YouDoNotKnowMyName Posted August 30, 2020 Share Posted August 30, 2020 Good evening everybody! I have posted many topics here, almost all of them asking the same question: Would it be possible to make a mod that does <insert cool or crazy idea here> ? I know that lots of knowledge, wisdom and experience is required to answer a question like that.But I personally have almost none of those and I don't really like to rely on other people ... So, how can I detrmine myself if something is possible to be implemented into Fallout 4 or not? It would be really nice to have like a "cheklist" or something like that to evaluate the feasibility of a certain idea or concept before wasting time and energy on something that isn't even possible. If anybody has any ideas for something like this, let me know here ... (This topic exists mainly becaue of my frustration about the fact that nearly everything I want to implement into Fallout 4 seem to be impossible and I just want to avoid that frustration in the future ...)(Because I hate getting excited about something and then beeing dissapointed about the impossibility of it. After a while of that, it really stops you from beeing motivated about "new cool ideas", because "it won't work out in the end after all ...")(Yes, I know the whole "start small and keep working towards more complex things", but for most things I want to do, there isn't even a "starting point" ...).(Yes, I know, I have some problems ...) Link to comment Share on other sites More sharing options...
SKKmods Posted August 31, 2020 Share Posted August 31, 2020 What you are describing is Research & Development. 90% of proper pure R&D (not what sales and marketing dwesses up as R&D) is frustration, dead ends and sunck costs. Many move from R&D into more predictable slots. Link to comment Share on other sites More sharing options...
gnarly1 Posted August 31, 2020 Share Posted August 31, 2020 It would be really nice to have like a "cheklist" or something like that to evaluate the feasibility of a certain idea or concept before wasting time and energy on something that isn't even possible.The problem with a checklist is that it relies on someone else's opinion on what can or can't be done, and there's often no objective way to evaluate how thorough their 'checking' was. I saw a mod (sorry, I can't remember the name) a few months ago that someone had just uploaded and in the description they stated (paraphrasing): "Yes, I've done it! Everyone told me it couldn't be done but I worked out a way to do it!" The modder sounded very pleased to have done it AND to have proved everyone wrong. So having a checklist might just end up creating the opposite problem to what you intended. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 31, 2020 Share Posted August 31, 2020 Start with small steps. Learn the basics and then proceed Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 1, 2020 Share Posted September 1, 2020 All this may sound like a motivation speech but from my experience on modding Fallout 4, nothing is really impossible. It's just if something is worth spending time or not. I like to use "close to impossible" to indicate if something is not worth to spend time on. And that's purely personal thing for modder. One of the most user requested thing I have seen is dual wielding mechanics, and if someone asks if its possible to do, I would answer that its close to impossible, because it would require messing with so much unknown stuff that is not worth spending time for me, and in general most of the people will just give up in the end, but with strong motivation and will, its still possible Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted September 1, 2020 Author Share Posted September 1, 2020 All this may sound like a motivation speech but from my experience on modding Fallout 4, nothing is really impossible. It's just if something is worth spending time or not. I like to use "close to impossible" to indicate if something is not worth to spend time on. And that's purely personal thing for modder. One of the most user requested thing I have seen is dual wielding mechanics, and if someone asks if its possible to do, I would answer that its close to impossible, because it would require messing with so much unknown stuff that is not worth spending time for me, and in general most of the people will just give up in the end, but with strong motivation and will, its still possibleWell, that answers that question ...(I asked about a "dual wielding" system here before, kind of like in Skyrim, because I was planning on "porting Skyrim to Fallout4"). I know, that nothing is "really impossible", like you said, just a matter of time, effort and willpower. I just feel like the CreationKit is like a "sandbox enclosed with concrete walls".Inside the "sandbox", things are really easy and nice to implement (custom quests, meshes, ...), but once you want to do things "outside of the (sand-) box" it becomes almost impossible. It almost feels like an "abusive relationship":At first you get drawn in by the simplicity o and start "falling in love" with it. But then, as soon as you want to "go further" and try new things, the CK comes and slaps you in the face.Then you might cry for a bit and take a break, but a few hours later you are already back in the CK ....And no matter how many times or how hard the CK slaps you, you keep comming back and just can't leave ...(Because there isn't really "anywhere else to go" ...) At least, that's how it feels for me ...Sorry if that was a bad comparison ... Link to comment Share on other sites More sharing options...
shavkacagarikia Posted September 1, 2020 Share Posted September 1, 2020 Well yeah, there are lots of limits with ck, but if there are really no workarounds for those limits then there comes f4se and its native plugins that can be used to do basically anything, because now you dont care about ck and working directly with game memory. But obviously its much more complicated than ck. and unlike to ck that at least has wiki with basic explanations of all of its stuff, there is basically 0 documentation about f4se plugins and its difficult to ask someone for some advices because there are probably like only 10 people with enough knowledge and if you are working on something new there is no living soul that can help you. But again it goes down to giving up or continue trying. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted September 1, 2020 Author Share Posted September 1, 2020 Well yeah, there are lots of limits with ck, but if there are really no workarounds for those limits then there comes f4se and its native plugins that can be used to do basically anything, because now you dont care about ck and working directly with game memory. But obviously its much more complicated than ck. and unlike to ck that at least has wiki with basic explanations of all of its stuff, there is basically 0 documentation about f4se plugins and its difficult to ask someone for some advices because there are probably like only 10 people with enough knowledge and if you are working on something new there is no living soul that can help you. But again it goes down to giving up or continue trying.Exactly!It would be really great if there was some good documentation about creating custom F4SE plugins (those DLL files, right?) and things like that ... If you don't know what can be done, you can't determine what can't be done, right? Link to comment Share on other sites More sharing options...
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