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TheTalkieToaster

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Posts posted by TheTalkieToaster

  1. There's a couple of ways of tracking whether your MGEFs are running using only FO4Edit- I normally copy across the visual effects of something dramatic and obvious (like fire damage). You can only actually write to screen via scripts, using the debug.notification or debug.messagebox functions from Papyrus. Look them up on the Skyrim Creation Kit wiki. You'll need to edit your ini files to enable debugging/logging, though- can't remember where that's done.

  2. It's a constructible object. Look up 'mod_Null_Melee_ScrapRecipe_Steel' and similar. The game checks the 'created objects' for that recipe then uses it for returning the 'creation cost' for them (even though this recipe isn't buildable). You can make a recipe that only creates a single object, not a list, for whatever you want to dismantle.
  3. The effects of the weapon mods are listed in the properties section of the mod form and don't require manipulating any hex values of the WEAP form.

    Make sure you're using the latest version.

  4. 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).

  5. 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.

  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.  

    Everyone has ideas. What are you going to do about them?

    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.

  9. 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/?

     

    Ouch. Not really delved into how the dr system in fallout 4 works. I just assumed it worked more or less like new vegas. (Which is a bad assumption considering the different development team)

     

    Still though, greatly look forward to this mod!

    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.
  10. 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.

  11. @TheTalkieToaster: if you get that working, can you contact x_hiro11[/size]

    I'll be releasing it as a resource so he'll be able to add his own extra ammo types.

     

    You talked about homing... i tried out to create some homing plasma projectile but i failed with it. Do you know how to do maybe?

    The "always homing missile" is because the targeting computer overrides the projectile.It sets projectile to homing rockets. You can create your own projectiles, i duplicated the plasma projectile and set the homing keyword but it didnt work.

    I still think this is possible. Maybe instead i should have copied the homing rocket and changed the projectile for it.

    AFAIK homing is just a flag on the projectile. Maybe the weapon also needs a keyword to recognise it can use homing projectiles?
  12. 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.

  13. Hello all!,

     

    Out of curiosity, does anyone know if its possible currently to do an ammo system more like New Vegas (Such as having, 10mm, 10mm AP, 10mm HE, etc)? I know we can create new ammo types, but I don't know about being able to use various types in one gun etc. If it isnt CURRENTLY possible, this should still be something presumably achievable in the GECK w/ the script extensions and such, yeah?

     

    Really miss that aspect of New Vegas. Love the new weapon system, but wish they had left in the ammo crafting and different types too!

    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.

  14.  

    Ok, I've seen a lot of good texture mods out there and I was curious if it's possible to use multiple textures for the same object so that when you encounter that object one of the textures will randomly be loaded.

     

    Say I have 2 textures for death claws and I run into a death claw, it will randomly choose 1 of the textures.

     

    It would be nice to add a bit more variety to how npcs and monsters look when you randomly encounter them.

     

     

    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.

  15. Feeling flat after days of interrupted sleep - holding off any official work on mods today.

     

    As for saving facial selections, I'd say it should, though I have yet to tackle that particular portion of the code yet. Hence it's in 'planned'.

    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.
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