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LumberingTroll posted:Not that I recall. They added a feature where you can look at a settler and see what they are assigned to, but you have to go to them in person.
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# ? Mar 17, 2016 00:37 |
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# ? May 31, 2024 05:50 |
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SneakyFrog posted:Is it comically huge? I don't see why not! Here, two different flavors: "Don't ever tenderize with me or my son again" Anyways that's a model with only AO, Normals and a base texture on. I need to go back in and make the materials more wooden / steely, maybe had a wrap around the handle or some good wood grain? I'm not sure if the wood grain would be better to do with normals or what. Also I don't know how to make materials or good textures yet. Learning! Working! Accepting tips and suggestions. If I model a screw on the side of the head, as if it were holding the handle in place, would that be best accomplished by adding it to the high poly version and then normal'd onto the head?
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# ? Mar 17, 2016 03:31 |
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Yes, most fine details are best normal maps rather than actually modeled but in this case you might get away with it. The wood grain ought to be easy IN BLENDER as there's a wood noise shader you can add and tweak. No idea if you can export it as a UV map. Blender also added sculpting/painting support but I've never tried either. Look at polycounts for other weapons and see what your budget is, you might be able to make an actual screw in it so it looks even better. Never actually ported an asset into a game so I don't know about making sure the mesh and textures line up and such. Makin' good work so far though.
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# ? Mar 17, 2016 21:37 |
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Wrr posted:I don't see why not! Here, two different flavors: Amazing.
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# ? Mar 17, 2016 23:22 |
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Wrr posted:I don't see why not! Here, two different flavors: Thats pretty awesome, I'd suggest griming it up a bit and using normals for pitting, screws and wood grain
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# ? Mar 18, 2016 02:58 |
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Thank you! This is pretty much the first feedback I've got on these models. I for sure want to add all those little details and whatnot to the model. I was thinking of also doing a bandage wrap around the handle with a bezier curve, but, I have no clue how to do any of that stuff yet or how to do really good pitting and scratches. It'll come with time and practice I'm sure.
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# ? Mar 18, 2016 11:45 |
That would be a good idea. The thing might get a little slippery with all the murder it'd be doing.
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# ? Mar 18, 2016 13:22 |
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Bandage or cloth wrapping is probably thin enough to use normals. A foam/rubber grip would probably be modeled on. This is the [Bethesda] modding thread so recommending a lovely website for surprisingly great things is okay. DeviantArt actually has a WEALTH of Photoshop (Gimp) tutorials that may help you add gross this-has-been-used textures to your hammer/mallet. They probably won't be for actual 3D but you can probably tweak and adapt some of their techniques for what you're doing.
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# ? Mar 18, 2016 22:27 |
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Any mods that fix the tendency of the late game to wind up a cakewalk as you slaughter your way through everything? Preferably something that doesn't just turn every enemy into a bullet sponge.
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# ? Mar 19, 2016 21:13 |
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probably one of the ones that makes sure you don't become a bullet sponge either
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# ? Mar 19, 2016 21:16 |
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The Insect Court posted:Any mods that fix the tendency of the late game to wind up a cakewalk as you slaughter your way through everything? Preferably something that doesn't just turn every enemy into a bullet sponge. Until the new surviavl mode comes out just use survival rebalance, make it so the player and the enemies do 200 - 300% damage. For a tough game, I like 300% things die early, but as they start getting higher level the last a bit longer but you always can die if you play carelessly or overextend. NPC level in this simply means more health, and equipment variety.
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# ? Mar 20, 2016 01:57 |
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The Insect Court posted:Any mods that fix the tendency of the late game to wind up a cakewalk as you slaughter your way through everything? Preferably something that doesn't just turn every enemy into a bullet sponge. This plus the one above can give you a lot of adjustment.
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# ? Mar 20, 2016 02:31 |
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Just uploaded Delta Wasteland Radio, give it a shot and tell me what you like/hate/what doesn't work. http://www.nexusmods.com/fallout4/mods/11087/ I had wanted to do a radio station full of old blues songs as part of my unfinished Route 66 mod for New Vegas (actually I implemented the station, but it was part of the full esp so it couldn't be released on its own), so I took some of those and added a bunch of more artists from the 1920s-1930s (Leadbelly, Memphis Minnie, etc). There are 36 songs and four station ID segments by a robot.
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# ? Mar 20, 2016 03:42 |
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Downloaded the AS Vektor last night. For a weapon that's alleged to have fantastic recoil control, the kick on this thing (even with recoil-mitigating mods) is greater than hip-firing a sniper rifle. I really don't feel like it's working properly.
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# ? Mar 21, 2016 19:37 |
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When is that survival mode patch supposed to be out?
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# ? Mar 21, 2016 19:47 |
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Deified Data posted:Downloaded the AS Vektor last night. The Vektor is one of my favorite crazy-space guns. The pistol version just looks like something that fell out of Mass Effect. However my one true love will always be the AS VAL. It's just too bad the Vektor doesn't jive super well with the Fallout aesthetic. Attachment rails are forbidden; take them off, make the gun shoot lasers. THAT'S a Fallout gun. Edit- What are your opinions on Player Character dialogue in mods? Should the modder write out whole sentences for the PC, or stick with the short snippet that is default? I was originally learning towards the full sentence but if the only option was the short snippet, and it never showed a full line (I'm assuming no custom PC VA) the player could imagine their dialogue based on the response. Might be better for ~immersion~ but also might be confusing. Thoughts? Wrr fucked around with this message at 02:19 on Mar 22, 2016 |
# ? Mar 22, 2016 00:09 |
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Pvt.Scott posted:When is that survival mode patch supposed to be out? I dunno, that is what I am waiting on to play more though.
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# ? Mar 22, 2016 00:29 |
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I did a fresh install and started my mod collection from scratch last week. I'm currently running 64 mods and the game's pretty stable (apart from huge stuttering and the occasional crash when I pick up a power conduit, which I attribute to this mod). But of all the gargantuan and game-changing mods I'm running, the one I miss the most is a little clock that shows up with the real world time during loading screens. I can't seem to find it on the nexus this time round. Does anyone have a link handy?
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# ? Mar 22, 2016 03:38 |
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Full Dialogue Interface has been updated to support the Automatron DLC. And thus begins the cycle of buying DLC for a game you don't like to support a mod.
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# ? Mar 22, 2016 08:09 |
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Wasn't there supposed to be console mod support for this game, or was I dreaming?
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# ? Mar 22, 2016 10:24 |
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Bogart posted:Wasn't there supposed to be console mod support for this game, or was I dreaming? https://www.youtube.com/watch?v=2_JTzEppKy8
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# ? Mar 22, 2016 10:36 |
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Bogart posted:Wasn't there supposed to be console mod support for this game, or was I dreaming?
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# ? Mar 22, 2016 10:46 |
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Bogart posted:Wasn't there supposed to be console mod support for this game, or was I dreaming? There isn't even official PC mod support yet. It's probably not going to come to consoles for a while.
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# ? Mar 22, 2016 10:57 |
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Are there any mods which are absolutely essential to have because they fix outright bugs the game has? Something like the harvesting bug in Skyrim for example? I want to give the game another go with the new DLC.
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# ? Mar 22, 2016 17:50 |
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Nevermind I found the old files from last time I played and just copied them over and updated what I had. By the way, is there a music mod yet? At least one that restores the Classic Music Station? Rirse fucked around with this message at 18:49 on Mar 22, 2016 |
# ? Mar 22, 2016 17:59 |
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Police Automaton posted:Are there any mods which are absolutely essential to have because they fix outright bugs the game has? Something like the harvesting bug in Skyrim for example? I want to give the game another go with the new DLC. Unfortunately no, nothing like the extent of what you may be looking for exists. Though it may be as soon as late April that it will, assuming the GECK hasn't been handicapped to accommodate consoles.
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# ? Mar 22, 2016 18:28 |
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Rirse posted:By the way, is there a music mod yet? At least one that restores the Classic Music Station? Saint Sputnik posted his own radio mod further up this very page! I haven't used it (or even played since two weeks after launch!) so you'll have to let us (and him) know!
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# ? Mar 22, 2016 20:48 |
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Dark_Swordmaster posted:Saint Sputnik posted his own radio mod further up this very page! I haven't used it (or even played since two weeks after launch!) so you'll have to let us (and him) know! Old World Radio has a huge selection and I think one of the stations brings back classical. Mine is just a handful of old blues songs I like, but someone else just published a blues station with 100 songs and there's probably enough overlap to make me obsolete.
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# ? Mar 22, 2016 21:55 |
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Haven't the giant bugfix mods tended to be more trouble than they're worth? I remember the FO3 one being necessary but even as soon as NV they tended to add more issues than they changed.
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# ? Mar 22, 2016 22:03 |
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flatluigi posted:Haven't the giant bugfix mods tended to be more trouble than they're worth? I remember the FO3 one being necessary but even as soon as NV they tended to add more issues than they changed. No? For Skyrim the unofficial Skyrim patches are highly regarded, and required for a lot of mods. Since Fallout 4 and Skyrim are siblings....
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# ? Mar 22, 2016 22:09 |
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flatluigi posted:Haven't the giant bugfix mods tended to be more trouble than they're worth? I remember the FO3 one being necessary but even as soon as NV they tended to add more issues than they changed. Only way to know is to try them. Personally never had an issue; they definitely reduced stuttering and other ridiculous problems that always ship with Bethesda games.
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# ? Mar 22, 2016 22:15 |
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flatluigi posted:Haven't the giant bugfix mods tended to be more trouble than they're worth? I remember the FO3 one being necessary but even as soon as NV they tended to add more issues than they changed. Bugfix mods for New Vegas have gotten a bit of bad name thanks to projects like the "Community Bugfix Compilation Patch" which was a project that died fairly quickly. It did fix some stuff, but also introduced a boatload of new bugs. There's also stuff like Mission Mojave and NVEC which presented themselves as bugfixes, but in addition to being based of the aforementioned craptastic CBCP, also had ridiculous non-bugfix features. I think both MM & NVEC have gotten better now, but they were poo poo when they were first released. There is a solid bugfix mod for New Vegas in form of Yukichigai Unofficial Patch. I'm pretty sure the team who's planning to start on the FO4 Unofficial Patch as soon as the Creation Kit is released is the same as the people working on Skyrim's Unofficial Patch. Which, aside from some silly stuff like that dragon voice thing and that one time where they had an update with some really bad code that could brake savegames, worked fine.
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# ? Mar 22, 2016 22:22 |
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Yes, sadly the pure bugfix stuff often ends up in some weird wikipedia-esque edit obsession realm where they do silly things like change child hair colors to match those of parent NPCs etc.. I was more asking for small and simple bugfix mods. If I'm honest I didn't really play the game much yet and before returning to it was just wondering if there are any really gamebreaking things that are fixed by some simple edit but somehow don't end up going in an official patch, as we all know can happen with bethesda games. Apparently there aren't. Thanks though!
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# ? Mar 22, 2016 22:32 |
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What is your avatar from? It's driving me nuts. Police Automaton posted:Yes, sadly the pure bugfix stuff often ends up in some weird wikipedia-esque edit obsession realm where they do silly things like change child hair colors to match those of parent NPCs etc.. I was more asking for small and simple bugfix mods. If I'm honest I didn't really play the game much yet and before returning to it was just wondering if there are any really gamebreaking things that are fixed by some simple edit but somehow don't end up going in an official patch, as we all know can happen with bethesda games. Apparently there aren't. Thanks though! The lack of the GECK for now kinda stifles what's possible for modders to accomplish easily. There will definitely be a surplus of fix mods once that drops.
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# ? Mar 22, 2016 23:25 |
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What's been done without the GECK so far is pretty drat impressive considering it's basically just script changes as far as I can tell.
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# ? Mar 23, 2016 00:05 |
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Tried your radio mod, Saint Sputnik. I really like it a lot. So glad to have something to listen to again besides Diamond City Radio, since I blew up the Institute.
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# ? Mar 23, 2016 01:54 |
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Funky Valentine posted:What's been done without the GECK so far is pretty drat impressive considering it's basically just script changes as far as I can tell. My only hope for the GECK is that it somehow manages to let people fix settlement building near fixed objects because I am so god drat done trying to get my poo poo to line up in Hangmans Alley and building on uneven ground in Sanctuary. Or if Bethesda would just make it not rear end somehow I'd be okay with that too. Automatron Ending Issue Note: Once you guys finish the Automatron story missions you might need to fast-travel home. You can fast travel out of the lair, you don't need to go outside. It isn't a problem with one of the mods, apparently, as a lot of people are reporting the same issue. Somethings just bugged out with the cell in the area after the story-things happen and it will not load. It will also crash if you try to fast-travel back there or walk to the area (but I haven't confirmed the latter myself). More information here, on reddit but also probably spoilers: https://www.reddit.com/r/fo4/comments/4bhyg5/game_breaking_bug_automatron_void_of_ctd_doom/. Hope that saves you some headaches in case you weren't aware like I was trying to track down the bad mod for over half an hour. Brainamp posted:What is your avatar from? It's driving me nuts. This stupid youtube movie: https://www.youtube.com/watch?v=pZ10lwZYtM0&t=57s
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# ? Mar 23, 2016 02:48 |
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Rirse posted:Tried your radio mod, Saint Sputnik. I really like it a lot. So glad to have something to listen to again besides Diamond City Radio, since I blew up the Institute. Thanks! Someone caught a goof I made with the original file that prevented some of the songs from playing so I hope you got the fixed version. Funky Valentine posted:What's been done without the GECK so far is pretty drat impressive considering it's basically just script changes as far as I can tell. Turns out you can do a lot with the FO4Edit program, and it's as simple as changing or adding some text fields. I've only come across two mods that use scripts, one that adds a sleeping bag and one that kind of works as an alternate start mod but is kind of poo poo.
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# ? Mar 23, 2016 02:55 |
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I really want to get my hands on the GECK but I also really want to get my hands on some workflow guide that actually includes everything and is up-to-date. Also, is nifscripts dead? It seems like the last posts on their forums is all from 2014~. I'm trying to get my hands on a copy of 3ds Max because I hear that has some .nif plugins, and maybe I can use that to import the nifs and then export them as a bender friendly format and then do my work in blender and then export them back to 3ds max and then eventually to Fallout Also looking for where to actually download the nifscripts at all. Either I'm a complete idiot or I'm getting caught in some sort of re-direct loop between their website and source forge.
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# ? Mar 23, 2016 04:19 |
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# ? May 31, 2024 05:50 |
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Wrr posted:I really want to get my hands on the GECK but I also really want to get my hands on some workflow guide that actually includes everything and is up-to-date. Also, is nifscripts dead? It seems like the last posts on their forums is all from 2014~. I'm trying to get my hands on a copy of 3ds Max because I hear that has some .nif plugins, and maybe I can use that to import the nifs and then export them as a bender friendly format and then do my work in blender and then export them back to 3ds max and then eventually to Fallout https://github.com/niftools/blender_nif_plugin I have tried multiple versions of Blender with multiple NIF plugins and can not get it to work. I don't want to discourage you because your stuff is cool but I switched to 3ds Max and had a model in game within the hour. I've also had success modifying in game meshes as well. Here is a .44 receiver with a 10mm barrel. It was clipping so I edited the 10mm barrel mesh is 3ds.
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# ? Mar 24, 2016 03:18 |