't get nearly as many complains as other modders, who keep going regardless.
The problem here is that if you ran into any problems, you had all the tools you needed to fix them yourself. But you couldn't be bothered to even check if there were problems.
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Hell, xEdit is a better tool than the GECK for a lot of applications, particularly batch-editing, comparing different forms, and conflict resolution (which the GECK doesn't cover at all).Really people should have waited for the GECK as that is when bethesda is saying they are not going to make any more major core gameplay changes. But it doesnt hurt anything for them to do it otherwise.
I just don't see any drawback for people (other than the actual modder who do it) to begin modding before the GECK is released. If their mod get broken by an update, it's on them. If the mod becomes a part of the game core, it's on them too. If, finally, a better mod is released when the GECK comes out, it just means that their mod they worked for will be forgotten. So what's the problem ? It doesn't actually hurt anyone.
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No, you're wrong. The Creation Kit is their internal content creation tool. It's not how they program the engine, and large swathes of the game are hard-coded, but it is how they make landscapes, quests, dialogue, how they implement armour and weapons...I don't understand.
Bethesda doesn't use the Creation Kit to make their games. That's a tool they make for end users.
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No, it is. This is something that is well within your capability to check- all you need to do is launch the game. If you do come across bugs, *then* ask. It's even faster for you because you don't have to wait for a reply. You could just regen your hud anyway if you had any doubts, which is still faster than waiting for a reply.Come on, that's not a solution. Its like saying not to update the game if its working fine. There could be bugs I have yet to come across or think those bugs aren't bugs.
If everyone updating pre-emptively asks questions about problems that may not exist or they can easily solve themselves that's tens of thousands of people demanding Neanka's time. You can see why this sort of thing drives modders away- you're too lazy to bother to check yourself, and when he points that out you start complaining at him. If you like a modder's work, respect that modder's time.
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Haha. For such a great mod developer you are really giving up so easy? Maybe you should also see that there are also people who appreciate what you are doing. And your mods are one of the usefulliest on FO4.
Big thanks from my side. I hope you will stay over your anger about some newbies (we all have been once upon a time :wink: )
See you soon bro'.
:wink:
I don't think you understand how annoying it is to get dozens of error reports every day. If you ignore them, the users PM you. If you ignore the PMs, they comment in forum threads you post in, PM you on other sites, or in my case, track you down on Facebook.
Most modders are internally motivated. We don't mod for your appreciation, we mod because we enjoy it. Whether or not thousands of people like your work does nothing to make dealing with hassle less fun- and the way to make that hassle go away and make the hobby fun again is to keep modding, just stop engaging with the Nexus.
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Okay, thanks.
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Look at the laser weapon critical spells. You could give that NPC a SPEL:Ability that uses a copy of the laser weapon critical MGEF that's been altered to be constant effect/self rather than fire and forget/target. Then add a 'getDead == 1' condition to the effect entry on the SPEL, and once the NPC dies the condition will be met and the laser disintegration MGEF and script will be applied.
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Is there a way to block a user from your files having only received PMs from them?
There's a link on comments on your mod to block the commenting user from that file/all files, and there's a block management page that lets you remove a block, but I can't see any other way to block a user.
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please dont get upset, im trying here. i already have the associated keywords on all my leveled lists.
It's a bit annoying when you ask for help then don't actually read the reply.
You have a keyword on your lists, but no mod combination corresponding to that keyword on the ARMO. To use examples on your screenshots, a levelled list with the keyword 'if_Epic_Restricted' will add a copy of the ARMO form(s) in it, find the mod combination on each ARMO associated with the keyword 'if_Epic_Restricted', and apply those OMODs to them.
E: If amy of those OMODs are mod collections ('modcols'), then it'll randomly select a mod from the collection, but that's irrelevant here as you specifically want to generate full sets of these armours so your OMOD shouldn't be going into modcols.
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are you talking about the modcol entries in the omod lists?
No, that's why I didn't say anything about modcols. I'm talking about levelled lists, which is why I said 'levelled lists'.
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Look towards the end of the existing armour ARMOs. You'll see it has a bunch of variants, that list the OMODs it has slotted and have a keyword the variant is associated with. Levelled Lists have a 'keyword' slot on each entry. If it selects that entry, it'll check to see if it has a variant associated with that keyword on the ARMO, and spawn that variant with the OMODs.
Yeah, Bethesda set it up in a weirdly convoluted way. If you want to add a variant of your *own* to a given piece of armour, it'll cause conflicts with any other mod editing the ARMO form for it. I'm tempted to make a resource for people that lets you put scripted items into someone's inventory to add the mods you want to avoid this nonsense.
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That was my point, yes- you asked "does anybody know what they do?".
If you're wondering how the perks are applied, just do right-click in FO4Edit and select Other->Build reference info. That adds a 'references' tab in FO4Edit. Once you've selected a form you can use this tab see which other forms it's used on and double-click to jump to them.

Creating Compressed Voice BSAs
in Creation Kit and Modders
Posted
Ah, brilliant- thank you!