• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=guicool-BR-;50698201]Oh wow, that's absolutely dreadful. Now I'm really glad I didn't get the chance to enter it. Making this mod has been strangely lots of fun and trial and error. Now I'm making her personal quest, I think I should include more things but right now, I'm learning and creating as I go. However, this engine is a real mess. Every single thing that happens is a quest. NPC talking? Quest. Vertibird flying? Quest. Follower commenting on how you picked some random trash object? QUEST. It's a combination of quests, conditions and scripting. Example: Ellen goes to Diamond City and comments about a nearby guard. I need to have a quest (EllenQuest) with a Dialogue entry that has a condition check (if the guard is near her, if she is in Diamond City) and it starts the Dialogue scene itself through scripting (starts dialogue scene if conditions met). :suicide:[/QUOTE] I feel for you. I'm dicking around trying to put a single raider-berserker type NPC in the game to carry the sword i'm putting in, to basically run at you and attack you as soon as he sees you, so you can kill him and take it. I've spent probably 20 minutes trying to find the damn radstag hide armour, and I'm not even sure if it would suit once I see it on him. Hint: it's not called 'radstag hide' in the editor. I have no fucking clue what I'm supposed to be looking for edit: holy shit I found it. I only just figured out you can search for Form ID (base Id on the wikis). It's actually called Armor_Wastelander_01_GlovesA and searching 'radstag' or 'hide' didn't bring it up at all! yay!
[QUOTE=guicool-BR-;50698327]Worse, you ARE playing them, they're just invisible. Another example. Follower commentary is always running. ALWAYS. If you don't have a follower, the quest does nothing and keeps running. If you do have one, the quest checks who it is and acts accordingly to the conditions set on it. Dismissing followers doesn't stop that quest.[/QUOTE] If the game has a thousand miscellaneous quests that are constantly running and cannot be terminated, wouldn't that put a lot of strain on the engine? The thing is already fragile enough without the bloat from sixteen billion invisible quests running in the background.
[QUOTE=ClarkWasHere;50698374]So Fallout 4 has the cancerous killmove player lock that skyrim had, where you are forced to watch an enemy kill you in a boring canned animation that takes all control away from the player. I just died to a raider facing the other way at full health while trying to kill him with a machete, thus making me learn that pure melee builds in Survival difficulty are not viable early on because you can't properly juke around enemies and whale on them.[/QUOTE] Literally bringing a knife to a gun fight :v: On that topic though, I've been killed by dogs in Survival more often than I'd like to admit.
[QUOTE=Zombie Strider;50698633]Literally bringing a knife to a gun fight :v: On that topic though, I've been killed by dogs in Survival more often than I'd like to admit.[/QUOTE] More like having the advantage of being in midswing and killing someone who isn't even aiming at you, only to have the game tell you "no lol this npc does more damage than you have a canned animation death k thx gbye" If bethesda is going to implement something into the game, at least test it with all the types of builds rather than "shooty bang bang casual" or "sneaky" builds. It's an RPG for christ's sake. oh wait.
[QUOTE=Zombie Strider;50698633]Literally bringing a knife to a gun fight :v: On that topic though, I've been killed by dogs in Survival more often than I'd like to admit.[/QUOTE] Dogs, grenades, and mirelurk hunters/radscorpions appearing right under your feet.
[QUOTE=ClarkWasHere;50698673]More like having the advantage of being in midswing and killing someone who isn't even aiming at you, only to have the game tell you "no lol this npc does more damage than you have a canned animation death k thx gbye" If bethesda is going to implement something into the game, at least test it with all the types of builds rather than "shooty bang bang casual" or "sneaky" builds. It's an RPG for christ's sake. oh wait.[/QUOTE] You'd think they would make the killmoves only happen when you actually get hit for all your health :v:
[QUOTE=Beacon;50695062]so it turns out the unofficial fallout 4 patch on the nVidia contest wasn't even submitted by the actual team, it's some random sleezebag who's stolen it and uploaded it himself wanting the 10K... the modern weapons mod on there is all stolen content too apparently fuck sake, this sums up the whole bethesda.net issue really[/QUOTE] lmao That whole contest is one big fucking shit show and handled so poorly All for rewards that are absolutely insane for how mismanged it is
[QUOTE=Mining Bill;50698785]You'd think they would make the killmoves only happen when you actually get hit for all your health :v:[/QUOTE] Come on, this is Bethesda we're talking about. Smart decisions don't come naturally to them unless a mod gets popular based off of it.
[QUOTE=Lt_C;50696794]I made that sniper rifle mod. I wouldn't be angry if the contestants were legitimate entries, but out of the 20 accepted, there are several that break the contest's own terms and conditions. I'm not saying that I deserved to be picked as a finalist as that is a bit presumptuous, but seeing that the selection process on behalf of nvidia clearly shows [I]no[/I] effort to check the mods for even basic things like eligibility is a slap in the face. I can take solace in the fact that I wasn't the only one burned, there are threads on various sites like [URL="https://www.reddit.com/r/FalloutMods/comments/4sbaol/fo4_the_nvidia_fallout_4_modding_contest_voting/"]reddit[/URL] and [URL="https://community.bethesda.net/thread/54588"]bethesda's forms[/URL] where people have had similar stories - lots of sacrifice to up their game and produce quality mods only to not even be considered. I really burned out trying to make my mod, and the whole authoring process for gamebyro really soured the fun of making mods in the first place. This just rubs salt in the would. The one bright point is that my work was well received by the community.[/QUOTE] Tbh the fact that an "unofficial patch" even qualifies is fucking laughable at best The contest should have had specific categories that focus on mods that add specific things to the game with strict rules as what qualifies. They should have announced the contest well before creation kit's launch and availability, and made the due date a reasonable amount of time after the contest start to give modders actual time to work on their mods. They should have had rules in place that your mod cannot have been previously released in any manner prior to the contest - it had to be made (and released) for the contest. You know, like every other contest that has ever been done done involving creative works. Instead you just have a bunch of joke mods and mods that aren't anywhere close to being contest worthy (not even counting the fact that they were stolen) just randomly grabbed from the nexus as an "entry".
I fell to peer pressure and made a T45 variant of my Captain America power armor mod. Does it look half-assed? [t]http://i.imgur.com/Rcv17o3.jpg[/t]
Anyone else have issues with the wait and sleep times in Fallout4? Im not expecting 8 hours to go by instantly but it takes up to 3 minutes per hour waiting or sleeping
Does anyone use the mod in F4 that lets you take your dog AND a companion? Wanting to know if there's any weird bugs with it or anything.
[QUOTE=JesseR92;50699120]Anyone else have issues with the wait and sleep times in Fallout4? Im not expecting 8 hours to go by instantly but it takes up to 3 minutes per hour waiting or sleeping[/QUOTE] Use this it's much faster [url]http://www.nexusmods.com/fallout4/mods/9437/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D9437%26preview%3D&pUp=1[/url] [QUOTE=hippowombat;50699146]Does anyone use the mod in F4 that lets you take your dog AND a companion? Wanting to know if there's any weird bugs with it or anything.[/QUOTE] Yeah I've been using it, works good.
[QUOTE=Cheshire_cat;50698620]If the game has a thousand miscellaneous quests that are constantly running and cannot be terminated, wouldn't that put a lot of strain on the engine? The thing is already fragile enough without the bloat from sixteen billion invisible quests running in the background.[/QUOTE] Here's the thing, quests are running but aren't triggered. Only conditions met (like I said before) they do something, but they never go away. Third example: MacCready's personal quest is already running the moment you enter the interior in Goodneighbor that he's in. Then it advances to a MacCready talk quest, as he normally responds as a follower, and the first quest only ends normally once you finish his quest. That means when you enter Goodneighbor, his quest starts running and stays on the background, sitting there, doing nothing. When you hire him, then dismiss, the quest advances a stage, goes back to the background, running while doing nothing. Remember that quest comparison between Skyrim and Fallout 4? Now imagine how many quests are running on the background on Skyrim 32-bit and compare to Fallout 4. That's one of the reasons that Skyrim is so buggy at vanilla, too much shit happening at once and on the background and a 32 bit memory limit puts the engine to its knees. Also, Fallout 4 has a major improvement over Skyrim's scripts, you're able to create small fragments of a script that run once a condition is met, unlike Skyrim, that needs to read a giant script at once and do what's supposed to do. [editline]12th July 2016[/editline] [QUOTE=hippowombat;50699146]Does anyone use the mod in F4 that lets you take your dog AND a companion? Wanting to know if there's any weird bugs with it or anything.[/QUOTE] Video answer: [video]https://youtu.be/Nf1n4Wk57WI[/video]
Man, I've crashed about 8 times in the CK just trying to fucking navigate my way to where I want to place this guy. My respect for the patience of modders is increasing by the second I know exactly where I want to get to, I just scouted it ingame. I know where it is. I'm sure I'm not the first to say this, but, how does Bethesda even develop games with this thing?
[QUOTE=The Rizzler;50699269]Man, I've crashed about 8 times in the CK just trying to fucking navigate my way to where I want to place this guy. My respect for the patience of modders is increasing by the second I know exactly where I want to get to, I just scouted it ingame. I know where it is. I'm sure I'm not the first to say this, but, how does Bethesda even develop games with this thing?[/QUOTE] That's a question I've been asking myself for a month. I guess if you have an entire workflow built around it with seasoned professionals that have been working with it for years, it's easy to lean over to the next desk and just ask if anyone knows how to do X.
[QUOTE=The Rizzler;50699269]Man, I've crashed about 8 times in the CK just trying to fucking navigate my way to where I want to place this guy. My respect for the patience of modders is increasing by the second I know exactly where I want to get to, I just scouted it ingame. I know where it is. I'm sure I'm not the first to say this, but, how does Bethesda even develop games with this thing?[/QUOTE] Strangely the Fallout 4 CK is really stable, and even autosaves, if you configure it of course. But damn it's real chore to do anything. That's why it took long to make this game, imagine how many times the damn thing crashed.
[QUOTE=The Rizzler;50699269]Man, I've crashed about 8 times in the CK just trying to fucking navigate my way to where I want to place this guy. My respect for the patience of modders is increasing by the second I know exactly where I want to get to, I just scouted it ingame. I know where it is. I'm sure I'm not the first to say this, but, how does Bethesda even develop games with this thing?[/QUOTE] My guess is that the Creation Kit we get is a modified version of the one they use at BGS. Modified to remove or add things? I don't know. What I do know is that the tools they give us are usually shitty, and are basically only tools to help players make esps and that's it.
[QUOTE=guicool-BR-;50699360]Strangely the Fallout 4 CK is really stable[/QUOTE] Not for me, how have you configured it? Come to think of it it might be because my enb/reshade is being applied in-editor? I noticed I was getting consistent crashes specifically when I tried to rotate the camera to view the edge of the cell and then scrolled towards it. As long as I hit T to get a birds eye view and panned with space, I was pretty crash-free. I'm on W10, would running it compatibility mode make a difference? [editline]13th July 2016[/editline] lmao this is unreal, it's working [vid]https://a.pomf.cat/fpngnz.webm[/vid] fucker came out of absolutely nowhere, he's supposed to be chilling in the woods until you sneak up on him/challenge him to an honourable duel. Guess his detection range needs adjusting Still, in true Berserker fashion he's wearing next to no armour and didn't back down until he got dropped. Scales with the player but is a little squishy right now, need to buff his health so he can take more hits
Holy shit that's a long longsword
Full-assed version [t]http://i.imgur.com/X3v6H9H.jpg[/t]
[QUOTE=BusinessRed;50699579]Full-assed version [/QUOTE] I really like the white around the visor.
[QUOTE=The Rizzler;50699489]Not for me, how have you configured it? Come to think of it it might be because my enb/reshade is being applied in-editor? I noticed I was getting consistent crashes specifically when I tried to rotate the camera to view the edge of the cell and then scrolled towards it. As long as I hit T to get a birds eye view and panned with space, I was pretty crash-free. I'm on W10, would running it compatibility mode make a difference? [editline]13th July 2016[/editline] lmao this is unreal, it's working [vid]https://a.pomf.cat/fpngnz.webm[/vid] fucker came out of absolutely nowhere, he's supposed to be chilling in the woods until you sneak up on him/challenge him to an honourable duel. Guess his detection range needs adjusting Still, in true Berserker fashion he's wearing next to no armour and didn't back down until he got dropped. Scales with the player but is a little squishy right now, need to buff his health so he can take more hits[/QUOTE] Don't use ENB with the CK, it's guaranteed to have issues, since ENB actually loads like it was the game proper.
[QUOTE=Sableye;50699577]Holy shit that's a long longsword[/QUOTE] You might even call it... a normal greatsword? Haha in all seriousness though I need feedback on the balancing. Here's some stats I chucked in; [B]4.0[/B] weight (swords are much lighter than people think, not sure what the Fallout 4 weight units are though) [B]35[/B] base damage [B]1.3[/B] reach (baseball bat is 0.8, at 1.3 the sword essentially hits anything that the mesh would visually, giving it amazing reach) [B]35[/B] action point cost [B]Large[/B] stagger [B]Medium[/B] melee speed [B]2.0[/B] Crit damage mult [B]500[/B] Value I'll probably have this mod up tomorrow if anyone's wondering [editline]13th July 2016[/editline] OH FUCK HE FOUND ME [t]http://i.imgur.com/IesRKKV.jpg[/t] I'm about half the map away from the cell he spawns in. I've made a god damn heatseeking berserker that will track me to the ends of the earth. Wish me luck, friends
[QUOTE=The Rizzler;50699641] (swords are much lighter than people think, not sure what the Fallout 4 weight units are though)[/QUOTE] I assume that, since Bethesda is located in America, that weight units in their games are pounds.
[QUOTE=The Rizzler;50699641]You might even call it... a normal greatsword? Haha in all seriousness though I need feedback on the balancing. Here's some stats I chucked in; [B]4.0[/B] weight (swords are much lighter than people think, not sure what the Fallout 4 weight units are though) [B]35[/B] base damage [B]1.3[/B] reach (baseball bat is 0.8, at 1.3 the sword essentially hits anything that the mesh would visually, giving it amazing reach) [B]35[/B] action point cost [B]Large[/B] stagger [B]Medium[/B] melee speed [B]2.0[/B] Crit damage mult [B]500[/B] Value I'll probably have this mod up tomorrow if anyone's wondering [editline]13th July 2016[/editline] OH FUCK HE FOUND ME [t]http://i.imgur.com/IesRKKV.jpg[/t] I'm about half the map away from the cell he spawns in. I've made a god damn heatseeking berserker that will track me to the ends of the earth. Wish me luck, friends[/QUOTE] Make him carry a legendary version called 'The Prize' with an electrical effect.
[QUOTE=ClarkWasHere;50698374]So Fallout 4 has the cancerous killmove player lock that skyrim had, where you are forced to watch an enemy kill you in a boring canned animation that takes all control away from the player. I just died to a raider facing the other way at full health while trying to kill him with a machete, thus making me learn that pure melee builds in Survival difficulty are not viable early on because you can't properly juke around enemies and whale on them.[/QUOTE] Nah they're plenty viable with the garbage blocking system. I'm surprised they don't let you block fucking bullets considering you can stop a rocket-powered sledgehammer with your bare damn hands.
[QUOTE=Trooper0315;50699706]Make him carry a legendary version called 'The Prize' with an electrical effect.[/QUOTE] Is that a reference to something? The story behind Chops is that he found the sword in a museum (there's 2 museums on the map, so I picked freedom, sue me) and was inspired to roam the wasteland, style himself after the berserkers of yore and test his strength against anything that crossed his path. So the sword is a pretty standard, if a bit crusty, pointy implement, in my mind. Right now I'm trying to finish this mod so I can move onto the magnum rifle, which people are a lot more interested in. This was basically a learning process, but if it gets popular enough (let's say 100 endorsements) then I might update it with mods and the like. I will make the claymore a legendary special anyway though, so that when you pick it up you get the cool screen. Might give it an effect too to spice it up a bit, any ideas for a suitable one?
[QUOTE=guicool-BR-;50699194]Video answer: [video]https://youtu.be/Nf1n4Wk57WI[/video][/QUOTE] Fun fact: Dogmeat doesn't actually classify as a companion and doesn't effect the lone wanderer perk. Also other companions have SPECIFIC dialog that will only play when both them and Dogmeat are following the player meaning Dogmeat from the damn fucking start, was meant to be a secondary follower, you wont see any of this in the base game and its over 50mb of dialog.
[QUOTE=Reagy;50699893]Fun fact: Dogmeat doesn't actually classify as a companion and doesn't effect the lone wanderer perk. Also other companions have SPECIFIC dialog that will only play when both them and Dogmeat are following the player meaning Dogmeat from the damn fucking start, was meant to be a secondary follower, you wont see any of this in the base game and its over 50mb of dialog.[/QUOTE] Yup, I'm adding those to Ellen too.
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