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I figure I'd ask the Fallout 4 mod thread if anyone has heard about Steam possibly resurrecting the paid mods thing? http://www.gamezone.com/news/rumor-valve-preparing-to-attempt-paid-mods-on-steam-again-3436324 The fact that the GECK is taking so long to come out due to Steam Workshop integration and now this move has me very worried. Edit: Better article http://www.game-debate.com/news/?ne...%20Into%20Steam
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# ? Apr 23, 2016 22:24 |
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# ? Jun 5, 2024 05:11 |
I doubt it, considering the reception they got the first time they attempted it.
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# ? Apr 23, 2016 22:36 |
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Cantorsdust posted:I figure I'd ask the Fallout 4 mod thread if anyone has heard about Steam possibly resurrecting the paid mods thing? I suspect that Valve has wanted paid mods as a standard since they released the Workshop, just like the community market where you sell cards or what not. And, more power to the modders that might be able to make some money. Let's just hope that Valve learned from the last time and provides tools for authorship that can make the mods exclusive to a single author. If they don't, I'll be it winds up exactly the same as last time. Midnight Voyager posted:Or proper duct tape A real wastelander would use vegan organic tatos chewed into a sticky paste by the crafter themself.
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# ? Apr 23, 2016 22:38 |
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Providing an option to sell a mod is a good thing given how much time and effort a large amount of modders spend on making their mods and a decent implementation of a system on steam would be a good thing to have, honestly. The implementation they had before was really poor in a lot of ways, unfortunately, and that added on top of your standard entitlement about not wanting to pay for a thing you got free before led to possibly the worst first impression you could have on the subject.
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# ? Apr 23, 2016 22:57 |
Dropping it out of the blue all of a sudden didn't really help matters for the positives of the idea.
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# ? Apr 23, 2016 22:58 |
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Cantorsdust posted:
as someone who has used the new creation kit, the delays have nothing to do with steam/valve. Also nothing ive seen even allows it to hook into workshop.
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# ? Apr 23, 2016 23:51 |
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How do you set an NPC to essential? Every time I try it it says "Missing parameter base ID" or something like that, even though I've got them selected and I put in their ID so my command looks like: SetEssential ff00fahlkjsdh 1. I've tried all sorts of brackets around the ID, and the [PP] at the end of the ID. Nothing works. The NPC is a robot I've made, if that matters.
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# ? Apr 24, 2016 00:14 |
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I'm pretty sure that Bethesda has said that they're not even going to use the Steam Workshop for Fallout 4, instead they're building their own site for it (which will presumably also be used for mods on consoles, however that's going to work).
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# ? Apr 24, 2016 00:26 |
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Veotax posted:I'm pretty sure that Bethesda has said that they're not even going to use the Steam Workshop for Fallout 4, instead they're building their own site for it (which will presumably also be used for mods on consoles, however that's going to work). This is accurate.
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# ? Apr 24, 2016 00:55 |
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El Jeffe posted:How do you set an NPC to essential? Every time I try it it says "Missing parameter base ID" or something like that, even though I've got them selected and I put in their ID so my command looks like: SetEssential ff00fahlkjsdh 1. I've tried all sorts of brackets around the ID, and the [PP] at the end of the ID. Nothing works. When you create a NPC, the form you create is the BaseID. It's also sometimes referred to as the prototype form. If you then place that NPC in the world (either via a plugin, or ingame by spawning it in via the console), the form that handles that is called a RefID. Each unique placement has its own RefID. If you select something ingame with the console you always get the RefID. The one you got there is one dynamically allocated by the game as it starts with "FF" (meaning it only exists in your save file). Using the console command Help "<NPC name>" should return the BaseID.
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# ? Apr 24, 2016 01:17 |
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Raygereio posted:You need to input the Base ID, just like the error says. Thank you!
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# ? Apr 24, 2016 01:20 |
Speaking of mods and console, what's going to happen once mods start leaning heavily on F4SE? Bethesda just going to leave consoles in the dust?
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# ? Apr 24, 2016 01:53 |
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QuantaStarFire posted:Speaking of mods and console, what's going to happen once mods start leaning heavily on F4SE? Bethesda just going to leave consoles in the dust? There are always going to be mods that are not feasible for consoles to utilize. That won't be 'Bethesda' leaving them in the dust, but the modding community itself.
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# ? Apr 24, 2016 01:57 |
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Midnight Voyager posted:Or proper duct tape It's supposed to be duct tape orz I guess I gotta redo the model huh. Does it look too stiff? Too hard? Edit- Here's it in first person. I'll try making the duct tape straps wider and see if that makes it look any better. I'm using Bethesda's texture / normal / spec map for it Also trying to figure out why direct sun-light just 100% bleaches out all detail on the weapon. Wrr fucked around with this message at 03:11 on Apr 24, 2016 |
# ? Apr 24, 2016 03:03 |
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So the GECK has hit, anything good happen yet?
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# ? Apr 24, 2016 03:14 |
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Wrr posted:It's supposed to be duct tape orz Too narrow. The current strips look about a fingerwidth wide, should be 2-3. Also too neat. Typically when using tape you go around several times with the layers mostly overlapping.
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# ? Apr 24, 2016 03:25 |
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2 bit of info caught my eye, http://www.nexusmods.com/fallout4/news/12770/ Opening up some buildings, giving them interiours. awesome, we talked about this here a long time ago. and the other? http://www.nexusmods.com/fallout4/news/12770/ tldr, nmm will work when 1.5 and the F4CK drop, make a profile now and export your load order. Mod Organiser may be fine as well. but check in any case.
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# ? Apr 24, 2016 03:29 |
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those are both the same link, my friend
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# ? Apr 24, 2016 04:03 |
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staberind posted:2 bit of info caught my eye, http://www.nexusmods.com/fallout4/news/12770/ Opening up some buildings, giving them interiours. awesome, we talked about this here a long time ago. this is old news, all you have to do is put * in front of any esp/esm in the plugins.txt and they work just fine. its not really a big accomplishment for NMM or MO2 to make it do this automatically. currently using 196 mod esp/esm files with no problems.
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# ? Apr 24, 2016 04:03 |
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Do we have any idea on how far out the GEck is realistically?
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# ? Apr 24, 2016 04:05 |
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LumberingTroll posted:this is old news, all you have to do is put * in front of any esp/esm in the plugins.txt and they work just fine. its not really a big accomplishment for NMM or MO2 to make it do this automatically. currently using 196 mod esp/esm files with no problems. Yeah, this is about the actual 1.5 not the beta, the asteriscs * are to use mods in..... the beta. 255, I am just crunching some weapon mods together, want to just melt them into the weapons crafting benchie.
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# ? Apr 24, 2016 04:21 |
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Wrr posted:It's supposed to be duct tape orz Width is the main problem, and the pieces are unnaturally evenly placed. Here's an ingame example: http://www.imfdb.org/images/thumb/3/3c/Fallout4-Remington-1.jpg/600px-Fallout4-Remington-1.jpg Also, for some reason, it looks like the tape is... inset into the handles? Something about the normals makes it look like it's dented in.
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# ? Apr 24, 2016 04:33 |
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Wrr posted:It's supposed to be duct tape orz A weapon like that is gonna wobble a ton when you swing it and lose a lot of energy because the hammer is attached to the stick so far down the handle. Get some tape up around the neck of that sucker.
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# ? Apr 24, 2016 06:11 |
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staberind posted:Yeah, this is about the actual 1.5 not the beta, You think the release is somehow going to be different than the beta? The CK beta, is the same as the current open beta, just with CK access. Any mod not laoded through the Bethesda Launcher (CK mod platform) needs to have an * in front of it. Someone needs to come along and make a weapons mega mod compilation so I can just use one esp for sure, with support for Armor and Weapon KW, and See-Through-Scopes and The Weapons Mods mod, and Extended Weapon Mods, and... damnit... LumberingTroll fucked around with this message at 06:23 on Apr 24, 2016 |
# ? Apr 24, 2016 06:20 |
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Really, wmm, awkw, scopes, legendary mod, xmod, and craftable ammo should just be one mod with optional components. I realize that's way easier said than done. But user end its way stupid using so much space for things that effect the same part of the game
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# ? Apr 24, 2016 08:31 |
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Nasgate posted:Really, wmm, awkw, scopes, legendary mod, xmod, and craftable ammo should just be one mod with optional components. yeah, and the opposite is also true, homemaker could be more modular, I think the reason there are so few merged mods around is really down to personal preference. its not difficult, its just a bit tedious. however, I found a script that adds keywords automatically in xedit and it looks like i am almost intelligent enough to alter it to add different poo poo. LumberingTroll posted:You think the release is somehow going to be different than the beta? The CK beta, is the same as the current open beta, just with CK access. Any mod not laoded through the Bethesda Launcher (CK mod platform) needs to have an * in front of it. Ive not tried the ck yet, so I actually have no idea, I just tried the beta and am aware of workaround, I assume that the asterisk thing is just for the beta, because submitting bug reports with mods can be counter-productive. yeah, I am adding a&w kw support plus legendary weapons kw as well. toying with the idea of any mod any weapon, but i want it to work and be a simple space saver, so going to keep the feature creep to minimum. I will add practically every weapon I can find to the single esp, but then just copy that and delete what I don't feel like using. oh, nmm just updated. seems to be ok, now Armor oh ghod. staberind fucked around with this message at 08:45 on Apr 25, 2016 |
# ? Apr 25, 2016 03:28 |
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What do you guys think of it now? I listened to some of your advice and it does look MUCH better. The bottom most piece of tape has the UVs set so you can't see the tab to the end of the piece of duct tape. In your opinion, would it look better if it was similar to the pieces at the top? There is a ton of z-fighting on the other side but uh, don't worry about it. I'll take care of it.
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# ? Apr 25, 2016 04:51 |
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Wrr posted:
Yeah, it looks better with the width and detail now. quick question, is the head of the mallet modeled separately from the handle? cos if you do that, you can scale them a little separately, and just add the head as a mod to any mod any weapon, same with the handle. staberind fucked around with this message at 08:53 on Apr 25, 2016 |
# ? Apr 25, 2016 08:48 |
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Wrr posted:
What this guy said: Magmarashi posted:A weapon like that is gonna wobble a ton when you swing it and lose a lot of energy because the hammer is attached to the stick so far down the handle. Get some tape up around the neck of that sucker. I think you misunderstood, I think he meant something like this; Note the tape is right at the highest point on the tenderizer. So your newer version is virtually the same kinetically as the old one, but the hammer has moved up the pole, which effectively puts it in a worse place than where it was previously (because it can't be fastened/secured now at the highest point). Basically imagine this was real and you had my version and yours, and you put your hand on the metal head of the tenderizer and tried to wiggle it back and forth; which one do you think would be more secure?
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# ? Apr 25, 2016 09:32 |
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I don't think duct tape would hold up enough under the repeated strain of bashing things two handed. A more practical solution might be to use a metal pipe as a sleeve/coupler, slipped over the tenderizer handle & the top of the pole, then drilled through both & screwed or bolted to keep it from slipping off. Plus it keeps the head inline with your hands, so the weapon won't want to twist when you hit something with it.
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# ? Apr 25, 2016 15:57 |
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I used really strong duct tape. Industrial grade stuff.
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# ? Apr 25, 2016 16:08 |
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Nevets posted:I don't think duct tape would hold up enough under the repeated strain of bashing things two handed. A more practical solution might be to use a metal pipe as a sleeve/coupler, slipped over the tenderizer handle & the top of the pole, then drilled through both & screwed or bolted to keep it from slipping off. Plus it keeps the head inline with your hands, so the weapon won't want to twist when you hit something with it. Or a super sledge, replace the head of a super sledge with this.
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# ? Apr 25, 2016 16:32 |
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Put it at the business end of a power fist so I can call my right hand Meat Masher and mean something entirely different for once
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# ? Apr 25, 2016 17:06 |
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I mean, you can just put screws through it and wrap duct tape around it to give it a better grip. (Does look MUCH more duct tapey though. I think I like the way the bottom one looks better than the top)
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# ? Apr 25, 2016 23:02 |
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The newer duct tape is a huge improvement, but like others said it's still gonna wobble if it's not taped closer to the head. Personally I'd probably cover the whole thing in tape, no point skimping on it if you want it to hold. E: Went googling for an image to give an example, this was the best I could find: Basically, don't go with the single strips of tape like you've got now at all, but more of a covering like in this pic all along the hammer's handle. Woebin fucked around with this message at 12:37 on Apr 26, 2016 |
# ? Apr 26, 2016 10:44 |
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Woebin posted:The newer duct tape is a huge improvement, but like others said it's still gonna wobble if it's not taped closer to the head. Yeah I used to have to duct tape paint rollers to handles and you have to go NUTS with it to get it to stay on
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# ? Apr 26, 2016 10:49 |
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Finally, what we have all been waiting for, a little bit of Europe in Fallout 4 https://www.nexusmods.com/fallout4/mods/12362/ Slick.
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# ? Apr 26, 2016 17:49 |
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Todd "the Modd" Howard here https://www.youtube.com/watch?v=hdGr8MH4pPU (no date lol) Shoehead fucked around with this message at 18:58 on Apr 26, 2016 |
# ? Apr 26, 2016 18:56 |
Shoehead posted:Todd "the Modd" Howard here Mods are in open beta now though. We can all download the Creation Kit and poo poo.
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# ? Apr 26, 2016 19:08 |
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# ? Jun 5, 2024 05:11 |
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Getting really bad vibes from this Bethesda launcher thingy.
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# ? Apr 26, 2016 19:13 |