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Yeah, static stuff is easy, like most melee weapons, but anything with moving parts and reloading animations is a lot of hassle, and probably not worth doing until the F4ck gives is an easier way of adding stuff, if it even does that for animations.
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# ? Jan 8, 2016 07:45 |
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# ? May 31, 2024 21:38 |
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Capn Beeb posted:To say nothing of getting animations to work with them. Fallout 4 has much better animations and not-terrible ironsights unlike the older fallouts too, which means adding guns that are the same quality as the ones in the base game will be much more time consuming. It's something the game seriously needs though and I hope some dedicated modders are willing to make it happen once the tools are there for it. There are so few guns compared to new vegas.
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# ? Jan 8, 2016 09:27 |
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Gestalt Intellect posted:Fallout 4 has much better animations and not-terrible ironsights unlike the older fallouts too, which means adding guns that are the same quality as the ones in the base game will be much more time consuming. It's something the game seriously needs though and I hope some dedicated modders are willing to make it happen once the tools are there for it. There are so few guns compared to new vegas. Yeah. Considering the numerous animation overhauls for Skyrim, I'm hopeful we'll get folks making much needed animations for much needed new guns. For gently caress's sake, there isn't even a pump action shotgun in Fallout 4.
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# ? Jan 8, 2016 09:39 |
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That really got me scratching my head, I like the idea of sharing furniture between a couple of guns, but a combat rifle/shotgun melange was odd. unless they were thinking of an AK-- & a Saiga.... New Vegas deffo had a pump action, I made a dumb mod attaching a silencer to one with the sounds ripped from "no country for old men" staberind fucked around with this message at 11:52 on Jan 8, 2016 |
# ? Jan 8, 2016 09:55 |
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Capn Beeb posted:For gently caress's sake, there isn't even a pump action shotgun in Fallout 4. Seriously how do you not manage to put a pump action in your first person shooter? Actually, now that I think of it, I don't think Fallout 3 had one either what the heck beth. I've been playing NV a bit and goddamn but the Hunting Shotgun is just cool as hell.
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# ? Jan 8, 2016 10:22 |
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Kainser posted:Voice acting might mess with that a bit. I have every confidence in nerds with too much time on their hands to spend a few painstaking weeks splicing audio files together. Speaking of, I'm working on retexturing the postman jacket in Commonwealth Survivalist Gear to not look like poo poo. I like the outfit part combos but he made his textures muddy as hell when he palleteswapped them, they look like image artifact blighted 1990s memes. It's also really funny looking at the models people have made for outfit mashups, they're doing everything with alpha transparency and nothing with actual model cutting and pasting. Doesn't help that Bethesda made their armors all solid blocks now. Jon Do posted:I think what you're looking for is over here. For what it's worth, as someone who was real disappointed by Bethsoft on everything since Daggerfall, I've switched from STALKER (which is great but REALLY outdated) to FO4. The materials/crafting/settlement system, while I'm waiting for mods for, make the difference. But STALKER has what you're looking for. I sunk countless hours into CoC and can't wait for someone to actually do something interesting with it, but FO4 will tide me over for now. e: Capn Beeb posted:
It's lever action rifles I miss like hell
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# ? Jan 8, 2016 15:29 |
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Skyrim modders solved the solid block armor/suit/dress problem handily, Fo4 bodies still have all the slots, plus there are 3 different weights for each armor piece now as well, When the F4ck's out, we will have a lot of combinations of stuff to play with, not to mention hair that does not look like melted lego.
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# ? Jan 8, 2016 16:27 |
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I'm waiting for the "silent protagonist" mod. Kill all the player audio, change up the lines and hey you are already halfway there. Don't know what to do about the npc lines and missions.
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# ? Jan 8, 2016 17:02 |
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KakerMix posted:I'm waiting for the "silent protagonist" mod. Kill all the player audio, change up the lines and hey you are already halfway there. Don't know what to do about the npc lines and missions. gently caress it, just make everyone silent so you can rewrite the dialogue as you please and add more/less than 4 choices.
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# ? Jan 8, 2016 17:04 |
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KakerMix posted:I'm waiting for the "silent protagonist" mod. Kill all the player audio, change up the lines and hey you are already halfway there. Don't know what to do about the npc lines and missions. Make all the player choices look like this: 1. (Shrug) 2. ... (Sarcastic) 3. ... 4. (Smile)
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# ? Jan 8, 2016 18:57 |
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(5)Punch (6)Gouge (7)Grope (8)Bribe
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# ? Jan 8, 2016 23:27 |
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Saint Sputnik posted:It's lever action rifles I miss like hell Yep, those too. And That Gun. How the poo poo, with all the references to Blade Runner and synths in general, does Fallout 4 not loving have That Gun.
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# ? Jan 8, 2016 23:35 |
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staberind posted:(5)Punch (9)MurderKnife
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# ? Jan 9, 2016 00:03 |
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Capn Beeb posted:Yep, those too. And That Gun. I think a .50 unique That Gun is going to have to be made. Is'nt the original some bastardised rifle with a grip added? in a twist of irony, I think the deliverer should be a little more common and that gun replaces the unique one, as a, uh, retirement gift. Balls, got a good quality model for it, was planning on using the pipe revolver as a base for the hand placement, but nifskope refuses to load any weapons. staberind fucked around with this message at 04:42 on Jan 9, 2016 |
# ? Jan 9, 2016 03:48 |
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That Gun would obviously be looted from a unique Courser. (Or maybe found in the SRB)
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# ? Jan 9, 2016 03:50 |
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Yeah, thats also a good idea, if not more fitting. I was tempted to model/retex to Deckards coat as well at one point, I guess this is the best reason you know there is even an easter egg regarding a specific scene in bladerunner. It seems i was being an idiot again, and using the wrong nifskope, now the new one does not want to import the .nif file of the blaster I made, and it cannot import .obj files, staberind fucked around with this message at 06:56 on Jan 9, 2016 |
# ? Jan 9, 2016 04:45 |
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Wish I knew more about how the gently caress bumpmaps and speculars work
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# ? Jan 9, 2016 23:22 |
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gromdul posted:Make all the player choices look like this: staberind posted:(5)Punch twist it pull it
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# ? Jan 10, 2016 00:01 |
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http://www.nexusmods.com/fallout4/mods/7970/ :prestongarvey "Yessss": http://www.nexusmods.com/fallout4/mods/7957/ A tutorial on introducing new meshes to Fallout 4 staberind fucked around with this message at 00:37 on Jan 10, 2016 |
# ? Jan 10, 2016 00:27 |
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staberind posted:http://www.nexusmods.com/fallout4/mods/7970/ :prestongarvey "Yessss": Reading the description is just loving hilarious. quote:
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# ? Jan 10, 2016 06:50 |
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You missed what made me chuckle the most: Crouching will result in a deformed penis.
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# ? Jan 10, 2016 06:54 |
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Heh. "Bone Weights".
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# ? Jan 10, 2016 07:03 |
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Oh hey, a Fallout 4 mod thread, I missed that we had this. I made a dumb, quick mod to make everything in Covenant unowned because I got sick of doing it manually. I also made a mod to fix and tweak a bunch of companion poo poo that I hadn't seen fixed without the face bug. While I was doing the latter one, I might have had a bit of a meltdown in one of the other threads trying to figure out how the loving hell stats for companions are calculated. Then I get this message. quote:I'm curious if I'm reading something right in FO4Edit and if you understand it the same way that I do. On each companion record I noticed the following values (these from Piper): What is even going on with this code???
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# ? Jan 10, 2016 07:25 |
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Dark_Swordmaster posted:Reading the description is just loving hilarious. quote:The big penis mesh is now been polished a bit more.
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# ? Jan 10, 2016 08:06 |
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Midnight Voyager posted:What is even going on with this code???
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# ? Jan 10, 2016 15:30 |
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Talkie Toaster posted:It's not really a code thing. Those bits *were* used for holding data on NPC levels in Skyrim, and FO4Edit treats them the same. That doesn't mean they actually *are* exactly the same in FO4, and the inconsistencies suggest they're not. Ah, so they just left the forms they weren't sure about labeled how they were? That makes a good bit more sense.
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# ? Jan 10, 2016 20:40 |
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Are there any current mods that let you recruit brotherhood knights as a squad? Like the robot home defence but instead you can recruit multiple brotherhood bros to come with you ?
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# ? Jan 11, 2016 00:38 |
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...Catmeat? http://www.nexusmods.com/fallout4/mods/8061/ Also, his other mod list...
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# ? Jan 11, 2016 04:16 |
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Needs to be fat cat from Final Fantasy XIV.
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# ? Jan 11, 2016 04:58 |
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Couple more changes and it should be ready to publish.
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# ? Jan 11, 2016 07:04 |
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So I know everyone is always complaining about how the Brotherhood are fascists, well, if you want to make it literal, there's a mod for you! http://www.nexusmods.com/fallout4/mods/5586/
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# ? Jan 11, 2016 07:11 |
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Entropic posted:So I know everyone is always complaining about how the Brotherhood are fascists, well, if you want to make it literal, there's a mod for you! Huh, I might actually download this one.
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# ? Jan 11, 2016 10:15 |
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Entropic posted:So I know everyone is always complaining about how the Brotherhood are fascists, well, if you want to make it literal, there's a mod for you! I'll wait for the update that gives Maxson the Hitler-stache
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# ? Jan 11, 2016 13:04 |
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Midnight Voyager posted:Oh hey, a Fallout 4 mod thread, I missed that we had this. A couple of Q's : is this easily editable to give Curie a Syringer? Will Preston turn into an albino again, I'm using this at the mo : http://www.nexusmods.com/fallout4/mods/7881/ while it makes him a little too beeeeeefffcaaake, at least he's not Preston Ghostly.
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# ? Jan 11, 2016 14:18 |
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Are there any decent difficulty mods? I'm on survival and it's still pretty darn easy, maybe I should just run around naked and use a peashooter? I've completed the main storyline, so i'm spending my last few hours exploring and doing the sidequests. It's a shame they removed the hardcore mode, but that will be modded in soon hopefully.
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# ? Jan 11, 2016 16:05 |
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Our own The Iron Rose has a couple mods that will help you. Create Your Own Difficulty lets you adjust the damage multipliers on enemies and yourself. Weapon Balance Overhaul is nice too. Makes some under-powered weapons more useful... and more deadly in your enemy's hands. Watch out for coursers, their Institute weapons pack a lot more punch with this. waffles beyond waffles fucked around with this message at 23:53 on Jan 11, 2016 |
# ? Jan 11, 2016 16:40 |
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Midnight Voyager posted:Ah, so they just left the forms they weren't sure about labeled how they were? That makes a good bit more sense. This is basically the norm for any piece of software. I'm sure part of the development time for the GECK is to try and make the internal tools a bit less spit and bailing wire.
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# ? Jan 11, 2016 21:18 |
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'k, just uploaded what I've been working on. I retextured the Postman outfit into a classic style leather bomber jacket and jeans (dark brown, weathered and black variants), with the shoulder bag removed. http://www.nexusmods.com/fallout4/mods/8193/
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# ? Jan 11, 2016 23:21 |
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staberind posted:A couple of Q's : is this easily editable to give Curie a Syringer? Will Preston turn into an albino again, I'm using this at the mo : http://www.nexusmods.com/fallout4/mods/7881/ while it makes him a little too beeeeeefffcaaake, at least he's not Preston Ghostly. I mean, you can just hand Curie a syringer. But I'm not actually sure how well companion/ammo stuff works with syringers? I've never tried it. It should be easy to edit, but I don't know how the ammo usage would work at all. I didn't change her default companion weapon, I just made her use it. The face bug will not happen with this. (It's what makes Preston white) Some nice person said in the comments to some other mod how to fix it, and I used their fix. Works like a charm. Also face mods generally conflict with any other mods that edit companions, so chances are that whatever's making Preston white for you isn't working while you use that mod. EDIT: Why the hell are several settlers Turret class??? Alright, I was looking up how companion weapons work, and it looks like you'd have to make a special nonplayable companion syringer with special nonplayable companion syringe ammo. You don't have to give the companion the ammo, so... I'm not sure how the gun calls up the ammo? Well, now I'm curious, so I'll try it out. I doubt it'll work in a game in progress, because nothing seems to work right on a game in progress, but it's worth playing with. EDIT2: Huh. Seems like Cait has a double-barreled shotgun and a baseball bat. I only ever see her using the bat... I don't see the shotgun in her inventory. I feel like I USED to see her use a shotgun though. EDIT3: Genuinely not sure about how the type of syringer ammo is differentiated. There is a single type of syringer ammo in here- wait, there's the ammo and then the effect is applied by an INGESTIBLE? Why does the syringer projectile have the "Broadsider" muzzle flash? I think you may have picked the most difficult weapon to get an NPC to use. You may as well make a gun that looks like the syringer, shoots projectiles that look like syringes, and then add the Wounding effect to it so it'll be like bleed syringes. Midnight Voyager fucked around with this message at 01:41 on Jan 12, 2016 |
# ? Jan 12, 2016 00:07 |
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# ? May 31, 2024 21:38 |
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quote:You don't have to give the companion the ammo, so... I'm not sure how the gun calls up the ammo? I really had not realised quite how opaque the DR calculation was in FO4. I've figured out a way to switch ammo types on the fly, so I've been sketching out what AP vs hollowpoint should do. In New Vegas, with DT, that was easy. In Fallout 4... This is my best set of curves so far, damage dealt (Y) vs armour (X) for AP/Normal/hollowpoint. Except... AP is 22.5 damage, 75% armour penetration (compared to the 40% on AP receivers). Normal is 30 damage. Hollowpoint is 45 damage, -400% armour penetration.. Even for 75% AP, it's only very slightly better against high armours and the switchover point between normal and AP ammo comes way too early. But moving it along means even more dramatic damage reductions and AP buffs. For HP, even with ludicrous negative AP it's only slightly worse against high armours and the crossover point with normal ammo comes incredibly early. Ideally it'd be even worse against high armour, but that means even *more* negative AP. At this rate AP weapons are going to need something like 90% AP/50% lower damage to actually have a niche, and I don't think you can really balance HP weapons using this system. Do the extra 15 points of damage from Explosive/Plasma weapons get affected by DR/ER in the same way as their regular damage? I might end up having to add a 15 point damage bonus on HP that's reduced separately.
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# ? Jan 12, 2016 02:23 |