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TheTalkieToaster

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Everything posted by TheTalkieToaster

  1. Make sure you're using the latest version.
  2. I think they should be in the Mod Requests forum. Also, have you considered quite how utterly braindead many of these suggestions are? 'Drivable vehicles'? Do you honestly think you need to suggest that?
  3. That'll be because there's no animations for using power armour to stand at shops/till the soil/etc. You'd need to set up copies of the use object idles for the PowerArmorRace. The problem there is there's unlikely to be many useful animations to repurpose, and reusing the human ones might look a bit janky given the different proportions (particularly for the arms).
  4. It depends on the type of things they change. If two mods will change the same list (e.g. each one edits the list of weapons Raiders spawn with to add their own), these changes are easily merged together by adding the items from both mods to the same list. Automated tools can do this no problem. If two mods will change something that's not a list (e.g. one changes the damage of Pipe Rifles, one changes the mod slots Pipe Rifles have), then someone has to manually compare the two mods and make a patch that combines the two changes. It's not immediately obvious to a utility which changes should/shouldn't be kept- if you make any changes to a weapon, you include a copy of all the weapon's information in your mod.
  5. Have you even looked at the ini changes? It's just telling the game to look outside of the .bs2 archives for content (which is why it's necessary for any mod that adds new textures/models/scripts). You're paranoid.
  6. Since you're going to be project lead, what previous experience of organising technical projects over the internet do you have? List them. Since you're going to be lead writer, how much writing experience do you have? Link some examples of your previous work. Preferably game-based. Since you're going to be making a mod, how much modding experience do you have? Link some examples of your previous work. List your skillset. 'I need people for X do not ask me what X is it will be brilliant and huge and also I won't try anything until we get the GECK even though experienced modders can easily make a start without it' does not seem like a great pitch.
  7. The transform is almost certainly the texture transform for the animation on the TV at the beginning of the game. The TV is probably an activator because the original hi-tech TV is an activator- IIRC, only Activators and Moveable Statics can have animations played on them, and the TV doesn't need to move. Looking at the display case, it does have an animation? FederalistDisplayBoxWallShortIntactLid01 under doors uses a mesh with a NiController in, which means it's animated. Which other one were you thinking of?
  8. There's probably an effect shader you can change, but IIRC FO4Edit can't decode them yet. May have to wait for the GECK. Also, your signature is obnoxiously large.
  9. If you don't have anything useful to contribute, you can go away okay? Surely you can appreciate the irony of posting that in a thread where you do nothing but ask for other people to make things for you? (Particularly when an entire forum for these posts exists: http://forums.nexusmods.com/index.php?/forum/3515-fallout-4-mod-requests/) You don't need 'talent' to mod, you just need patience and curiosity.
  10. Finished it. Almost certainly some obvious mistake in this as I've done a post-midnight release again which is Always A Bad Idea [TM]. Here you go: http://www.nexusmods.com/fallout4/mods/9057/? It's closer to that than to FO3's DR, but not the same. It's logarithmic: If your DR = attack's damage, the damage is halved. There's a curve either side of that- see here. It's quite hard to guess.
  11. AP rounds are... kind of weird given how the DR/AP system works? By default, AP weapons reduce the target's DR by a %age, but that doesn't really do much given the equation. For a weapon dealing ~5 damage/hit, a 40% reduction in DR on a target with ~40DR (most enemies in level 20+ areas) takes you from dealing 5% damage to maybe 6%? You need to add 75% AP before high ROF AP weapons are actually noticeably more effective against armour.
  12. Well, it probably doesn't come up when you edit cells in the GECK so they have no reason to fix it.
  13. It's not done via scripts, it's part of the engine. You can't alter it. ...unless you do some shenanigans when F4SE comes out and we can catch/block keypresses. Getting the reference of the object being placed, blocking the rotate buttons and catching their use to apply your own rotation would do it.
  14. I'll be releasing it as a resource so he'll be able to add his own extra ammo types. AFAIK homing is just a flag on the projectile. Maybe the weapon also needs a keyword to recognise it can use homing projectiles?
  15. Hm, I thought they randomised blue/green/brown?
  16. Anything in gamesettings is handled by the engine, not by scripting, and isn't accessible. However, presumably critical effects do still trigger out of VATs as laser weapons only disintegrate on a crit (not every kill)? Weapons in previous iterations of the engine used to have an "onCrit SPEL" effect too which presumably triggers out-of-VATS if it's still around. Try looking at the MGEFs for laser disintegration, then build reference info and see where they're used (I'm pretty sure I've seen them in an OMOD at least). That might provide a bit more info- even if it turns out it's just an enchantment that's "On kill, if not in VATS, 10% of the time, run this" as a complete fudge.
  17. I'm working on this at the moment. It requires a (more than) slightly convoluted method as the scripting system is missing a few functions that'd be very useful, but I've got it working. I'm just filling out the roster of ammo types before releasing (I want to have 3-4 alt ammo types per calibre). We're slightly more limited by what ammo types we can reasonably make as for some weapons (like Plasma & Flame weapons) overriding the projectiles to add an explosion/change the speed/whatever would override some of the other projectile-altering mods (e.g. Plasma Flamer, flamer longer/shorter range mods). Plus the homing property is applied awkwardly; we can't have optional ammo that's only homing on missile launchers with a targeting computer, it's either always homing or never homing.
  18. No, not for skin texture (of an object, or NPC). The only way is to have multiple objects under the same name. About variety, FO4 does randomize and initialize each raider (or Deathclaw, or whatever NPC) with different level, weapons, outfits, properties (hair, face mashup, skin color, body weight) but the way FO4 codes nude skin, they are unlikely to make huge variation on skin for humanoid NPCs (maybe beside the head/face). For Deathclaw, they have multiple NPCs for Deathclaws. And each and everyone of them can be randomized with level and names (and sometimes Legendary). You should actually be able to do it for NPCs- look at how Protectrons use MaterialSwap OMODs and OMOD collections to select one at random. Equally you can use OMOD collections to randomly select a material swap for armour.
  19. Right, I'm just flagging up issues I've run into with this kind of work before. 'It should' is a nice thing to say, but within the confines of the engine it's probably going to be difficult to accomplish. You may want to start putting requests into the F4SE team now to get them to prioritise things like base form copying & saving.
  20. No Workshop content at all. It's all going through Bethesda.net via their own distro service. Hines stated that back in Oct. Ah, I missed that! Fair enough then, point still stands though. Don't want to share your toys, stay on Nexus.
  21. It'll almost certainly be done via the workshop, probably with a 'Suitable for consoles' flag you can set on the page. So you don't need to worry? Also your post sounds kinda obnoxious.
  22. Well, they aren't united- if you creep up on them, you can hear them discussing raiding each other (e.g. the Ration Stockpile vs Benton Brewery rivalry), and how other gangs have been wiped out (...by you). And many locations have unique raiders (e.g. the mining-hatted Dunwich Borers, the ghouls in Quincy Quarry, the Forged, the Norwegian shipwrecked ghouls). They could do with a little more differentiation though, sure, and raider-on-raider fights would be fun.
  23. Sure, though the issue there'll be NPCs not retaining their appearance. Whatever face-matching function they use on
  24. I'm sorry but it honestly doesn't seem like you read the OP *at all*. It's nothing to do with bugs being patched, it's to do with rescaled large creatures trying to path as if they were still large.
  25. Will pacify converting NPCs to settlers work? Non-persistent NPCs/those with the Respawn flag are likely to vanish after a while when the game cleans them up.
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