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I feel like Fallout 4 modding is slowly dying and I can't do anything to stop that


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Havok will be further improved and modified?

Great!

Even more stuff that isn't going to be documented at all!

 

 

And the newer versions of things like 3dsmax only can be used with subscription, so that is definetley not better!

(for me personally)

Edited by YouDoNotKnowMyName
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https://www.gameinformer.com/2021/06/29/the-elder-scrolls-6-will-use-creation-engine-2-like-starfield-but-its-still-a-long-ways

https://whatifgaming.com/everything-about-bethesdas-next-gen-creation-engine/

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Animators recently switched to Autodesk Maya to create/animate their animations. Maya is one of the âindustry standardsâ for animating in video gaming. Other companies such as Naughty Dog or Ubisoft use it aswell. Itâs only a minor change and probably wonât change much but I thought to mention it aswell.

Bethesda isnât going to ditch Havok. Instead it will be further improved upon and modified to support things like zero-g environments and other stuff that will be needed for Starfield. (This is also why BGS now needs a dedicated core engine programmers team). People seemed to suggest that they might ditch Havok but that contradicts to what job listings in the past have indicated, they instead improved on it and maintained it. Now animations, streaming and physics are going to be vastly improved.

This just means that normal custom animation will never appear in fallout. Havok is not focused on modding at all, it is focused exclusively on professional game development, motion capture and an extensive closed developer base, which is now intel.
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https://www.gameinformer.com/2021/06/29/the-elder-scrolls-6-will-use-creation-engine-2-like-starfield-but-its-still-a-long-ways

https://whatifgaming.com/everything-about-bethesdas-next-gen-creation-engine/

Â

Â

Animators recently switched to Autodesk Maya to create/animate their animations. Maya is one of the âindustry standardsâ for animating in video gaming. Other companies such as Naughty Dog or Ubisoft use it aswell. Itâs only a minor change and probably wonât change much but I thought to mention it aswell.

Bethesda isnât going to ditch Havok. Instead it will be further improved upon and modified to support things like zero-g environments and other stuff that will be needed for Starfield. (This is also why BGS now needs a dedicated core engine programmers team). People seemed to suggest that they might ditch Havok but that contradicts to what job listings in the past have indicated, they instead improved on it and maintained it. Now animations, streaming and physics are going to be vastly improved.

This just means that normal custom animation will never appear in fallout. Havok is not focused on modding at all, it is focused exclusively on professional game development, motion capture and an extensive closed developer base, which is now intel.

 

That is what I mean!

These games are getting harder and harder to mod and with that less and less people will try to mod them.

 

No custom animations means that there will be no custom weapons.

No custom animations means no "sexy animation mods" (if you know what I mean) and that will mean that lots of people will not be interested in modding the game (especially people on "the site that shall not be mentioned").

(not that I care about that, but lots of people do)

 

They will probably make heavy use of the precombine system again, so editing the worldspace (or interiors) will also be problematic.

 

Editing the UI is already very very difficult, and I don't think that that will get easier with newer tools and less documentation.

 

So it is not looking too good ...

 

 

I really miss the old times of modding skyrim, where you did not have to worry about precombines and previs ...

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no, someone can do animation with this new havok, just like now with hkt2014. People with great patience have always been and will be. But there will just be few of them, and it will take a lot of time. havok is bad because the efforts of an ordinary user spent on animation are disproportionate to the result on the output. The man who did the most sex animations for fo4, and probably the most experienced mod maker of all, said that he spends 10 seconds scene from two weeks to several months, depending on the complexity of the scene. After that, you don't want to even come close to it. ) Edited by South8028
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no, someone can do animation with this new havok, just like now with hkt2014. People with great patience have always been and will be. But there will just be few of them, and it will take a lot of time. havok is bad because the efforts of an ordinary user spent on animation are disproportionate to the result on the output. The man who did the most sex animations for fo4, and probably the most experienced mod maker of all, said that he spends 10 seconds scene from two weeks to several months, depending on the complexity of the scene. After that, you don't want to even come close to it. )

I did some animations during the '90's (not for games though). The biggest took me 6 months of many hours a day, to create a 1 minute animation. (a (re-)creation of a few scenes at Hoth base from Star Wars - TESB). Creating the models used took at least twice the amount of time. (snowspeeders, x-wings, turrets, tanks, the base, soldiers, pilots, part of outside ice world etc.)

 

So, it took me nearly two years of non-stop work, to end up with just a 1 minute opening scene for a 'movie'.

 

Each frame (in 320x200 !) took an average 15 minutes to render (but some parts took hours) so that is around 8 hours for 1 second of animation. (using pre-rendered backgrounds during scenes with a stationary camera, to speed things up)

 

Fallout 4 actually does it real-time now with a much higher detail & resolution, but the amount of work has only increased with all the details.

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no, someone can do animation with this new havok, just like now with hkt2014. People with great patience have always been and will be. But there will just be few of them, and it will take a lot of time. havok is bad because the efforts of an ordinary user spent on animation are disproportionate to the result on the output. The man who did the most sex animations for fo4, and probably the most experienced mod maker of all, said that he spends 10 seconds scene from two weeks to several months, depending on the complexity of the scene. After that, you don't want to even come close to it. )

I did some animations during the '90's (not for games though). The biggest took me 6 months of many hours a day, to create a 1 minute animation. (a (re-)creation of a few scenes at Hoth base from Star Wars - TESB). Creating the models used took at least twice the amount of time. (snowspeeders, x-wings, turrets, tanks, the base, soldiers, pilots, part of outside ice world etc.)

ÃÂ

So, it took me nearly two years of non-stop work, to end up with just a 1 minute opening scene for a 'movie'.

ÃÂ

Each frame (in 320x200 !) took an average 15 minutes to render (but some parts took hours) so that is around 8 hours for 1 second of animation. (using pre-rendered backgrounds during scenes with a stationary camera, to speed things up)

ÃÂ

Fallout 4 actually does it real-time now with a much higher detail & resolution, but the amount of work has only increased with all the details.

a completely different thing in ue5. I havenât tried ue5 yet, but judging by what I saw in the videos on YouTube, ordinary animation can be done on the fly without having any skills in working with bones and having mastered uk in a few days. I think that I have no difficulty with the usual creation of models. Any low poly model takes me a little time. Building elements generally take a few minutes and another ten minutes for textures. It is also very easy to make animated nifs for fo4, animation of meshes does not require many helpers and complex kinematics. I even made my own medium poly female bodies with all the organs and already quite a few clothes. But I don't want to mess with bones. I am sure that at some point, when I get very tired of fo4, I will go to ue5. To master the havok desire disappears. Edited by South8028
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You mentioned new scripted functionality, so maybe I can give you a little hope.

I don't wanna reveal what it actually is till release cause I've learned generally the less you say before release the better, but I'm currently working on a mod that basically adds a new game mechanic. I have 3000+ lines of papyrus written at the moment with the single longest script being 710 lines. (Not including fragments which balloon it to like 5000 lines.)

 

It's something I know won't be everyone's cup of tea in all honesty but I hope some people get enjoyment out of it none the less.

 

And if not at least I had fun making it.

 

At the moment giving a release date is hard but I feel confident in at least saying "Before February 2022" lol

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You mentioned new scripted functionality, so maybe I can give you a little hope.

 

I don't wanna reveal what it actually is till release cause I've learned generally the less you say before release the better, but I'm currently working on a mod that basically adds a new game mechanic. I have 3000+ lines of papyrus written at the moment with the single longest script being 710 lines. (Not including fragments which balloon it to like 5000 lines.)

 

It's something I know won't be everyone's cup of tea in all honesty but I hope some people get enjoyment out of it none the less.

 

And if not at least I had fun making it.

 

At the moment giving a release date is hard but I feel confident in at least saying "Before February 2022" lol

Sounds cool, but I really hope it is not going to be something that requires patches for every other mod in the load order ...

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Sounds cool, but I really hope it is not going to be something that requires patches for every other mod in the load order ...

 

The biggest thing that I expect will cause compatibility issues is helmets tbh

So kinda depends on how big you are on armor mods.

That said I might be able to make some sort of auto patcher for that (although that defiantly will not be coming in the initial release.)

Explosives are also gonna be a sticking point but there's not nearly as many grenade mods as compared to armor mods thankfully

I do plan on having patches for some of the larger armor mods included in the installer though.

 

Most guns will be compatible without too much trouble however which is definitely the biggest category.

Guns that use vanilla ammo won't need any patches at all. And since lucky for me most guns that use non vanilla ammo use New Calibers or Caliber Complex as a frame work I can make patches for those 2 mods and cover probably like 90% or more of gun mods.

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