raminlich Posted October 23, 2018 Share Posted October 23, 2018 Hi,I like to create mods for fallout 4 but i just don't know where to start!i know programming and i have experience with unity and some other game development frameworks.i just don't know how the fallout 4 system works , also i cant find much resources for fallout 4 scripting.so if you can guide me trough tutorials or anything i will be grateful.thanks. Link to comment Share on other sites More sharing options...
montky Posted October 23, 2018 Share Posted October 23, 2018 oh wow,ah, I recommend the Optimization thread (which has links to some excellent tutorials for virtually all facets of FO4 modding).I then recommend; (in no particular order)RedRocketTV, Reneer, PoorlyAged, Kediwah, Shavkacagarikia,SKK50, SMB92, Cypher2012, GreekRage etcas the specific questions might come up.They've got some excellent vid-assisted tutes then, I recommend looking into 'batch automation pathways'such as those discussed by MarkyRocks etc;these folks will show you how you can automate parts of your mod making process.there's software batch automation and 'macro-enabled hardware automation' or dedicated hardware too.especially if your mods will be longer than a few hours. Link to comment Share on other sites More sharing options...
Urtho Posted October 25, 2018 Share Posted October 25, 2018 Grab your favorite beverage and start reading: Creation Kit Tutorials Note that this is the Skyrim site for the CK - the info on it is much more developed and laid out in a an easy to follow manner than the Fallout 4 sections. The CKs are largely the same although there are of course differences. Here is that page if you need it: CK Differences from Skyrim to Fallout 4 Link to comment Share on other sites More sharing options...
SKKmods Posted October 25, 2018 Share Posted October 25, 2018 No matter what you want to do, start with quests. Quests are the keystone for everything (except tits and textures) even if you are not actually creating quests. If you understand how to create a quest, everything else will fall neatly in to place. If you skip that, your learning experience will be pain and frustration. Following the Bendu Olo learning path and figuring out how it applies to Fallout4 is an excellent primer. Enjoy ! Link to comment Share on other sites More sharing options...
Evangela Posted October 25, 2018 Share Posted October 25, 2018 Quests are good for holding data but aren't integral to understanding how to work with other things in the CK. Link to comment Share on other sites More sharing options...
NikaCola Posted October 25, 2018 Share Posted October 25, 2018 Quests are good for holding data but aren't integral to understanding how to work with other things in the CK. Hmm...I think I might be with SKK50 on this one? I feel like learning how to implement quests sort of naturally leads you into learning a lot about the CK and its other systems in general. At least, it worked that way for me? I see a lot of modders try and learn quests "last" and it seems to cause a lot of problems for them when it comes time to make something people can actually play. Link to comment Share on other sites More sharing options...
SKKmods Posted October 25, 2018 Share Posted October 25, 2018 Quests are good for holding data but aren't integral to understanding how to work with other things in the CK. So why not provide some better advice to the OP rather than just pissing on mine ? Link to comment Share on other sites More sharing options...
DiodeLadder Posted October 26, 2018 Share Posted October 26, 2018 (edited) I'm still new to modding and this community, but my route so far has been : 1) Modifying the existing weapon/armor/item stats : This allowed me to get a feel of working with CK as a beginner, working with forms and creating a new .esp file, etc.. Checking the new .esp I've created in FO4Edit made me understand how the patches/overrides worked. 2) Creating a new NPC vendor : This was my introduction to how to manage a dialogue using a Quest, and create a new NPC, put together a formlist to create an outfit combination specific to this character. Vendor also was my first peek into setting up a Faction. This also introduced me to the fact that CK crashes a lot while working with NPC editor, lol. 3) Creating new object mods for weapons/armors : This was where I was introduced to working with keywords, conditions using perks, and how constructible items worked in FO4. 4) Create legendary weapons : This step introduced me to using quests to place unique items in the world, and working with markers. 5) Create interior cells : This was a big step for me, as there are so many elements involved. This introduced me to a concept of linked references, enabling/disabling object references, creating unique furnitures using Static Collections and NifSkope, how to do navmeshes, placing mapmarker in worldspace and setting up location and encounter zone, etc.. Important thing to know here is that most basic build assets are made to work with 256 x 256 x 256 grid, and setting up the snap to 128 allowed me to understand how things are supposed to fit together as Bethesda intended. For example, most doors and door frames would snap right in at the correct placement on the wall opening if you have snap at 128 units. 128 units/90 degrees snapping setting to start with, and then working at finer settings is best for beginners, I think. This will allow you to work very fast right off the bat as well. You might want to keep this one bookmarked : https://www.creationkit.com/fallout4/index.php?title=Creation_Kit_Keyboard_Mapping I think Jenn Cave's Navmesh tutorial is pure gold : https://youtu.be/_YblA9ZxHRw Also, RedRocketTV's tutorial on layers is a very important one to watch before start working with interior/exterior cells : https://youtu.be/wl6f_r4rFQE 6) Create quests that take place in the interior cells : This is what we are all here for, isn't it? :laugh: I learned about setting up triggers, managing events/quest stages,etc. 7) Create a new town/settlement in exterior cell : after taking the all the above steps, it actually wasn't all that hard as I've imagined (well, I haven't got into optimization and LOD yet, so I could very well be talking out of my ass here, lol). I'm not sure if it's the best way, but this was a gradual/gentle learning route for me as a beginner. Good luck! :laugh: Edited October 26, 2018 by DiodeLadder Link to comment Share on other sites More sharing options...
Evangela Posted October 26, 2018 Share Posted October 26, 2018 Quests are good for holding data but aren't integral to understanding how to work with other things in the CK. So why not provide some better advice to the OP rather than just pissing on mine ? I didn't piss on yours. You should probably understand that you aren't "the only" guy here with extensive modding knowledge. I feel though that you want to be, and that your word has to be law. You never take it lightly when someone questions your methods, or if someone else comes in with a different method, having made no reference to your own. It's like it stings for you that your word wasn't taken as an absolute. It is of no doubt you know quite a lot when it comes to the Creation Kit, and I have seen here your own trials and tribulations with various things that were once thought to be unsolvable. Having said that, the majority of the time, I personally have nothing to say in regards to advise you give around here. You stated quests as a absolute to doing anything[/i] when they aren't. Quests aren't so easy to use either, and I do agree that learning the quest system will be helpful, should the need arise that what you require, needs a quest. However, saying what you said..would have undoubtedly mislead the OP. For example, you don't need them to build dungeons, or new worlds. You don't need them for 3D modeling. You don't need quests for basic spawn placement. Heck, if you don't even need them for scripting everything. For workshop related things, yes quests are necessary here. For tinkering with the game before "Out of Time", you need a quest to fork some information, or check when the player is out of cryo, etc. For cool yet complex things like teleportation, you MAY need a quest, if you want to add quest markers to track locations. What you're on about is true in the sense that quests are THE best away to get around the limitations of scripting. For all the BS I've encountered with papyrus, quests have been the one true way to get around them. Link to comment Share on other sites More sharing options...
Reneer Posted October 26, 2018 Share Posted October 26, 2018 Well, that escalated quickly. Link to comment Share on other sites More sharing options...
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