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Opinions on the trend of current mods (fallout 4)


flackstar

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My forte is scripting/programming ...you can not tie into the game system without the CK, at least I wouldn't try.

 

Therefore, at the moment, all MOD'ing is setting up/modifying a object form and giving the engine something to display.

 

As DD already mentioned there are quite a lot of mods implementing scripting. From the extremely simple (such as mine) to much more advanced mods like Build Your Own Vault, scripting is already being implemented. As it turns out adding in scripting is very easy through FO4Edit so long as you get a papyrus compiler. You might find it worthwhile taking another look at the techniques for doing this as it really opens your options up with mods quite a lot beyond object forms and display.

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@PoliteRaider Idk where to even start to learn that stuff. Any suggestions on my first 2 or 3 places/modders tutorials? All I know is Caprica is not a spice.

 

I mean, I'm knee deep in Daz and iClone now just to avoid banging my head against an invisible wall of ignorance. I've went so far as to watch V-Ray tutorials and that's almost torture!

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@PoliteRaider Idk where to even start to learn that stuff. Any suggestions on my first 2 or 3 places/modders tutorials? All I know is Caprica is not a spice.

 

I mean, I'm knee deep in Daz and iClone now just to avoid banging my head against an invisible wall of ignorance. I've went so far as to watch V-Ray tutorials and that's almost torture!

 

Yeah, I'm just learning Maya now and it's... eugh...

 

but anyway, when it comes to Papyrus there's not a lot of tutorials out that focus on Fallout 4. However the Skyrim information is still hugely relevant.

 

Also the experts tell me that Champollion is better to use than Caprica for looking at the in-game scripts (Same author, just intended for different functions). However I've been so busy lately that I haven't had the time to check this out yet myself.

 

Here are two good starting spots for understanding Skyrim Scripting. The Creation Kit Page and Cipscis's tutorial for beginners. Personally what I did myself was just to open up FO4Edit, look at objects that have scripts, decompile those scripts in Caprica and figure out how they work. Then I just reverse engineered them for writing my own.

 

For anything complex you're going to want to talk to someone more knowledgeable, but if you just want to add a script to an object in FO4Edit or anything simple like that then I can help out if you get stuck.

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