[QUOTE=Stroheim;50925772]What mod do you guys feel like HASNT been made for FO4 that should be made?
I think there should be a ability to have power armor showcase things from Contraptions be power armor benches.[/QUOTE]
Classic style combat armour. I'm really not a fan of the FO4 version.
[QUOTE=zerglingv2;50925784]I figured out the Armory doors from the Castle fit in the Vault train tunnels, Metro 2287 part deux
[t]http://images.akamai.steamusercontent.com/ugc/260467680390150597/4E4A7ECA9BFDBF296F07DFE90EA0417E7E8D9B3F/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/260467680390151001/521D1BA5273CA4A9F19C11FB2716892BBE737CDF/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/260467680390150735/5BC3B7D4FBDA8A5A5A06A7A0A9087F61CBE5BF53/[/t][/QUOTE]
Gonna edit Vault 88 and get rid of some the lights, namely the fucking shitty ambient ones.
[QUOTE=venom;50926168]How does power distribution work in the vault? Do I need to place conduits everywhere?[/QUOTE]
It flows via the parts, to have to pass to lights and externals you need to slap down wall conduits, basically it'll flow to anywhere thats connected via a floor, wall or roof but externals will only get powered by that shitty wall nipple.
[QUOTE=GHOST!!!!;50926194]Gonna edit Vault 88 and get rid of some the lights, namely the fucking shitty ambient ones.[/QUOTE]
please let me know when you are finished, I would very much like that
[QUOTE=Tuskin;50924826]I once found a random settler standing on a guard tower just leaning on it, he wasn't even assigned to it.
Nuka-World Hubologists quest spoilers, related to the above [sp]When you go into the 'UFO' companions will lean on the walls like they're going to ride it during idle animations[/sp][/QUOTE]
Are those Hubologists related to the ones from Fallout 2?
[QUOTE=Killzor;50926124][URL="https://gfycat.com/ColorlessOrangeConch"]https://gfycat.com/ColorlessOrangeConch[/URL]
Still pretty fallouty animations but a lot better than the vanilla stuff people have been using for mods.[/QUOTE]
this is probably the one gun that doesn't have really ass looking left-handed animations
I'd love to actually but I have no fucking clue to use this shit, like how the hell do I even open up the Vault Tec DLC shit to start editing the area? I thought it would be straight forward but I'm only loading up Fallout4.esm, and even then I'm getting a fuck load of warnings for missing shit.
[QUOTE=BrosefStachin;50926369]Are those Hubologists related to the ones from Fallout 2?[/QUOTE]
Yes
[QUOTE=Reagy;50926200]It flows via the parts, to have to pass to lights and externals you need to slap down wall conduits, basically it'll flow to anywhere thats connected via a floor, wall or roof but externals will only get powered by that shitty wall nipple.[/QUOTE]
Do I need to move the reactor into my actual vault? I have it connected to that entrance piece but I have no power in any of my rooms, not even right at the entrance
snip
[QUOTE=GHOST!!!!;50926382]I'd love to actually but I have no fucking clue to use this shit, like how the hell do I even open up the Vault Tec DLC shit to start editing the area? I thought it would be straight forward but I'm only loading up Fallout4.esm, and even then I'm getting a fuck load of warnings for missing shit.[/QUOTE]
It's pretty normal for the Creation Kit to bring up a load of errors with Bethesda's ESMs, I think that that's always happened with their tools. As long as the ESM(s) and BA2s have loaded fine, you shouldn't have any issues, though.
To load the Vault-Tec DLC, you'll first have to set the Creation Kit up so that it can load multiple masters. I've got a file [url=https://dl.dropboxusercontent.com/u/24970273/ShareX/CreationKitCustom.ini]here[/url] that does that and lets you open multiple Creation Kits at once. Just put the file in the Fallout4 folder with the rest of the Creation Kit files. The Vault-Tec DLC's esm is called DLCworkshop03, so you'll have to load that and Fallout4.esm. Once everything's loaded, you'll need to go to the Cell View window and find the cell with the EditorID of DLC06VaultWorkshop. Double click on that, and then you'll be able to start editing the area. It's not exactly easy to edit existing cells though, and it can be pretty hard to find what you're looking for. Plus it'll be a good idea to run your plugin through FO4Edit once you're done to get rid of any unnecessary changes, and to make sure that things are disabled instead of being deleted.
Do nuka world achievements work in beta
[QUOTE=venom;50926414]Do I need to move the reactor into my actual vault? I have it connected to that entrance piece but I have no power in any of my rooms, not even right at the entrance[/QUOTE]
You using a vault reactor which fits to the floor parts or a traditional? If it's a traditional you need to feed it into the system via a conduit.
Also for the original reactor to provide power your gotta hook up a floor to the entrance to the cave.
[QUOTE=Omolong;50926434]It's pretty normal for the Creation Kit to bring up a load of errors with Bethesda's ESMs, I think that that's always happened with their tools. As long as the ESM(s) and BA2s have loaded fine, you shouldn't have any issues, though.
To load the Vault-Tec DLC, you'll first have to set the Creation Kit up so that it can load multiple masters. I've got a file [url=https://dl.dropboxusercontent.com/u/24970273/ShareX/CreationKitCustom.ini]here[/url] that does that and lets you open multiple Creation Kits at once. Just put the file in the Fallout4 folder with the rest of the Creation Kit files. The Vault-Tec DLC's esm is called DLCworkshop03, so you'll have to load that and Fallout4.esm. Once everything's loaded, you'll need to go to the Cell View window and find the cell with the EditorID of DLC06VaultWorkshop. Double click on that, and then you'll be able to start editing the area. It's not exactly easy to edit existing cells though, and it can be pretty hard to find what you're looking for. Plus it'll be a good idea to run your plugin through FO4Edit once you're done to get rid of any unnecessary changes, and to make sure that things are disabled instead of being deleted.[/QUOTE]
Cheers, I don't know who it is working at Bethseda by the way who thought up the camera controls, but they need to be fucking shot, an orbiting camera around what's selected, the camera being generally shit when using it? Hammer is easier than this.
spoilers that aren't really spoilers because they were in the goddamn launch trailer
[video=youtube;ivNvT46gMS0]https://www.youtube.com/watch?v=ivNvT46gMS0[/video]
I love how with Hammer you can at least sketch out and design rough map layouts and design shit really tightly
with creation it's just like "uuuuh fuck just fit some tiles together"
the fact that i couldn't accurately remake e1m1 with vault parts is a testament to this
like fuck man it took them 5 games to split up the tiles into a wall, a ceiling, and a floor piece.
[QUOTE=Xubs;50926526]It's actually not uncommon for engines to be model-based at all across the industry, it's just that they are built for studios who can produce new tiles and tilesets as they see fit to suit new rooms and areas. Creation is different because it's used by mod-makers unlike other engines made for studios, which makes this detriment more readily apparent. Other engines used by mod-makers tend to have some sort of brush or mesh editor system for rough scratch prototyping and rapid level design because they were built with a wider range of teams or with smaller teams in mind, while Creation is built very specifically for Bethesda Softworks and this fact shows because despite its general workflow being very specific, mod makers have access to it.
That's the issue here, really.[/QUOTE]
If only that was true, the real reason is that it's based upon Gamebyro which is a middleware engine designed to be a slapped on to another engine, Bethesda instead went the other way and bought the full rights to an older build and made it into a standalone engine (god knows why they decided this) and because of that it uses a rather nontraditional design and unconventional tools. Most engines utilise either model based or brush based geometry for their worlds, Bethbyro/Creation instead uses a middle ground based around a tile and cell system that works off both model and brushes but bound to individual tiles, newer engines also tend to now have this feature but its thrown in as an addition to the old school full world model or brush building, with Bethbyro this becomes a problem because the tiles are a fixed size and can only contain so much.
I wouldn't say Bethbryo/Creation is different because its used by modders, I'll say its different because its a mess made out of an engine not designed for its purpose of which its being used for, its like trying to use Source to make an MMO, it wouldn't work.
Alright this light edit thing will happen at some point, just not right now, the controls and shit annoyed me so I closed it off, I'll go back to it again later.
I plan to get rid of the the fucking shit ambient lights from the candles and what not, I'll get rid of the wall lights in the tunnels too, might not touch a great deal more than that but we'll see.
[QUOTE=guicool-BR-;50925204][sp]You can just kill all the raiders, if you want.[/sp] But yes, you need to do that in order to advance the story.[/QUOTE]
well i [sp] killed them[/sp] and guess that its then. i was expecting another story focused dlc on the scale of far harbor but w/e i guess nuka world is just not for me. if you like the settlement system+ running a gang of raiders then you'll like the dlc. dont go in expecting a big new world with plenty to explore because it's pretty small and there are only a handful of unique locations. you will go through the content fast. not sure if someone would be satisfied paying $20 for this tbh.
[QUOTE=milktree;50926710]well i [sp] killed them[/sp] and guess that its then. i was expecting another story focused dlc on the scale of far harbor but w/e i guess nuka world is just not for me. if you like the settlement system+ running a gang of raiders then you'll like the dlc. dont go in expecting a big new world with plenty to explore because it's pretty small and there are only a handful of unique locations. you will go through the content fast. not sure if someone would be satisfied paying $20 for this tbh.[/QUOTE]
This whole thing sounds really unfortunate to me. The number one thing I was worried about regarding Nuka World is the whole "you can finally play as a raider!!" shtick would relegate the DLC's content entirely to people who are prepared to play raider characters.
It at least sounds like it has settlement raiding in it, which will allow me to turn my brain off from the story and mindlessly roleplay a little bit, I guess.
meet mr. crumbles a nice man who's looking for a piece of the wasteland to settle down in and single.
[t]http://i.imgur.com/CLw7XrX.jpg[/t]
Seems like the Precious Medals quest is bugged for me in Nuka World, I've got the Treehouse Medallion but it doesn't seem to be checking it as me already having it, and I can't get another from the dispenser.
[QUOTE=Killzor;50926124][URL="https://gfycat.com/ColorlessOrangeConch"]https://gfycat.com/ColorlessOrangeConch[/URL]
Still pretty fallouty animations but a lot better than the vanilla stuff people have been using for mods.[/QUOTE]
Compared to how bad the animations were in FO3, this is a huge improvement.
Anyone have a file of the Scavenged NCR amour? I tried to download the version from VGUN but my character ends up with an invisible body.
[QUOTE=Killzor;50926124][URL="https://gfycat.com/ColorlessOrangeConch"]https://gfycat.com/ColorlessOrangeConch[/URL]
Still pretty fallouty animations but a lot better than the vanilla stuff people have been using for mods.[/QUOTE]
They'll do fine as long as we mirror any real weapons so that the gun ejects shit directly into your eyes and all over your face.
Like I know we're in Fallout but damnit Bethesda why have you forsaken us
[editline]a[/editline]
I understand raiders aren't the sharpest knives laying in a nuclear-blasted fridge, but you'd think after the first dumbass that made one of those told everyone it was a bad idea, they'd stop doing that.
You guys ever have those horrible moments where your mods merge in painful ways?
I had maybe the most tense moment ever in survival mode the other day when I was wandering through the city area and ended up not being able to find a bed for like, 40 minutes. I actually reached the max adrenaline level:
[thumb]http://imgur.com/9wnaJEV.jpg[/thumb]
At some point I became severely dehydrated from all the combat and chronic stim use (although with the 50% damage bonus I was wrecking all kinds of shit). Anyway, I picked up an ice-cold Nuka Cola Quartz from [URL="http://www.nexusmods.com/fallout4/mods/3793/?"]this mod[/URL] at some point previously and without thinking drank it to sate my thirst somewhat. Only trouble is, Nuka Cola Quartz provides low-light vision, which I have also increased with the [URL="http://www.nexusmods.com/fallout4/mods/8242/?"]Alternative Vision[/URL] mod to match the [URL="http://www.nexusmods.com/fallout4/mods/191/?"]Darker Nights[/URL] mod by the same author. It was the middle of the day, so my vision was this:
[thumb]http://imgur.com/pmcuMc3.jpg[/thumb]
:v:
I did eventually find a sleeping bag but that was a tense five minutes of spamming Q while nervously navigating the city.
I wish someone would make a mod that changes the scale the scale for survival needs. As it goes currently it gets longer and longer between brackets, but you get thirty after only 12 irl minutes. It works better been it takes longer to initially get thirsty, but goes downhill faster and faster from there. So you're not penalized from not drinking every ten minutes.
Current Scale is something like:
0-100-300-600-1000
Where as:
0-400-700-900-1000
Would work better.
There've been times where I've actually gotten thirsty during conversations
I've been having a hell of a time trying to get any mod with custom models or textures to work at all. I've tried resetting archive invalidation many times and it changes nothing. Any advice?
Stuff like the Ranger Veteran armor and the DKS-501 rifle are invisible, and weather mods give me purple skies and white rain. If it helps, it has been a real bastard making .ini changes such as turning off godrays or changing the resolution actually stick long enough to launch the game, which makes me think my archiveinvalidation problems stem from some sort of .ini file problem. I do know about changing them to read only before launching the game but it makes no difference.
What I find annoying about the survival needs is that there isn't like a lasting effect/buff for when you've just drank something. You have to consume things in the right order otherwise you're penalised and it just doesn't really make sense to me.
I've just drank several bottles of water one after another, or drank an alarming amount of mouthfuls from a water pump, but because I took some antibiotics AFTER instead of before, I'm parched again.
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