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Posts posted by TheTalkieToaster
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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.
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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.
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Sure, though the issue there'll be NPCs not retaining their appearance. Whatever face-matching function they use on
presumably works on the base form. Did we get functions to create new saveable base forms in Papyrus? I can't remember.
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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.So a creature walked thru a door, or couldn't. I vote leave that to the unofficial patch. You know or CS Main Page for Skyrim data stuff, as it should be near what we got, somewhat. Even still I'd wait an look at the navmesh, an make something fun when it's more easy to do that. I learned some Skyrim stuff, not enough though to really mean anything, just data types an the beginning of Papyrus. Hope it didn't sound like I was being a jerk, just trying to keep it real. It's a two few month amount of time where it's hard to make stuff, an we don't know what is actually there yet. People do what they want an have their reasons, but 6 years of FO3/FNV an a bit of Skyrim learning an data work taught me to pay attention to my gut, an if it seems like a bad idea after work has begun, it's time to put it aside for a while or drop it entirely.
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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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Yes, NPCs have a bounding box they use for determining whether they can path through the navmesh. It's why Behemoths can't follow you through doorways.
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No, they do seem to know what they want- it's just the bounding box used for pathing they want to change- *not* the collision mesh. These are different, and the path bounds box is just a box. Not even an actual primitive, in the previous games it was just an entry with a centre and H/W/D.
Also, a barber with enough patience can get a lot done: http://www.nexusmods.com/newvegas/mods/41604/?Skeletal work is surgical, what I meant was that a person needs experience with that, animation, or rigging meshes - the 3D art side of things, an not many people do that stuff.
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There's a lot of topics already open on the differences between F3/NV->F4 assets. Notably, the archive and texture formats have been changed (the texture format substantially), so you could start there. However, you *will* need to completely rewrite all the scripts- old Bethscript was a very simple affair, Papyrus is an OO language which particularly handles references in scripts very differently.This is mostly scouting the idea, I'm well aware i have no reputation but I have a pretty good idea of what I'm doing. I'm actually planning on releasing my first pass of some kit bashing weapon reworks for FO4 soon as I finish my own testing.
As far as the legality, Perraine basically took the words out of my mouth for the legal work around.
I'm well aware of the EXTENSIVE project this would be, even a dedicated full time team could expect something like this taking between one and three years depending on the amount we could successfully copy rather than recreate. However, its this or wait for Obsidian to get another crack with the engine, which I hope they do. As my goal and career is game design I have no fear of committing to a project like this if I choose to as it will only help me in the long run.
So focusing on the technical difficulties, I'd like to ask about the actual process of importing NV files, obviously id need to make an automated installer that did this for each individual install but that's simple comparatively, I have some code experience and have several resources for that.
What I want to know if the specifics, say I want to port in the over world into the FO4 Engine, what would be necessary, Would I need to open the packed NV files and repack them under a new packer for the new engine, would i need to re bake the meshes, so on, what exactly do I need to accomplish. Basically what functional differences are there in how FO4's engine handles its resources compared to NV that we know about (obviously cracking open the game is an ongoing process, especially with the GECK not yet out.)
Really though having a technical conversation before we have most of the forms fully decoded and the GECK isn't out is basically a waste of time.
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C'mon when Nifskope can support the new skeleton files editing the bounding box will probably be as easy as finding the BoundsBox and changing the width & height. It's been by far the simplest part of the file in their other games.It's cause the hitbox is built into the skeleton. Way over your heads, so don't bother. Body part data you could swing though. Why edit the hitbox anyway, which it's not a hitbox, it's just the collision. Then looking at piles of corpses it's data in the .esm/.esp but I would think cause actors are animated an not just ragdoll, that like always it's in the skeleton. BOOOOO SKELETONS go learn 3d art editing, it's great, takes a few years, but worth it.
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I've made a mod that adds a selection of constructable objects to the Workbench, but whilst they *do* show up when being built they don't display a scaled-down preview in the scroll list. They're in a new category under Defence, but the category itself uses the Turrets icon.
Has anyone figured out what governs this? They're creatures, which might make it weird, but then turrets are also creatures and they show previews fine.
Here's some images to illustrate:
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May be that it's just a legacy setting now and the actual BB is set in the skeleton. They've made substantial changes to NPC bathing, after all.
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There's probably a flag on the EncNPC3/4 forms for 'Inherit inventory from template' that needs to be unchecked.
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Oh yeah, I slightly missed that. Try "SQV aaaSquad" in the console, and Red/Green/Blue/Yellow should contain the reference (as appropriate). However, the 'NPC missing' warning clears the variable, so you'll need to work fast and call SQV before it's cleared.
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In order for them to be recognised as the same NPC as the one in your save, they need the same reference ID (the thing you get when you click on them in the console, i.e. it's looking for Reference 00012A from your old mod, and your new NPC actually has Reference 0001F8 or whatever). You can actually edit reference IDs in TES4Edit, so it would be possible to place your new NPC in the CS, then edit the reference in TES4Edit to fix it.
Howeeeeever... you'd need to know the reference ID- and without still having the original mod, finding it is probably impossible. Brute-forcing it is effectively impossible either, as there's 16^6 reference IDs they could be (that's almost 17 million), and fishing it out of the save data would probably requre you to know the load-order position of your old mod setup and even then would be a serious challenge.
Basically, you're out of luck.
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This this this one million times this. Modding is fun, upkeep is unfun but necessary.Your site should be opt-in, and not opt-out. Until that time I think you'll find that no mod author is going to be happy with your site since you're putting extra work on them.
Plus if people are paying money to use our mods, then it places a much heavier burden of upkeep on us because you can't justify selling faulty goods or ignoring the 'customers'. I don't want a job; I'm fine with my hobby.
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Hah, that's pretty unlikely :P. Unfortunately research and proofs don't really get much use unless you do it yourself, from what I've found.Wow. With the amount of effort you put into researching that, good work. I think that someone should definetly do this.
There is one other problem that AFAIK was introduced by New Vegas- we used to be able to call FireWeapon with 'embedded weapons' that fired out of skeleton nodes, so for example you could add an 'Off-hand pistol' node to the player's skeleton off the left hand, and use FireWeapon DummyEmbeddedPistol to shoot out of it. WJS mentioned he was having issues trying to fire dummy weapons earlier, so it may be the case that if anything with a ProjectileNode is equipped then all shots come out of the ProjectileNode.
Either way though as this post points out there's very little actually stopping us from making dual-wielding weapons, bar the lack of animations which are apparently solved. We can easily fake reloading and ammo management with NVSE, I've done it with a handful of weapons already. The downside is that it can't be done on the fly, would require a crapton of boring work rigging things and making long, boring scripts to handle everything, and would end up with you having to carry around things like '9mm (off-hand)' in inventory, which is a bit clunky. Hence why nobody actually does it.
BTW, stuff like the two weapons needing the same ammo type and clip size isn't really an issue, it doesn't take much XML voodoo to toggle a separate HUD item displaying a second ammo count which is just a global variable you manage through a script.
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Yeah this is an utterly pointless request given shift-tab does exactly what you want already.
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...no, it wasn't 'cut from the game'. It appears in the Repconn Robot Museum, as a static. It's not rigged to a skeleton nor is there an appropriate skeleton to rig it to.
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...no, because those mods are related to weapons?
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Most games I know of that let you mirror your weapon do it in first-person only, and by cheating to avoid having to make an entire duplicate set of animations- they just draw the right handed ones and mirror the stuff they display. You could probably write an NVSE plugin to do this (there've been example plugins that tweak the rendering engine) but it'd take a huge amount of effort and wouldn't show up in third person. It's not possible to do it 'properly' as weapons are always parented to the Weapon node on the skeleton, which is located just off the right hand. This cannot be changed.
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Weeeeell, technically most mods break all sorts of copyright laws. Pretty much anything that involves redistributing modified original game content (like textures or meshes) isn't really legit, but because the content isn't useful outside of the context of the game it's sort of given a free pass. So when making a mod that uses DLC content you're not trying to meet strict legal standards and encouraging people to think in terms of legalese like that is a bit counterproductive as they're inevitably going to start trying to game the system when it doesn't exist. Really the idea is just 'Don't rock the boat', don't make DLC content usable outside of the context of a NV installation with that DLC.The mod MUST require the DLC by copyright law. -
So this creates a page, but... does it update it? Or just scan the once? Because if it picks up and displays say v1.00 which never changes unless I go do it manually then it has most of the same problems as any other mod hosting site, which is adding lots of outdated information everywhere that leads to me either getting requests and questions about old content, or being forced to go through the hassle of updating somewhere else. The only saving grace would be that it didn't actually hold outdated files.
Plus c'mon, are you expecting us to trust you when you try making an argument like "It doesn't matter if we skip the Nexus front end because the adverts will cover the server costs for the download" as if site identity and branding have no value. You know that's bulls*** and we know that's bulls***, so please stop treating us like idiots.
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Just to give a good example of this people might be familiar with, the unit voices in Dawn of War 2: Retribution are different to the unit voices in Dawn of War 2- they had to be re-recorded as Retribution was a completely stand-alone game and not technically an expansion (as even though it used the same title, engine and most of the art assets it didn't actually link in to the previous DoW:2 games/expansions), so the voice actors contracts didn't allow for their work to be reused in it.For people who are not familiar with this - Bethsoft, and most other game companies do not create all of their own models and actually license some assets from third party programmers. Those assets are licensed for that one game only, so not even the game company can use them in another game without a new license. It is allowed to use those licensed assets in mods made for the game they are licensed for. But NOT for a mod made for a game they were not licensed to be used in. Doing this opens up Bethsoft to being sued by the third party who actually owns these assets.And that's for content in a game by the same publisher, same developer, same series and even same 'step' in the series.
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Just have them all be choices of a "Say Once" dialogue?

Forbid Mods on Console Platforms?
in Discussion
Posted
Ah, I missed that! Fair enough then, point still stands though. Don't want to share your toys, stay on Nexus.