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Diverse guards will add an orc to patrols every now and again. Is there anything of note in Wyrmstooth beyond the rather ridiculous barrow that throws one of every dungeon at you in an attempt to be epic? So far there's nothing much, aside from a few random unnamed people and the usual suspects around town. The only sidequests I've gotten are "kill X" from pieces of paper pinned to posts, and there's no quest-giver associated with them apparently. Nobody ever works the forge, or any of the farms. It all feels rather empty and incomplete. I keep finding Wyrmstooth ore and ingots, but I can't do squat with them. I was thinking I might have to find someone to show me the secret like Stalhrim, but you'd think somebody in the camp/town would drop a hint. Then I ran into a woman in the East Empire Company building, thinking that would be the place to get some direction. Instead, she offered nothing of value and went full oval office on me from the moment I said, "hello". I put in arrow in her. Nobody even raised and eyebrow, and it didn't count as a murder.
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# ? Aug 13, 2015 04:01 |
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# ? Jun 4, 2024 19:15 |
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Would it be feasible to convert the Ordinator perks mod to just use spellbooks instead of rewriting the whole perk tree? I downloaded it and took a look under the hood but only understood about half of what I was looking at and couldn't figure out where the perk tree itself lives.
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# ? Aug 13, 2015 04:10 |
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Herrvillain posted:Diverse guards will add an orc to patrols every now and again. Wyrmstooth has some decent dungeons, but not much in the way of plot or characters to interact with. There isn't really any new dialogue outside the main quest. As for the ore and ingots, there's nothing you can do with them other than sell them or use them for decoration. The creator of Wyrmstooth was planning to use them for crafting new equipment, but he needed someone to make new models for it, and apparently no one ever came forward to do it.
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# ? Aug 13, 2015 08:58 |
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Herrvillain posted:
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# ? Aug 13, 2015 09:37 |
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Lunchmeat Larry posted:So... two kinds?
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# ? Aug 13, 2015 14:24 |
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Saint Sputnik posted:Would it be feasible to convert the Ordinator perks mod to just use spellbooks instead of rewriting the whole perk tree? I downloaded it and took a look under the hood but only understood about half of what I was looking at and couldn't figure out where the perk tree itself lives. Start way smaller. Find a mod that does much less so you can play with small changes. That mod probably has you looking over like 600 spells/effects. Mazz fucked around with this message at 16:09 on Aug 13, 2015 |
# ? Aug 13, 2015 14:57 |
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http://store.steampowered.com/app/365720/?snr=1_4_4__106 Welp.
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# ? Aug 13, 2015 20:10 |
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People seem to be treating this as a big deal, but I'm afraid I'm not sure why. Can anyone enlighten me?
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# ? Aug 13, 2015 20:39 |
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Praetorian Mage posted:People seem to be treating this as a big deal, but I'm afraid I'm not sure why. Can anyone enlighten me? Because it's one step away from charging for it. It's no longer a "mod", it's a "game" or "piece of software". To be fair, the SKSE team does a lot of work, but people have become accustomed to mods being free. This thread had a great amount of traffic a few months ago when Steam started allowing paid-for mods, and several mod authors took their creations behind the paywall. One enterprising goon even listed his Immersive 4K HD Laundry Enhanced UNP CBBE Redux mod for $99 or something before it got pulled. (I wonder if he made any money off of it...).
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# ? Aug 13, 2015 20:48 |
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But it's free?
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# ? Aug 13, 2015 20:55 |
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Strategic Tea posted:But it's free? There's no guarantee it will remain so, and if in FO4, the Fallout Script Extender costs $5, you're fundamentally increasing the game's price. There are people here hitting the 255 mod limit. Imagine if each of those cost only a dollar.
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# ? Aug 13, 2015 21:14 |
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JerikTelorian posted:There's no guarantee it will remain so, and if in FO4, the Fallout Script Extender costs $5, you're fundamentally increasing the game's price.
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# ? Aug 13, 2015 21:39 |
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While trying to add paid mods failed pretty hard for Skyrim, it wouldn't surprise me if they tried to make another pass at it for Fallout 4.
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# ? Aug 13, 2015 21:55 |
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Oh yeah paid mods would suck, but the only change here is that SKSE finally got on the workshop, there#s no indication it'll be going paid (except the inevitability of greeeed )
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# ? Aug 13, 2015 22:05 |
I'd put that possibility in the "conspiracy" bin, myself."Behippo posted:Officially
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# ? Aug 13, 2015 22:12 |
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JerikTelorian posted:There's no guarantee it will remain so, and if in FO4, the Fallout Script Extender costs $5, you're fundamentally increasing the game's price. The people working the on the script extenders always struck me as level-headed guys who do it because they like it as a hobby and want to contribute something to the modding community. I really doubt that when pay-for-mods makes a return, they're going to go crazy with dollar signs in their eyes. It probably helps that some of them have been doing this since Oblivion, over nine years now. Raygereio fucked around with this message at 22:26 on Aug 13, 2015 |
# ? Aug 13, 2015 22:22 |
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Praetorian Mage posted:People seem to be treating this as a big deal, but I'm afraid I'm not sure why. Can anyone enlighten me? Unlike the conspiracy theories posted above, it's because we can get rid of a lot of middleware chafe (although obviously your favorite porn mods are still going to have to be on the Nexus).
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# ? Aug 13, 2015 22:48 |
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Ynglaur posted:One enterprising goon even listed his Immersive 4K HD Laundry Enhanced UNP CBBE Redux mod for $99 or something before it got pulled. (I wonder if he made any money off of it...). Immersive Laundry has always been and shall always be a free mod!
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# ? Aug 13, 2015 23:12 |
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My house mod won't be coming out now. I just lost all of it. I had a backup but I didn't separate it far enough I guess, and the entire MO directory got corrupt. Pretty crushing, but whatever I guess.
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# ? Aug 13, 2015 23:28 |
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Nerd Of Prey posted:Immersive Laundry has always been and shall always be a free mod! If that's a real thing, I want it. Mazz posted:My house mod won't be coming out now. I just lost all of it. I had a backup but I didn't separate it far enough I guess, and the entire MO directory got corrupt. Pretty crushing, but whatever I guess. AWW AWWWWWWW I was looking forward to that SO MUCH! I feel sorry for ya, man!
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# ? Aug 13, 2015 23:53 |
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BattleCattle posted:If that's a real thing, I want it. Yeah, apparently when I was playing with .esmify in WB to try and create compatibility patches for some extra features, somehow the MO directory, or a shortcut of it, ended up inside my MO overwrite folder. As I was cleaning that up, nonchalant as always, I deleted that before I even fully read it, and the program promptly locked up. When I tried to restart hook.dll was gone, as was every mod up to O, including mine, which started with M, and the backup folder, which was outside the mods. I didn't have the backup on a different drive for whatever dumb reason you want to add, and I regret it immensely because I thought about it a couple times but never acted on it. I have the file from 7/18 still, but I put a solid 80/100 hours in since then. Mazz fucked around with this message at 01:54 on Aug 14, 2015 |
# ? Aug 14, 2015 00:02 |
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Mazz posted:Yeah, apparently when I was playing with .esmify in WB to try and create compatibility patches for some extra features, somehow the MO directory, or a shortcut of it, ended up inside my MO overwrite folder. As I was cleaning that up, nonchalant as always, I deleted that before I even fully read it, and the program promptly locked up. When I tried to restart hook.dll was gone, as was every mod up to O, including mine, which started with M, and the backup folder, which was outside the mods. I didn't have the backup on a different drive for whatever dumb reason you want to add, and I regret it immensely because I thought about it a couple times but never acted on it. I know it must be incredibly hard for you right now, but please don't give up! You've had a huge setback, but please don't lose your passion for modding!
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# ? Aug 14, 2015 00:12 |
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HOLY poo poo, THE CREATION KIT MAKES BACK-UP .ESPs. I'm still really hosed without the meshes or scripts, but this is seriously so amazing because the hardest part was going to trying to mimic all my item placement since it took literal days.
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# ? Aug 14, 2015 00:24 |
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Mazz posted:HOLY poo poo, THE CREATION KIT MAKES BACK-UP .ESPs. See! I have faith!
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# ? Aug 14, 2015 00:29 |
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ahahahahaha this is going to take so long to fix and I'm so happy that it's even possible. It was the placement of everything that was the real bitch, the clothing and weapon displays (which you haven't seen yet) were like 5-6 hours each. Doing that again was pretty out of the question. Thankfully now it's just click on the red exclamation points fix directory pointers until they go away. Mazz fucked around with this message at 01:04 on Aug 14, 2015 |
# ? Aug 14, 2015 01:00 |
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I'm so glad!!!
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# ? Aug 14, 2015 01:06 |
BattleCattle posted:I'm so glad!!!
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# ? Aug 14, 2015 01:21 |
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Does anyone here us Heljarchen Farm? I just built the thing, and now I'm trying to figure out how to actually use the farm stuff. Will the farmers actually plant/gather stuff, or is that on me?
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# ? Aug 14, 2015 01:47 |
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On the plus side when I get the meshes fixed there it is essentially done, I was finalizing some formlist stuff when that all happened. The autosort works for everything, and the auto crafting item distribution is working too. I had to make formlists for a handful of chests, like the notes and journals, since there weren't keywords for those particular things. The formlists for those 2 get pretty large, so the sorting can get really slow when you dump a bunch of books/notes on it. Might play with that a bit to see if I can find a faster approach. Right now, the autosorting covers: Boots - Gloves - Helmets/Hoods - Armor - Clothing - Shields - Jewelry - Travel Gear (torches, lockpicks, capes with compat patch, etc) Axes - Swords - Maces/Hammers - Staffs - Bows - Crossbows - Daggers (this will make sense when you see the display) Ammo Poisons - Potions Cooked Food - Raw Food - Drinks Books - Spell Tomes/Skill Books - Unique books (Like the mythic books) - Scrolls - Notes/Letters - Journals Keys Gold (working on adding the skyrim coin mod coins) - Gems Alchemy Ingredients - Soul Gems - Heart stones Ore and dwemer scrap - Ingots - Crafting goods (like dragon bones and firewood) - and Hides/Leather Everything that can be covered with keywords or base items generally are, so most mod added stuff should work out of the gate, except for things like the travel gear (wearable lanterns and such) and book types, because those are poorly implemented by Skyrim itself. Mazz fucked around with this message at 01:54 on Aug 14, 2015 |
# ? Aug 14, 2015 01:50 |
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JerikTelorian posted:Does anyone here us Heljarchen Farm? I just built the thing, and now I'm trying to figure out how to actually use the farm stuff. Will the farmers actually plant/gather stuff, or is that on me? It'll do everything more or less automatically as far as I can tell. You can plant your own stuff too in one of the buildings (I think it's a greenhouse?).
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# ? Aug 14, 2015 01:51 |
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ProfessorCirno posted:While trying to add paid mods failed pretty hard for Skyrim, it wouldn't surprise me if they tried to make another pass at it for Fallout 4. They will no doubt do it with FO4. That's why they announced Bethesda.NET. If Microsoft is going to allow mods on the XBox One version of Fallout, Bethesda will need to pay for certification and poo poo, and BethNET is more than likely the place where people will curate these mods for Bethesda to snatch em up and toss them into compilation DLC (or DLCs). Cue these "community-created content packs" that will start popping up soon after the mod tools come out. If Bethesda had really taken a lesson from the Skyrim Modding Fiasco, they would have never announced BethNET.
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# ? Aug 14, 2015 01:57 |
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Scyantific posted:They will no doubt do it with FO4. That's why they announced Bethesda.NET. If Microsoft is going to allow mods on the XBox One version of Fallout, Bethesda will need to pay for certification and poo poo, and BethNET is more than likely the place where people will curate these mods for Bethesda to snatch em up and toss them into compilation DLC (or DLCs). Remember when Obsidian hired like one dude from the modding community and suddenly hundreds of modders went absolutely batshit with the hope they, too, could one day be hired? I can't wait to see what happens if Bethesda actually buys out mods to lash together and sell as DLCs with mark up. Or, probably more likely, they'll set up their marketplace so that they get a small cut of any mod sold. Soas not to sound entirely crazy there is of course always the possibility that this won't be monetized and is being put into place to ensure quality control; PCs are seen as bizarro wild country where most people don't give a poo poo if you can access your horse vagina mods, but you put that on the Xbox and you'll see people making a much bigger stink. The real question is how exclusive things are going to get. Trying to tie Skyrim mods to the Steam Workshop was largely a massive failure; there was no reason TO use the Steam Workshop. With bethnet I'm guessing there isn't any other place for console users to get their mods, allowing Bethesda to play dirty as much as they want. I can foresee Bethesda largely giving up on monetizing PC mods and instead sinking their teeth into consoles, so now I'm wondering if people will get obsessive enough to make workarounds and access mods for Xbox outside of Bethnet. EDIT: Naturally, what I'm really eager for is the absolute batshit modder drama.
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# ? Aug 14, 2015 02:21 |
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BattleCattle posted:If that's a real thing, I want it. Would I lie to you?
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# ? Aug 14, 2015 02:53 |
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Mazz posted:ahahahahaha this is going to take so long to fix and I'm so happy that it's even possible. While you're fixing this poo poo up, do yourself a favour and learn a version control system like git, so this doesn't happen the next time.
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# ? Aug 14, 2015 07:20 |
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Smol posted:While you're fixing this poo poo up, do yourself a favour and learn a version control system like git, so this doesn't happen the next time. Git is... in every way the least good idea to use for creation kit versioning. Its all binary blobs, textures, meshes, etc. Yes technically you can still use it for blind versioning of files but at that point its about as good as the built in automatic backup system.
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# ? Aug 14, 2015 07:29 |
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I'm not saying he should specifically should use git. Using anything is better than nothing. And anyway, this is not a AAA game production with terabytes or petabytes of binary data, using git for binary data at this scale is no problem at all.
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# ? Aug 14, 2015 08:16 |
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Smol posted:While you're fixing this poo poo up, do yourself a favour and learn a version control system like git, so this doesn't happen the next time. It's really as simple as just having a proper backup of the directory that was actually updated and seperate, version control isn't an issue because i don't have any need for roll backs I can't accomplish with a copy.bak. I have a 3TB I'm doing nothing with, I just have bad backup habits. This.... changed that, at least in the short term. I could use some recommendations for lightweight backup software though, preferably one that lets me tailor by folder/directory, since Windows seems pretty terrible at first glance. I just have the whole mod folder copy over now, whereas before I wasn't thinking about the importance of the meshes/textures compared to the .esp. On a side note, between the release I gave you guys and that .esp backup the CK made, I fixed 95% of it already. I realized most of the new stuff I made was using vanilla assets, so there was only a handful of lost meshes between that release and now. Just gotta sort some form lists out (again) and make sure the scripts didn't break in the commotion. I'll likely have a file out tomorrow afternoon after I get home from work, since it's already way too loving late tonight. Mazz fucked around with this message at 08:43 on Aug 14, 2015 |
# ? Aug 14, 2015 08:28 |
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Mazz posted:ahahahahaha this is going to take so long to fix and I'm so happy that it's even possible. Aren't you getting flickering textures/meshes with this many light entities? If not i wanna know how you managed to avoid that, are they really small or something?
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# ? Aug 14, 2015 15:10 |
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Mazz posted:It's really as simple as just having a proper backup of the directory that was actually updated and seperate, version control isn't an issue because i don't have any need for roll backs I can't accomplish with a copy.bak. I have a 3TB I'm doing nothing with, I just have bad backup habits. This.... changed that, at least in the short term. I could use some recommendations for lightweight backup software though, preferably one that lets me tailor by folder/directory, since Windows seems pretty terrible at first glance. Awesome. Looking forward to seeing your mod.
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# ? Aug 14, 2015 16:32 |
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# ? Jun 4, 2024 19:15 |
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Dongattack posted:Aren't you getting flickering textures/meshes with this many light entities? If not i wanna know how you managed to avoid that, are they really small or something? I really hope they fix that retardation in FO4
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# ? Aug 14, 2015 16:36 |