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Why are people still putting items ingame only through console?


Riddem

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Dunno, it still is by definition modding. It's just the... wild frontier stage of it, when hardy men and women chop some rough and uneven planks with a hand-axe to even make a chair to sit on. The end result might not be as polished as when the whole industry and infrastructure catch up.

 

Unpolished, and you sit up only to find out two days later you've got splinters in your arse and they've got so infected overnight you can't even sit down. (Translation: Your save corrupted and now you inexpicably CTD when you go to X, and it's happening on all your previous files, and you have no idea WHEN this issue happened, because you haven't visited X place in 12 game hours, and you have to roll-back to a save 10 hours ago.)

 

 

 

But it is also a time where 98% of the people who make armors and weapons and companions and quests are sitting back drawing concept art, or working on models in Maya, or writing dialogue in wordpad as opposed to even attempting to mod. *That 98% number is purely my rough estimate with no actual factual backing*

 

I personally believe my time is better spent preparing for the creation kit release, than trying to create something without it. Just like videogame studios have pre-production before making a game, I am deep into the pre-production stage of my mod while I like the code people do their code work.

 

All respect to the code people and the tinkerers, keep doing what you do. That just isn't my area of skill.

 

Though honestly, it is not having a fully functional Nifskope that bottlenecks anything I would want to do more so than the creation kit itself.

 

Exactly. I've never tried making a mod for Skyrim or Fallout, but I'm happily sitting here making UI concepts and icons in PhotoShop and imagining stuff. Unfortunately, I can't actually do any of that stuff, and I probably won't be able to even in GECK.

Edited by Athanasa
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If you're any good with Photoshop, and not afraid to put some non-replacers in the game, you're actually exactly what's in short supply at the moment. The current top mod is a collection of new walls and stairs, for example. And I'm not putting it down, mind you. It's top mod because a LOT of people wanted that.

 

New armour materials also seem to be popular at the moment.

 

Hell, make some cool posters, if nothing else, and a lot of people will worship you for it.

 

Basically it's not all that hard to find a way to put a photoshopped texture in the game in a meaningful way. Hell, even an icon. Make a proper Punisher t-shirt or icon for a combat armour, and I'll upvote it myself. (Even if for saving me the bother.)

 

And if you need any help, just ask. Chances are you just need to type a filename into an existing template, anyway.

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Dunno, it still is by definition modding. It's just the... wild frontier stage of it, when hardy men and women chop some rough and uneven planks with a hand-axe to even make a chair to sit on. The end result might not be as polished as when the whole industry and infrastructure catch up.

 

I haven't done any kind of modding for well over 5 years when I played NWN2, wanted to play a drow elf and snapped at the worthless level adjustment and started to play around with the game files until I managed to remove it while making the drows slightly weaker to make them balanced. And then it escalated until I toyed around in the files and ended up with playable frost giants dual wielding giant scythes and pixies using daggers as 2 handed weapons.

 

And haven't been to nexus on a regular basis since Skyrim was relatively recent and I managed to play it on my then mac computer (never buy a mac when you're a gamer, such an idiotic decision) on a pirated copy, since the game wasn't on mac yet, that somehow managed to work with mods. (have a bought copy on steam once I got back to using windows computers again, please don't flame me for that one...). And while I'm very much aware that I could wait a few weeks or months and make the mods I wanna do in a far less complicated work process, just learning how the different current programs work is too much fun to not do. And it gives me an understanding of how everything in this game works together.

 

Understanding what the chair is made out of, and what tools were used in it's creation and how it was assembled is about as fun as to try and make a new sentient chair with attached rocket launchers and a sweet paint job.

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What People don't understand is that its usually just one guy right that is working on a mod...

 

They don't understand the shear amount of #%^$ we have to know and actually implement to make ##it happen.

 

But thanks for caring

 

$#ck like you care at all about the hard work of others.

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Some mod authors actually don't play the games, play them much or have the games sometimes. They just enjoy making things. As such they don't have the GECK or CS or whatever and so don't place items in the game world.

 

Honestly it is very hard to place items at times. Once you place it in the game world, you maybe would need to clean the mod and other things some people don't want to do. They just want to make items or clothing and are fine with people getting it via console or even someone else making a place for it.

 

Ultimately if you have an issue with this you can just create a container for whatever item it is yourself and then your enjoyment of the game can continue. Alternately you can just pass on the mods/modders that only make their hours of hard work available through the console.

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You can do about 80% of the things the GECK can do by just using fo4edit, for those who know how to use the modding tool it is rather very powerful in it's own right and these "they aren't really mods" thing.. they are mods and quite a few of them probably won't even need editing when the GECK arrives if the work is done correctly.

 

But more mods will come our way at a higher rate when the GECK is released, no doubt. But in answer to your question, the GECK gives you a window for you to see where the object will be placed, as tFO4edit does not have that feature, they are essentially flying blind for placing objects in the game world. But depending on what the object in question is, they can easily be placed in level lists and vendors.But for bigger objects etc, best to just do a bit of reverse engineering on some objects already set down and use those co-ordinates etc.

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Some mod authors actually don't play the games, play them much or have the games sometimes. They just enjoy making things. As such they don't have the GECK or CS or whatever and so don't place items in the game world.

well when you make a standalone mod, providing an esp, then its just adding a simple COBJ-record to your file. If you know what you do, its only a matter of 1-2min of work.

 

Learn to understand what you have to do - so learn to make this easy step is a matter of days or weeks if never done before. So the first crafting recipe takes you some time to learn how to realize what you want to do. If you don't want to wait this time to publish your file, for what reason ever - you publish your file and let users have to "cheat it" with console. Its a common workaround for missing knowledge - nothing else.

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