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CroatianAlzheimers posted:Wait, the Port-a-Diner actually works? Yup. Judging from the link about the pie, I must be absurdly lucky to have ever got it cause my LCK is usually 1 or 2.
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# ? Dec 15, 2015 05:46 |
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# ? Jun 5, 2024 08:09 |
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Mr Tastee posted:I have an idea for a companion mod that I want to start working on once the G.E.C.K. for this game comes out. However, I've never done any modding before. Not sure how different a mod for this game would be as opposed to other Bethesda games, but I thought it might be worth asking for general guides and advice to making mods, particularly companion mods. Presently the companion mods that I know of and use require a one time console use, to run a batch file. it spawns an entity, for instance a radstag, at the exit of V. 111. you have various creatures to choose from. I'd recommend having a look through the mod, at least to see how the creatures were spawned; http://www.nexusmods.com/fallout4/mods/696/ For a far superior mod, check out Talkie toasters robot mod, not companions per se.; http://www.nexusmods.com/fallout4/mods/5787/
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# ? Dec 15, 2015 05:53 |
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Can someone give me some help with Percise Object moving? Ive got autohotkey installed, started the game, alt-tabbed, ran the script file which loads AH, I opened the Window Spy, I can see that it is seeing the ahk_class Fallout4, but when in game I open console left click an object I want to move but the numb pad keys just enter their regular number into the console, not the script.
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# ? Dec 15, 2015 06:15 |
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staberind posted:Presently the companion mods that I know of and use require a one time console use, to run a batch file. it spawns an entity, for instance a radstag, at the exit of V. 111. you have various creatures to choose from. I see. Thanks for the links. Definitely going to have to wait until the GECK to work on this. It looks like the ones that currently exist are fairly simple, and the companion I plan on making I want to make fairly similar to the companions that are in the base game. Still, it should give me a general idea of how to code mods. Also, do you think it would be helpful to study mod files for other Bethesda games, or do you think it will be too different? I really want to make The Final Pam a companion. I also want this to be more than "I have an idea", so I want to actually figure out how to program it.
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# ? Dec 15, 2015 06:43 |
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Slime Bro Helpdesk posted:in the ini editor, there's a checkbox for infinite workshop items. Does that mean there's no limit on the number of items you can build in a settlement, or something else? I just tried it and loaded up a save of mine and it seems like I'm still capped for building more things at The Castle...
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# ? Dec 15, 2015 07:29 |
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FronzelNeekburm posted:Don't know about it not working for you, but it should allow you to keep building until the game has a nervous breakdown and crashes. I think I'm getting close to that level. As I previously mentioned, hell as many people do, I like to equip my settlers. Lately when I go to defend against an attack, I find everyone has reverted to their default outfits. Afterwards, when I trade with them, they still have the combat armor I gave them, but it's not equipped. I haven't even unlocked all the settlements, and most of them aren't built up at all except for some food and water, maybe a turret. A few are completely empty. I was in the neighborhood of one that was totally empty, and when I opened the workshop, it was maxed out on size, despite having absolutely nothing via "scrapall". It is possible the "scrapall" command is causing this bug. Or it could be my 20 mods .
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# ? Dec 15, 2015 08:25 |
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LumberingTroll posted:Can someone give me some help with Percise Object moving? did you select the fallout4 process in AH? click the computer icon in the top left
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# ? Dec 15, 2015 08:33 |
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Stupid idea I had for simulating ammo types... Have a 'ammunition' mod slot for weapons (similar to the 'Legendary' mod slot created by this mod). Mods that can be applied to this slot include things like AP ammo (ignores some armor), flechette (bleeding), explosive rounds (explodes), match-grade (bonus VATS accuracy), etc. Scale of effects depends on the weapon - a .308 round from a sniper rifle will obviously do a lot more explosive damage than a 5mm round. In this way you avoid the godly combinations possible with Legendaries. The Lone Badger fucked around with this message at 09:49 on Dec 15, 2015 |
# ? Dec 15, 2015 09:06 |
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that's not really a stupid idea, that's a scalable, workable brilliant idea that was completely missed by bethesda, much like other easy Good Game Design Decisions
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# ? Dec 15, 2015 09:33 |
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It's applying a modifier to the weapon and not the ammunition so it can't be easily swapped out and you aren't conserving your good ammo for tough enemies because your good ammo is the same as your basic ammo as soon as you switch to a weapon without that modifier that uses the same ammo
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# ? Dec 15, 2015 09:48 |
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strong bird posted:It's applying a modifier to the weapon and not the ammunition so it can't be easily swapped out and you aren't conserving your good ammo for tough enemies because your good ammo is the same as your basic ammo as soon as you switch to a weapon without that modifier that uses the same ammo This is correct, but at least it gives a bit more freedom and 'coolness' in customising your weapon without FNV-style support for multiple ammo types.
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# ? Dec 15, 2015 09:51 |
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The Lone Badger posted:Stupid idea I had for simulating ammo types... I would like to add Hellboy's kill anything ammo, except for the Wasteland it would be Radioactive Plasma rounds with Full Metal Jacket core(Weapon does it's normal damage regardless of enemies armor type). Since Hellboy is our narrator would only make sense he would have a workstation with his homemade ammo somewheres
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# ? Dec 15, 2015 10:03 |
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Zodium posted:did you select the fallout4 process in AH? click the computer icon in the top left I think you are confusing AutoHotkey with cheat engine.
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# ? Dec 15, 2015 10:04 |
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I'd love a more broken-down version of gun modding. Instead of all the weird half-baked receiver types, change the receiver to just a simple damage/quality determiner (the Standard/Hardened/Powerful/Advanced system works fine, with variants thereof for ammo conversions), and add 'trigger' and 'material' options to mods. Trigger would just be firing type (semi, burst, auto, maybe bolt-action conversion or something), and material could be like, Light (less weight, more recoil), Standard, and Heavy (more weight, less recoil). Barrels could have the other leftover modifiers from the receivers, too. The Stub/Short/Long system is great, but add Calibrated in there for VATS users, and maybe an extra Sniper length for scoped bonuses. Anyone else got ideas? God the GECK can't come soon enough
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# ? Dec 15, 2015 10:31 |
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LumberingTroll posted:I think you are confusing AutoHotkey with cheat engine. yeah, i'm thinking of the inferior Place in Red mod/table
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# ? Dec 15, 2015 10:57 |
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Slime Bro Helpdesk posted:in the ini editor, there's a checkbox for infinite workshop items. Does that mean there's no limit on the number of items you can build in a settlement, or something else? I just tried it and loaded up a save of mine and it seems like I'm still capped for building more things at The Castle... For those on PC that don't know... First, open console and then click on the workbench you're going to modify, then: getav 348 getav 34a these 2 values are your current size usage. getav 349 getav 34b these 2 values are your current size limit. modav 349 x modav 34b x Increase by x amount. Enter the values returned with getav 349/34b to double the limit, or simply enter the same value but with an extra zero on the end to 10x it. Slime Bro Helpdesk posted:I can live with no animation I guess- I'm just glad to have something that'll help me manage squeezing ~15-20 beds into some of the tighter settlement locations. click on a bed then modpos z 40 get/set/mod/ pos x/y/z are great help when it comes to arranging things in a base. If it looks weird and wiggly, pick it up with E, then press tab to cancel the movement and it'll be fine.
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# ? Dec 15, 2015 13:58 |
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Is there a mod that lets you use crafting benches with power armor on? Also, is there a mod that removes the junk requirement for crafting?
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# ? Dec 15, 2015 14:40 |
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Peven Stan posted:Is there a mod that lets you use crafting benches with power armor on? Just use tgm for #2 #1 will likely need the geck. I'd love to be able to use terminals in power armor too. e: or if you don't want god mode you can just add the crafting components from the console, someone had a big list you could copy/paste to give 10k of everything but I don't have that handy
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# ? Dec 15, 2015 14:42 |
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Azhais posted:e: or if you don't want god mode you can just add the crafting components from the console, someone had a big list you could copy/paste to give 10k of everything but I don't have that handy http://pastebin.com/raw.php?i=QSRY81Qs
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# ? Dec 15, 2015 15:45 |
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Robot Guardians and followers There's a loving vertibird follower...
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# ? Dec 15, 2015 16:28 |
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Can I marry the vertibird.
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# ? Dec 15, 2015 17:07 |
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Phetz posted:Can I marry the vertibird. You can stick your dick in it, along with the rest of your body when you mount it.
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# ? Dec 15, 2015 17:29 |
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Is Full Dialog Options compatible with the item sorting mods? I see posts about it on the nexus, but I have no idea how to differentiate how the heck these things are being installed... or what is being installed. Something about .esp's or strings.
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# ? Dec 15, 2015 21:34 |
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Broose posted:Is Full Dialog Options compatible with the item sorting mods? I see posts about it on the nexus, but I have no idea how to differentiate how the heck these things are being installed... or what is being installed. Something about .esp's or strings. Probably compatible, im assuming sorting just reenames items while full dialog does..something else.
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# ? Dec 15, 2015 21:51 |
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I upgraded my PC and forgot to back up my mod folder like an idiot, is there an alternative to ArmorSmith? Or was its feature creep blown out of proportion?
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# ? Dec 15, 2015 22:52 |
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Capn Beeb posted:I upgraded my PC and forgot to back up my mod folder like an idiot, is there an alternative to ArmorSmith? Or was its feature creep blown out of proportion? Armorsmith Extended is still pretty good. It does have some feature creep, but it has some pretty good compatability with other major mods and I found all the things theirs did to be appropriate (except I guess the crafted Chinese stealth armor? but you can ignore that).
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# ? Dec 15, 2015 22:55 |
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i'm going to rework the tuned/hair trigger/rapid recievers to have much greater rates of fire and a slight AP cost drop but be less suitable for VATS overall (lower critical damage/rate) so if you don't use VATS those recievers will be appealing at least before you work your way up to gun nut 4/advanced reciever, but the ROF bonus for advanced reciever will be weaker than the ones you can get from tuned/hair trigger/rapid so if you're not into VATS there'll still be an appealing mod set for you
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# ? Dec 16, 2015 00:05 |
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Armorsmith Extended is fine. The only feature creep is craftable pink undies and support for other clothing mods. And invisible combat armor (which is appropriately expensive to make) so you can look like a suave motherfucker yet still have armor. Just skip the Chinese Stealth Armor, but honestly I don't think invisibility has that much of an effect in this game, unlike FO3. I still get spotted during the day with a Chameleon legendary armor mod. I haven't looked it up in FO4Edit, but I imagine its something like a flat percent, just like the magazines and bobbleheads.
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# ? Dec 16, 2015 00:20 |
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Good to know, thanks
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# ? Dec 16, 2015 00:25 |
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Two questions, why is pleasant UIs health bar glitching out with little black squares every time I look around/move? And are there any mods that let you sleep in power armour yet?
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# ? Dec 16, 2015 00:41 |
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Are there any mods to make companions invisible to enemies? Its nearly impossible to ninja around because even when sneaking, companions inevitably get spotted
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# ? Dec 16, 2015 01:55 |
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dooble poste
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# ? Dec 16, 2015 01:55 |
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Avocados posted:Are there any mods to make companions invisible to enemies? Its nearly impossible to ninja around because even when sneaking, companions inevitably get spotted If you're using Curie, she's apparently missing the stealth perks that the other companions have.
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# ? Dec 16, 2015 02:01 |
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I just took lone wanderer and ditched my companions after getting all the perks I cared about
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# ? Dec 16, 2015 02:05 |
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http://www.nexusmods.com/fallout4/mods/5108/ Install this and never look at passwords and keys again. Cleans up the misc menu.
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# ? Dec 16, 2015 02:24 |
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isndl posted:If you're using Curie, she's apparently missing the stealth perks that the other companions have. yeah I stopped using curie because of it. Her voice is charming so I kept her around, but her dialogue is so unimaginative and repetitive. what a waste.
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# ? Dec 16, 2015 02:32 |
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Is there a way to toggle combat for an NPC? I accidentally fragged a Diamond City security dude amd Deacon freaked out on me and ran back to HQ. Now when I go down there he automatically attacks me. This is really not good because he is in X01 power armor, fully upgraded, with Nearly Unbreakable legendary pieces. Oh and he had the auto combat shotgun I made him with explody bits.
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# ? Dec 16, 2015 02:33 |
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Deadmeat5150 posted:Is there a way to toggle combat for an NPC? I accidentally fragged a Diamond City security dude amd Deacon freaked out on me and ran back to HQ. Now when I go down there he automatically attacks me. This is really not good because he is in X01 power armor, fully upgraded, with Nearly Unbreakable legendary pieces. Oh and he had the auto combat shotgun I made him with explody bits. This sounds perfect. Go there with a ton of Jet and make him kill everyone else. He'll feel really guilty and fall to his knees crying. (note: I may have made up the last part, but it'll still be awesome).
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# ? Dec 16, 2015 03:00 |
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Avocados posted:yeah I stopped using curie because of it. Her voice is charming so I kept her around, but her dialogue is so unimaginative and repetitive. what a waste. You should take her to the USS Constitution. Every five seconds repeats the same sentence about how amazing it is.
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# ? Dec 16, 2015 03:04 |
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# ? Jun 5, 2024 08:09 |
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Dienes posted:You should take her to the USS Constitution. Every five seconds repeats the same sentence about how amazing it is. Like everyone doesn't do that "It's parked up there for tax purposes"
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# ? Dec 16, 2015 03:07 |