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About "learning to create mods FO4" ...


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And that's your chance to find a way to do it without needing 2000 patches.

Ahhh, I guess you are right ...

I think I just needed a "kick in the butt" to get started messing around instead of just sitting here complaining ...

 

 

If my memory serves this was done using extender functions for NV so I'd start looking into that. F4SE may or may not offer the needed answers.

 

I don't know what you are talking about ...

WHAT was done with the "extender functions for NV"?

 

Do you mean that specific mod?

 

 

That was probably a bad example, because the engine doesn't support more "movement types" other then run, walk, sneak.

(I can't even get the mod to work for me, not at all!)

 

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What was done for NV was a mod that allows player collision to be variable, thus making prone and all other alternate movement sets viable for going underneath objects.

Ah , ok, I get what you are saying ...

 

Yes, the older games do have LOTS of script extender functions that the newer games don't have ...

Sad that all this "script extender stuff" is kind of like "black magic".

And the people who do know how to do it are too busy doing their own projects to teach others about it or to port over all the functions that the older script extenders had ...

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To answer your original question. Learning the basics of the tools like FO4Edit, Creation Kit is essential, reverse-engeneering won't help with that. And it's especially true to animations.. So the more you know about these tools, the more you can do with them.

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