• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
The game doesn't scare me. The bugs does. [VID]https://my.mixtape.moe/xdrxah.mp4[/VID]
Radscorpions baffle me. They're incredibly glitchy with their "tunnelporting" but molerats do the exact same thing and yet I rarely see them glitch out like the scorps do.
[QUOTE=Trainbike;50798608]Radscorpions baffle me. They're incredibly glitchy with their "tunnelporting" but molerats do the exact same thing and yet I rarely see them glitch out like the scorps do.[/QUOTE] Might be because they're a lot bigger edit: or it's because they're literally bugs and bethbryo has a sense of humour
[QUOTE=Trainbike;50798608]Radscorpions baffle me. They're incredibly glitchy with their "tunnelporting" but molerats do the exact same thing and yet I rarely see them glitch out like the scorps do.[/QUOTE] Scorps a lot larger than the ratties. edit: how in the fuck
Radscorpion moon launching is the new giant's club moon launching
So is there any reason the NMM's auto-update function doesn't work? I remember using it a couple of years ago for skyrim and it worked then but now it just refuses to recognize that mods need to update, even if I manually click the check update button.
[QUOTE=Xubs;50798946]I've been brainstorming writing a new main story Fallout 4. I'm writing down a lot of ideas, it's actually really fun because I can see so many good ideas with the premise of the synths that are so much more mature and interesting than the final game. I've done creative writing projects like this before, but this one is especially fun so far. I might continue it. I'll never make this as a mod, but maybe if interest is there, who knows. Maybe a few years down the line, New Fallout 4 will exist, based on my ideas. That'd be sweet. :thatwasfunnyright: Joking aside, I might show this thread my ideas sometime soon, see how you all enjoy it. Maybe if you all like it I'll write some sidequest ideas.[/QUOTE] I'd like to see some of your concepts, sure. In fact would you be interested in back-and-forth ideas bouncing? I've been itching for creative writing opportunities, and after 1012 hours in Fallout 4, i'd love to put some of that universe-immersion to use in a productive way.
[QUOTE=Excalibuurr;50799194]They fucked something up or disabled something or something and it's been like this for the past couple of months. Currently I have to go through each mod's page manually to check if it's up to date or not. I'm just waiting for Mod Organizer to be officially released before I do any serious FO4 modding.[/QUOTE] Wouldn't it be easier to just track all the mods you're using? If you do that, then [url=http://www.nexusmods.com/fallout4/mods/track/?]this page[/url] will show when a tracked mod last got a file uploaded, and the globe icon on the top bar should also show some more information on the latest uploads for tracked mods (though you might need to enable that in the settings). Seeing as NMM does let you see when you downloaded a mod and what version it is, you can just check to see what mods have got uploads since you last downloaded and whether or not the upload is an update/relevant to you.
Had a pretty sweet cake made for my lady's birthday last week! [img]http://puu.sh/qjiO7/9c5156beb9.png[/img]
[QUOTE=Reagy;50797527][url]http://www.nexusmods.com/fallout4/mods/978/?[/url] Sorry not uploading 12gb of pretty much warez, understand why you'd want me to but I can't.[/QUOTE] Its not warez? It's a texture mod isn't it? One you just linked.
[QUOTE=Xubs;50798946]I've been brainstorming writing a new main story Fallout 4. I'm writing down a lot of ideas, it's actually really fun because I can see so many good ideas with the premise of the synths that are so much more mature and interesting than the final game. I've done creative writing projects like this before, but this one is especially fun so far. I might continue it. I'll never make this as a mod, but maybe if interest is there, who knows. Maybe a few years down the line, New Fallout 4 will exist, based on my ideas. That'd be sweet. :thatwasfunnyright: Joking aside, I might show this thread my ideas sometime soon, see how you all enjoy it. Maybe if you all like it I'll write some sidequest ideas.[/QUOTE] [QUOTE=DChapsfield;50799163]I'd like to see some of your concepts, sure. In fact would you be interested in back-and-forth ideas bouncing? I've been itching for creative writing opportunities, and after 1012 hours in Fallout 4, i'd love to put some of that universe-immersion to use in a productive way.[/QUOTE] Hey, I've also been thinking up ideas for a better-written Fallout 4 on my own time. Maybe I could trade notes with you two as well?
I don't mind fo4's writing that much the first time I've actually been frustrated with something story related was Vault 81's final choice and [sp]the stupid fucking mole rat disease leaving a permanent scar on the HUD unless you kill the nicest kid you've met so far[/sp]
[QUOTE=VenomousBeetle;50799485]Its not warez? It's a texture mod isn't it? One you just linked.[/QUOTE] No, its warez to distribute the compiled BA2's because they are the actual FO4 textures, loose DDS files are a grey zone, eitherway I'm not uploading [U]12gb of compiled texture archives.[/U] Download Creation Kit, open Archive2 and do it yourself, it only takes an hour at most.
an hour of active effort or a couple minutes of setup and then waiting [editline]30th July 2016[/editline] a guide on what you did would be swell but i dont wanna take up your time
[QUOTE=VenomousBeetle;50799577]an hour of active effort or a couple minutes of setup and then waiting [editline]30th July 2016[/editline] a guide on what you did would be swell but i dont wanna take up your time[/QUOTE] Guides in the mod description, scroll down to the .ba2 Repackaging Guide part. Its like 15 minutes of work, rest is waiting for extract and copying, also go to the mirrors link on that nexus page, it has a 1.5gb archive on mega which is all the replacement textures, saves having to fuck with nexus servers and two archives.
[QUOTE=Xubs;50798946]I've been brainstorming writing a new main story Fallout 4. I'm writing down a lot of ideas, it's actually really fun because I can see so many good ideas with the premise of the synths that are so much more mature and interesting than the final game.[/QUOTE] [QUOTE=DChapsfield;50799163]I'd like to see some of your concepts, sure. In fact would you be interested in back-and-forth ideas bouncing? I've been itching for creative writing opportunities, and after 1012 hours in Fallout 4, i'd love to put some of that universe-immersion to use in a productive way.[/QUOTE] [QUOTE=Hamaflavian;50799497]Hey, I've also been thinking up ideas for a better-written Fallout 4 on my own time. Maybe I could trade notes with you two as well?[/QUOTE] It's just a disease, isn't it? You play the game, and you try to figure out what they were going for, and you try to figure out how to fix it. I've been doing the same thing. It's maddening, because there's barely enough there to even try to make something sensible of it.
[QUOTE=Reagy;50799585]Guides in the mod description, scroll down to the .ba2 Repackaging Guide part. Its like 15 minutes of work, rest is waiting for extract and copying, also go to the mirrors link on that nexus page, it has a 1.5gb archive on mega which is all the replacement textures, saves having to fuck with nexus servers and two archives.[/QUOTE] Would you recommend it? Like does it improve framerate AND load times?
By the request of Katatonic [url]http://www.nexusmods.com/fallout4/mods/16939/?[/url] Infinite settlement budget plugin by Nakugaka HotDogtooth [url]http://www.nexusmods.com/fallout4/mods/16928/?[/url] [thumb]https://staticdelivery.nexusmods.com/mods/1151/images/16928-0-1469842869.jpg[/thumb] by EdibleGrenade12
Was wondering if it is possible for on death to kill the player but instead of reloading a save, recreate a new character that can wake up in the world with some sort of quest to retrieve the loot of you're fallen "friend" early game it would be kinda out of immersion but late game it could possibly make sense?
[QUOTE=Cyler;50800007]Was wondering if it is possible for on death to kill the player but instead of reloading a save, recreate a new character that can wake up in the world with some sort of quest to retrieve the loot of you're fallen "friend" early game it would be kinda out of immersion but late game it could possibly make sense?[/QUOTE] A mod called "Alternate Death" does exactly that, with craftable spawn stations but it's currently set to hidden on the Nexus [editline]fuckme[/editline] it's been merged into that shitty mod pack [url]http://www.nexusmods.com/fallout4/mods/15842/?[/url]
[QUOTE=The Rizzler;50797147][t]https://i.imgur.com/6OOvk76.jpg[/t][/QUOTE] I'll admit I was on the fence about the size of the gun, but now that I've seen it in power armour it all makes sense. This is super cool and I hope you continue to keep the thread up to date on your progress!
Could someone here please give me a quick run down on the process of prepping my mesh to get it in-game properly? I'm using blender and for now I'm just looking to add it in as a static item so I can see what it looks like in-game, i don't want to dive into making it into a useable workbench right now thanks
does the giant revolver count for single shot handgun perks I use them so its awkward being in power armor and carrying such tiny guns
[QUOTE=WJS;50800424]Could someone here please give me a quick run down on the process of prepping my mesh to get it in-game properly? I'm using blender and for now I'm just looking to add it in as a static item so I can see what it looks like in-game, i don't want to dive into making it into a useable workbench right now thanks[/QUOTE] You need the .nif exporter for blender: [url]http://niftools.sourceforge.net/wiki/Blender[/url] Nifskope: [url]http://niftools.sourceforge.net/wiki/NifSkope[/url] And some kind of extraction tool, I use B.A.E.: [url]http://www.nexusmods.com/fallout4/mods/78/?[/url] First step is to extract a similar .nif you want to use from the game itself, probably an existing workbench. Open your extractor and navigate to Fallout4 - Meshes.ba2 then find one of the workbench nifs. Extract it, copy it somewhere and change the name to something you'll remember, then export your custom mesh from blender as a nif. Open both your custom nif and the extracted renamed nif and in the left column, right click the trishape of the exported nif > Block > Copy Branch. Go into the extracted nif and under the top NiNode, right click > Block > Paste Branch. You can right click > transform > edit to move the position of your pasted TriShape. This part is the difficult part - you need to go into the Header tab and look at the strings (they're numbered starting from 0, not 1, so the last string of 13 strings would be 12) The TriShape ALREADY IN the exported nif will have a string number associated with it in the right column e.g. "[6] workbench:0". You need to copy that onto your new TriShape so that it also has that number. After that, you right click the old TriShape and block > remove, leaving just your imported TriShape. Save the .nif. Open creation kit, duplicate an object you want to use and change its Form ID to something you know (when you hit ok choose no for create new form, and yes for rename current form). Double click the new Form ID and navigate to where it gets the model, then point it to your custom .nif. There's other stuff to get your object ingame (loading a cell, drag and drop) and getting the textures working (open BS properties in the TriShape options, tell it to use the material strings) but you're going to have to search up some videos because I'm pretty sure this explanation is much too complicated for someone just starting out. It's actually relatively straightforward once you understand the structure of everything :v: [url]https://www.youtube.com/watch?v=ppTXCJ0SZ88[/url] [url]https://www.youtube.com/watch?v=4-yO9xifvXc[/url] [url]https://www.youtube.com/watch?v=oy5XV-bYjck[/url] [url]https://www.youtube.com/watch?v=sles9_D5_-g[/url] You can also hop in the FO4 modding discord if you get stuck along the way: [url]https://discord.gg/AGN9Mmv[/url] I'll be on and off in chat today but I'm around most of the time.
[video=youtube;k3SBy4pNKMY]https://www.youtube.com/watch?v=k3SBy4pNKMY[/video]
[QUOTE=Reagy;50799585]Its like 15 minutes of work[/QUOTE] It looks like ImageMagick supports DDS files, I bet I could bang out a script that does it faster [editline]30th July 2016[/editline] [code]E:\tools\ImageMagick>magick identify Textures\Architecture\Buildings\ResidentialSiding01_s.DDS identify: image type not supported `Textures\Architecture\Buildings\ResidentialSiding01_s.DDS' @ error/dds.c/ReadDDSImage/1751.[/code] well i tried boys
[QUOTE=The Rizzler;50797147]It's a shame you don't like it, because it's supposed to be big. I don't blame you for the complaint, but to complain about the hand while specifically quoting the post in which I said I was going to take a look at animation was pointless, don't you think? The gun is intended to be used in power armour, and as such I have prepared some screenshots showcasing proper usage. Enjoy [t]https://i.imgur.com/Z7Hfcch.jpg[/t][t]https://i.imgur.com/BFo2YbZ.jpg[/t][t]https://i.imgur.com/6OOvk76.jpg[/t][/QUOTE] Now make it so when you fire it out of power armor you are knocked back and break both your arms.
I'm surprised there's not a mod to add Gen 1 and Gen 2 synths to the pool of creatable robots for the Automatron Robot Crafter
[QUOTE=GHOST!!!!;50799928]Would you recommend it? Like does it improve framerate AND load times?[/QUOTE] FPS certainly gets bumped a bit and becomes more stable, you're looking around 5~10 in built up areas and 10~15 in wasteland areas, it also doesn't fly around like crazy at distance but this only from what I've experienced, it might be different for you. Loading times, if you use the loose files version you'll see them jump to like 5~8 minutes, compile them into ba2's and it'll be the same as vanilla. You're also giving up a chunk of detail but honestly, at my settings I makes no difference to me.
[QUOTE=The Rizzler;50800479]You need the .nif exporter for blender: [url]http://niftools.sourceforge.net/wiki/Blender[/url] Nifskope: [url]http://niftools.sourceforge.net/wiki/NifSkope[/url] And some kind of extraction tool, I use B.A.E.: [url]http://www.nexusmods.com/fallout4/mods/78/?[/url] First step is to extract a similar .nif you want to use from the game itself, probably an existing workbench. Open your extractor and navigate to Fallout4 - Meshes.ba2 then find one of the workbench nifs. Extract it, copy it somewhere and change the name to something you'll remember, then export your custom mesh from blender as a nif. Open both your custom nif and the extracted renamed nif and in the left column, right click the trishape of the exported nif > Block > Copy Branch. Go into the extracted nif and under the top NiNode, right click > Block > Paste Branch. You can right click > transform > edit to move the position of your pasted TriShape. This part is the difficult part - you need to go into the Header tab and look at the strings (they're numbered starting from 0, not 1, so the last string of 13 strings would be 12) The TriShape ALREADY IN the exported nif will have a string number associated with it in the right column e.g. "[6] workbench:0". You need to copy that onto your new TriShape so that it also has that number. After that, you right click the old TriShape and block > remove, leaving just your imported TriShape. Save the .nif. Open creation kit, duplicate an object you want to use and change its Form ID to something you know (when you hit ok choose no for create new form, and yes for rename current form). Double click the new Form ID and navigate to where it gets the model, then point it to your custom .nif. There's other stuff to get your object ingame (loading a cell, drag and drop) and getting the textures working (open BS properties in the TriShape options, tell it to use the material strings) but you're going to have to search up some videos because I'm pretty sure this explanation is much too complicated for someone just starting out. It's actually relatively straightforward once you understand the structure of everything :v: [url]https://www.youtube.com/watch?v=ppTXCJ0SZ88[/url] [url]https://www.youtube.com/watch?v=4-yO9xifvXc[/url] [url]https://www.youtube.com/watch?v=oy5XV-bYjck[/url] [url]https://www.youtube.com/watch?v=sles9_D5_-g[/url] You can also hop in the FO4 modding discord if you get stuck along the way: [url]https://discord.gg/AGN9Mmv[/url] I'll be on and off in chat today but I'm around most of the time.[/QUOTE] What version of blender are you on? I couldn't get the latest plugin for 2.7.7 to work whatsoever
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