Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
my greatest creation
[t]http://images.akamai.steamusercontent.com/ugc/91596491021463656/2FF85E19D0CF53D8E0A94EBF63A84ECEABE9FAF2/[/t]
(he's surprisingly good since he fires the combat rifles simultaneously; he managed to solo a behemoth)
Why does he have a combat rifle?
i assume it's to shoot things
Concrete or brick?
[t]https://i.imgur.com/4oCDXkv.jpg[/t]
[t]https://i.imgur.com/7AxtXKU.jpg[/t]
[t]https://i.imgur.com/ONk2cxc.jpg[/t]
[t]https://i.imgur.com/gftwjxr.jpg[/t]
I like the brick myself.
Also, tell me if you don't want me spamming about my mod over and over again.
[QUOTE=ClarkWasHere;51706967]Concrete or brick?
[t]https://i.imgur.com/4oCDXkv.jpg[/]
[t]https://i.imgur.com/7AxtXKU.jpg[/]
[t]https://i.imgur.com/ONk2cxc.jpg[/]
[t]https://i.imgur.com/gftwjxr.jpg[/]
I like the brick myself.
Also, tell me if you don't want me spamming about my mod over and over again.[/QUOTE]
That spotlight is too bright.
[QUOTE=Ott;51706970]That spotlight is too bright.[/QUOTE]
The power armor one? I'll adjust it, but i really wanted some good godrays on that power armor. I really gotta find a good compromise on it.
and you didn't say anything about the walls :cry:
[QUOTE=GoldenDargon;51701483]After reinstalling my OS and shit, when I try to play Fallout 4 through the F4SE it won't load. I can see Fallout4.exe in the task manager but other than that nothing happens, halp?[/QUOTE]
I'm slowly losing my mind with this.
[QUOTE=GoldenDargon;51707007]I'm slowly losing my mind with this.[/QUOTE]
Have you run Fallout 4 by just launching it through steam? If so does that work or have the same problem.
Have you tried running F4SE as an administrator?
[QUOTE=Gentleman Cat;51704986]As good as an animator he is, the way he does recoil isn't really that good. It says something when an animation from an older game with sub-par animations looks more realistic than a professional animator's interpretation.
[IMG]http://i.imgur.com/yjvNdT3.gif[/IMG] [IMG]http://i.imgur.com/jd3SLWS.gif[/IMG]
Also, is it just me who doesn't like the fact that the gun is so high up and the rear of it so close?[/QUOTE]
I really like ha_ru's animation better in every way except for the hand grip. [video=youtube;NbtXQfLHVbo]https://www.youtube.com/watch?v=NbtXQfLHVbo[/video]
[QUOTE=ClarkWasHere;51706967]Concrete or brick?
[
[t]https://i.imgur.com/gftwjxr.jpg[/t]
I like the brick myself.
Also, tell me if you don't want me spamming about my mod over and over again.[/QUOTE]
The last one looks like a prerendered background from an old resident evil game.
[QUOTE=The freeman;51706889]
you could just make an item that, when bought, gives you the holotape and deletes the item[/QUOTE]
This is what I'll probably do, but I have no idea where to begin
Continuing a discussion from Page 25: I happen to really like the East Coast region.
The lore surrounding places like the Capital Wasteland and the Commonwealth plus the differing elements (i.e: the Vault 87 Super Mutants compared to those affected by the Mariposa FEV strain) are actually pretty interesting all things considered.
[QUOTE=redBadger;51707074]This is what I'll probably do, but I have no idea where to begin[/QUOTE]
bb gotchu covered. lemme write you a quick script for dat
Start a new script in the CK and paste this code in.
[code]
Scriptname AddHolotapeAfterBuyScript extends ObjectReference
Form Property selfBaseObject Auto Const Mandatory
Holotape Property HolotapeToAdd Auto Const Mandatory
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
Actor PlayerRef = Game.GetPlayer()
If ( akNewContainer == PlayerRef as ObjectReference) ; ask if we already have one and if it's the player that has the item
PlayerRef.AddItem(HolotapeToAdd, 1) ; Add the holotape
EndIf
PlayerRef.RemoveItem(selfBaseObject, abSilent = true)
EndEvent
Event OnEquipped(Actor akActor)
Actor PlayerRef = Game.GetPlayer()
If ( akActor == PlayerRef as ObjectReference) ; ask if we already have one and if it's the player that has the item
PlayerRef.AddItem(HolotapeToAdd, 1) ; Add the holotape
EndIf
PlayerRef.RemoveItem(selfBaseObject, abSilent = true)
EndEvent
[/code]
Compile this baby. Make sure the name of the script matches what follows "ScriptName"
Then, when you've done that, add the script onto the items(preferably a MiscItem) that will be bought.
Then fill the mandatory properties with the corresponding holotapes you want to add. Done.
All you have to do after that is add the items to the merchants' vendor containers who you want to sell the item. Probably through a quest script.
[t]https://staticdelivery.nexusmods.com/images/1151/844105-1485061143.jpg[/t]
[URL="http://www.nexusmods.com/fallout4/images/62722/?"]tempted to post "IT'S HAPPENING" gif[/URL]
[QUOTE=ClarkWasHere;51707482]bb gotchu covered. lemme write you a quick script for dat
[code]
Scriptname AddHolotapeAfterBuyScript extends ObjectReference
Holotape Property HolotapeToAdd Auto Const Mandatory
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
MainFunction(akNewContainer)
EndEvent
Event OnEquipped(Actor akActor)
MainFunction(akActor as ObjectReference)
EndEvent
Function MainFunction(ObjectReference akObject)
Form selfBaseObject = GetBaseObject()
Actor PlayerRef = Game.GetPlayer()
If ( akObject == PlayerRef && PlayerRef.GetItemCount(HolotapeToAdd) == 0) ; ask if we already have one and if it's the player that has the item
akObject.AddItem(HolotapeToAdd, 1) ; Add the holotape
EndIf
akObject.RemoveItem(selfBaseObject, abSilent = true)
EndFunction
[/code]
Compile ^this baby.
Then, when you've done that, add the script onto the items(preferably a MiscItem) that will be bought.
Then fill the mandatory properties with the corresponding holotapes you want to add. Done.
All you have to do after that is add the items to the merchants' vendor containers who you want to sell the item. Probably through a quest script.[/QUOTE]
Thanks! I'll pm you tomorrow when i'm not almost dead asleep and highly confused.
[QUOTE=redBadger;51707518]Thanks! I'll pm you tomorrow when i'm not almost dead asleep and highly confused.[/QUOTE]
No probs. I'll PM some more about scripting if you need it.
so I use [url=http://www.nexusmods.com/fallout4/mods/7715/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D7715&pUp=1]this[/url] because I really want an FAL but there's no other options whatsoever. However, I play on Survival, and that mod has pretty much been abandoned by its author and its not weighted properly if you're playing in survival mode. How could I fix this? It's annoying having only 200 carry capacity and having a 10th of it taken up by 1 gun.
[QUOTE=_charon;51702184]Hitman made a shiny new animation for the DKS-501 (with that floating hand fixed, thank god).
[video=youtube;XaV0ytNBSVQ]https://www.youtube.com/watch?v=XaV0ytNBSVQ&t=0s[/video]
Not released yet, he just made it for fun so he needs to get permission to put it out there.[/QUOTE]
I've played with the DKS a lot, and these animations aren't as satisfying. Especially the reload, it's more intense and not as fast. It makes the gun for me honestly, the bolt pull does.
[QUOTE=Janus Vesta;51707016]Have you run Fallout 4 by just launching it through steam? If so does that work or have the same problem.
Have you tried running F4SE as an administrator?[/QUOTE]
Running it through steam nets me a black screen and an eventual CTD.
[QUOTE=vamper;51707043]I really like ha_ru's animation better in every way except for the hand grip. [video=youtube;NbtXQfLHVbo]https://www.youtube.com/watch?v=NbtXQfLHVbo[/video][/QUOTE]
Normally when people say "the viewmodel takes up half the screen" they're stating a hyperbole but jfc that gun is getting [I]really close[/I] to taking up a whole 50%
[QUOTE=ClarkWasHere;51706967]Concrete or brick?
[t]https://i.imgur.com/ONk2cxc.jpg[/t]
[t]https://i.imgur.com/gftwjxr.jpg[/t]
[/QUOTE]
I'm liking the brick too
[QUOTE=Dr. Kyuros;51706332]asXas
[t]http://i.imgur.com/xbiSBIm.jpg[/t]
[t]http://i.imgur.com/VFqTvrM.jpg[/t]
You have a lot of explaining to do.[/QUOTE]
Working on a patch to remove it from the leveled list right now, I did goofed. :shh:
(If it's what i think it is.)
[QUOTE=Wulfram;51707542]so I use [url=http://www.nexusmods.com/fallout4/mods/7715/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D7715&pUp=1]this[/url] because I really want an FAL but there's no other options whatsoever. However, I play on Survival, and that mod has pretty much been abandoned by its author and its not weighted properly if you're playing in survival mode. How could I fix this? It's annoying having only 200 carry capacity and having a 10th of it taken up by 1 gun.[/QUOTE]
Just open up the mod in the Creation kit, and on the "Object Window" box. It looks a little something like this:
[t]https://i.imgur.com/QKuaiW9.png[/t]
Look for "Items" and expand that. Then look for "Weapons" and click on that.
Then look for the weapon. You should use the filter feature at the top left of the Object Window, and search for the weapon's name.
Once you've found the weapon, double click on it. It should open up a new menu that looks like this:
[t]https://i.imgur.com/GkTGSH6.png[/t]
See where it says weight? Just go ahead and change that to what you feel is balanced.
Then when you're done with that, just save the plugin.
If you don't have the creation kit, you can get it from [URL="http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe"]here[/URL].
[QUOTE=gk99;51707845]Normally when people say "the viewmodel takes up half the screen" they're stating a hyperbole but jfc that gun is getting [I]really close[/I] to taking up a whole 50%[/QUOTE]
The gun needs to be lower and farther away from the screen, like the NV weapons. I don't mind the big guns like the missile launcher taking up large amounts of screen space because they are literally big guns, but it's ridiculous if a small gun or rifle takes up a huge amount of space like that. Most animators do this where the gun looks like it's rested on the shoulder in first person because "it's realistic" or some other reason, but that's annoying to work with in game as the player.
I also dislike animations where animators try to put in their own "charm" into reloads and stuff, like slow methodical reloads in tense combat situations or putting so much force into cocking the gun that it looks like it would break.
Is there even any way to make guns that take up too much screenspace smaller, cause damn, I like that DKS mod but its hard to use when the gun takes place 1/3 of the screen
[QUOTE=Darth_Kris;51708875]Is there even any way to make guns that take up too much screenspace smaller, cause damn, I like that DKS mod but its hard to use when the gun takes place 1/3 of the screen[/QUOTE]
I think ha_ru said that the animation was based off the combat rifle, which was also pretty close to the screen. Would love to see a change for that to be more in line with NV's positioning.
[t]https://staticdelivery.nexusmods.com/mods/130/images/44990-2-1324691611.jpg[/t]
And now for something completely different:
[t]https://staticdelivery.nexusmods.com/mods/1151/images/21327-3-1485057000.jpg[/t]
[url]http://www.nexusmods.com/fallout4/mods/21327/?[/url]
Just found this:
[video=youtube;LZk_MiIjZd0]http://www.youtube.com/watch?v=LZk_MiIjZd0[/video]
Why bethesda, why would you cut this?
[QUOTE=ClarkWasHere;51708818]Just open up the mod in the Creation kit, and on the "Object Window" box. It looks a little something like this:
[t]https://i.imgur.com/QKuaiW9.png[/t]
Look for "Items" and expand that. Then look for "Weapons" and click on that.
Then look for the weapon. You should use the filter feature at the top left of the Object Window, and search for the weapon's name.
Once you've found the weapon, double click on it. It should open up a new menu that looks like this:
[t]https://i.imgur.com/GkTGSH6.png[/t]
See where it says weight? Just go ahead and change that to what you feel is balanced.
Then when you're done with that, just save the plugin.
If you don't have the creation kit, you can get it from [URL="http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe"]here[/URL].[/QUOTE]
-snip-
I figured it out. Thanks a bunch for the help!
[QUOTE=EliteSuperS;51710275]
[video=youtube;LZk_MiIjZd0]http://www.youtube.com/watch?v=LZk_MiIjZd0[/video]
[/QUOTE]
Not a single day passes that I don't regret romancing Piper instead of Cait
Sorry, you need to Log In to post a reply to this thread.