Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
I can't see myself using the new in-game interface for modding. If what people are saying is true and I can continue using and installing mods with the old method then there's no way I'm switching. I download way too many mods to use that barebones looking system.
I don't think the new in-game mod menu is there to add functionality, but more accessibility.
[QUOTE=WillerinV1.02;50207230]I can't see myself using the new in-game interface for modding. If what people are saying is true and I can continue using and installing mods with the old method then there's no way I'm switching. I download way too many mods to use that barebones looking system.[/QUOTE]
They probably expect console users to use this system but hopefully we can use NMM or some other mod manager to use loadorder.
On the other note, I do like how they allow you to change load order in game, even if it looks clunky.
[QUOTE=Ganerumo;50206750]Bethesda just doesn't like unique items and I'm not sure I get why. TES is the same deal with very few unique weapons and even fewer with actual unique models/textures.[/QUOTE]
I always thought skyrim and oblivion had a fairly decent amount of unique weapons trinkets and armour, Usually beating one of the guild questline's and doing each Daedra shrine quest would altogether net you around the number of unique weapons present in fallout 4.
[QUOTE=Ganerumo;50206750]Although to be fair I'm not very fond of Obsidian's approach to unique weapons, they're all cool looking but for the most part they're just dumped on various vendors or found on specific characters instead of being a reward for exploration.
When it comes to unique weapons and armor I prefer the approach Obsidian had in DLC where you find 99% of unique loot by exploring, not by buying it off a vendor somewhere or by killing a dude.[/QUOTE]
In their defence they only dumped the GRA dlc weapons on vendors, and that was purely because they were added after the game was complete. The only vanilla unique you get from a vendor was That Gun, everything else was found by completing quests, finding the items hidden in set locations or killing/stealing them from various character's.
And as much as having the weapons just show up on vendors sounds lame at first, and I would greatly have preferred them having their own place in the world (because it adds flavour and makes the items genuinely memorable), a lot of those vendors are actually quite well hidden and hard to come across, like the guys in the BOS bunker.
[QUOTE=GHOST!!!!;50207227]Aha, get a load of this goon.[/QUOTE]
to be fair, it's poor to come out and say 'between DLCs 1 and 2' and then release it right at the end of April
Logged in and then it's just frozen trying to load. Could it be the 50+ mods I have already installed?
[QUOTE=spekter;50207290]Logged in and then it's just frozen trying to load. Could it be the 50+ mods I have already installed?[/QUOTE]
Do you mean the CK froze when you loaded the data files? If so, it tends to do that. The best thing to do would be to just leave it for a few mins to load in the background.
[QUOTE=Pokepunch;50207304]Do you mean the CK froze when you loaded the data files? If so, it tends to do that. The best thing to do would be to just leave it for a few mins to load in the background.[/QUOTE]
I mean when I log into the in-game mod menu it's just loading infinitely. Not even got to CK yet :v:
[editline]26th April 2016[/editline]
Wait do we get CK on steam or do I have to use the bethesda.net application
[QUOTE=fulgrim;50207285]I always thought skyrim and oblivion had a fairly decent amount of unique weapons trinkets and armour, Usually beating one of the guild questline's and doing each Daedra shrine quest would net you around the number of unique weapons present in fallout 4.[/QUOTE]
Fallout 4 does have about 45 unique weapons, even if most of them are just legendary renames. Skyrim actually has closer to 30 unique weapons. I'm pretty sure that both games do have similar amounts of uniques, but Skyrim's are generally just more memorable because they're (largely) not just renames of items you could get from enemies.
[QUOTE=spekter;50207314]I mean when I log into the in-game mod menu it's just loading infinitely. Not even got to CK yet :v:
[editline]26th April 2016[/editline]
Wait do we get CK on steam or do I have to use the bethesda.net application[/QUOTE]
You get it from the Bethesda.net program.
[QUOTE=Omolong;50207359]Fallout 4 does have about 45 unique weapons, even if most of them are just legendary renames. Skyrim actually has closer to 30 unique weapons. I'm pretty sure that both games do have similar amounts of uniques, but Skyrim's are generally just more memorable because they're (largely) not just renames of items you could get from enemies.[/QUOTE]
Yeah, It's also probably got something to do with the fact that the best TES unique weapons are reoccurring in the lore, and show up in multiple games.
I'm still waiting for an official NIF importer for 3DSMax damnit.
Using 3rd party tools is a pain.
The creation kit's a pretty good tool. Now I can make square, un-decorated brick rooms like the pros.
There's a little "modulates voice" checkbox in the armor addon section for armors that I thought would give the PA helmet sfx on non-PA helmets
but every time i check the box and click "ok" the box keeps unchecking itself
so close and yet so far :cry:
I still haven't found anything about that crazy robot thing 16 seconds into the video.
All I'm waiting on at the moment, is for the mod makers to update their weapons with proper animations.
[QUOTE=CryoDragon;50207480]I'm still waiting for an official NIF importer for 3DSMax damnit.
Using 3rd party tools is a pain.[/QUOTE]
What are you using currently? I'm wanting to give babby shaun a makeover
Well all the pages in the Creation Kit wiki are now redirecting to the main page, I assume they're updating it for Fallout 4, but now I'm partway through my first mod and don't have any idea how to set dialogue for added characters, any hints on where to find other guides?
[QUOTE=Ruby_Axe;50207643]Well all the pages in the Creation Kit wiki are now redirecting to the main page, I assume they're updating it for Fallout 4, but now I'm partway through my first mod and don't have any idea how to set dialogue for added characters, any hints on where to find other guides?[/QUOTE]
Seems they are currently updating it for Fallout 4, so I'm afraid we'll have to wait a little while.
[QUOTE=GHOST!!!!;50207611]All I'm waiting on at the moment, is for the mod makers to update their weapons with proper animations.[/QUOTE]
[url=https://www.nexusmods.com/fallout4/mods/11226/?]This mod really needs it.[/url]
Not lore friendly in the slightest ('cept maybe the AKs) but damn if I don't love having lots of weapon customization options . :v:
You'd think that they'd have updated the tutorials [I]before[/I] releasing the CK to the public :v: Although right now I'm content with pissing around and making interior cells.
I resized baby shaun to barely fit in his crib but I must have fucked up the fallout4.esm because even without bigshaun.esp the game crashes immediately.
[QUOTE=Jcorp;50207717]You'd think that they'd have updated the tutorials [I]before[/I] releasing the CK to the public :v: Although right now I'm content with pissing around and making interior cells.[/QUOTE]
I believe they have been updated, just not uploaded/made public for whatever reason. I say this because during the closed beta one the Bethesda staff, the one that created Papyrus I think, kept mentioning the wiki like it was finished.
Literally all I'm doing is opening CK, saving bigshaun.esp, loading up fallout4.esm then editing shaun in the intro level. Is there something I'm missing or is it purely a case of shaun too big is fucking everything up.
Ay, I'm going to call this done soon and start working on mods. If anyone has any final critiques, requests, or anything please tell me now!
[thumb]https://dl.dropboxusercontent.com/u/40161546/02 copy.png[/thumb]
(Sorry about the lighting or lack thereof, I can't access a realtime lighting engine right now to show off spec and what have you)
[QUOTE=Retyuoligkl;50207874]Ay, I'm going to call this done soon and start working on mods. If anyone has any final critiques, requests, or anything please tell me now!
[thumb]https://dl.dropboxusercontent.com/u/40161546/02 copy.png[/thumb]
(Sorry about the lighting or lack thereof, I can't access a realtime lighting engine right now to show off spec and what have you)[/QUOTE]
Wood texture could use a finer grain look and some proper bump/spec mapping
[QUOTE=spekter;50207890]Wood texture could use a finer grain look and some proper bump/spec mapping[/QUOTE]
Yeah, it's got an actual normal/spec/roughness map, it's just not displaying here because I literally just outputted it from Maya flat lit
Will investigate finer wood grain, however
[QUOTE=spekter;50207890]Wood texture could use a finer grain look and some proper bump/spec mapping[/QUOTE]
[QUOTE=Retyuoligkl;50207874][b](Sorry about the lighting or lack thereof, I can't access a realtime lighting engine right now to show off spec and what have you)[/b][/QUOTE]
[QUOTE=Retyuoligkl;50207902]Yeah, it's got an actual normal/spec/roughness map, it's just not displaying here because I literally just outputted it from Maya flat lit
Will investigate finer wood grain, however[/QUOTE]
I'd try and supply you with some but I've been out of the texture game for a while. If my skills get competent I will try though.
[QUOTE=Jamie1992GSC;50207904][/QUOTE]
Cue my tired eyes failing me again.
[QUOTE=spekter;50207914]I'd try and supply you with some but I've been out of the texture game for a while. If my skills get competent I will try though.
Cue my tired eyes failing me again.[/QUOTE]
Nah it's all good, I have access to a massive texture library, finding some finer grain wood won't be difficult. If I pursue this, I will post comparisons and ask which the thread would prefer
Sorry, you need to Log In to post a reply to this thread.