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PoliteRaider

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Everything posted by PoliteRaider

  1. I don't mean to be overly critical of Wasteland Workshop, because I'm having fun with it and it wasn't terribly expensive. It's pretty limited though and the features that it does add aren't very comprehensive. Don't expect it to "finish off" the settlement mode in any way. It's just a few hundred nice little items scattered throughout the settlement menu. The only mod I know of that it actually makes redundant is my own. My decontamination booth isn't very necessary now that they've added their decontamination arch.
  2. This was added by Bethesda in one of the patches.
  3. I'm actually running zero mods at the moment (except for a few textures) to try out the survival beta. If I could only run one mod, it would be the Full Dialogue Interface just because I like seeing the entire conversation option before selecting it.
  4. Yes, explicit permission is required. Edit: Whoops, Ethreon is right sorry. I was thinking if you re-upload containing the original files rather than just a patch that requires the originals. However check the permission's box on the mod's nexus page (Actions: Perms underneath the download counter). They may have modification permission saying either: "Yes but you must credit me as the original creator" or "Yes, No credit or permission needed". In either case, this is permission to create updates although it varies as to the credit requirement.
  5. Oh, no worries and I didn't think you were wanting to be insulting to anyone. Well there were some settlement mods missing there too, such as the Craftable Letters and Numbers or Animated Water Pumps and I was much too lazy to individually check them all so I just used the complete list of his mods for convenience. Apologies for the confusion. None of DD's settlement mods though provide identical content to WW DLC. The closest they come is the Fusion Reactor or the Letters and Numbers. As JujooGuppy mentioned though, they're aesthetically very different and they also vary a little in implementation. It's not like Homemaker or Alternate Settlements where they sometimes use the same assets as WW DLC.
  6. So I've written a fairly simple papyrus script that allows you to toggle whether the arena factions are friends or enemies by ringing bells. (I've got no idea why Bethesda didn't do this). The scripts appear to be working just fine, however I've got a problem. Once the fighters start fighting, I can set their factions to friendly again but it doesn't interrupt the combat. They'll keep on fighting until they die or I unassign them from their arena task. I don't know how the AI works with fighting, is there some other setting I need to change to interrupt a fight that's currently in progress? Edit: In case it helps I've included my script (for the bell to end fights) below.
  7. Nothing wrong with a little rain. Happy to be corrected when someone has more information. I tend to be of the school of thought that if nothing should be a problem and you have a problem anyway, start questioning your assumptions about things not being problems. Not the correct approach in this case but I stand by it as a general technique.
  8. No, none of them are defunct. Also that's not even close to a full list. Here's the full list: http://www.nexusmods.com/fallout4/users/8671518/?tb=mods&pUp=1 You might find craftable letters and numbers less necessary with WW, since the DLC had its own version. They're quite different however.
  9. The game assigns each new .esm or .esp a hexadecimal reference which limits your total number of plugins to 255 including the main game and DLC. However that's the theoretical limit, the practical limit is a different matter. Every mod you install though will require some ongoing effort to keep it working with the rest of your mods. Because problems can be caused by the combinations of multiple mods the amount of effort required per mod that you run increases geometrically. I'd say there are two answers. 1) If you enjoy playing a modded game. Install the absolute minimum amount of mods required to give you the changes to your game that you'll find most enjoyable. Try to stick to ones that you'll use in this particular playthrough. 2) If you enjoy modding the game. Install as many mods as you have fun installing just don't be surprised when something breaks. I've installed well over a hundred mods before with Fallout 4, but that was because the work of getting those mods working together properly was actually fun for me. I spent more time fiddling with mods than I did playing the game. If you don't enjoy the process, then you probably should go for less.
  10. Fallout 4, unlike previous Bethesda games, uses material files. These are either .bgsm or .bgem files which provide a lot of information for the game to visually create the object. This is where the textures are specified and it also determines whether a colour palette is used for that particular texture or not. Only some objects use colour palettes. You can edit material files using the Material Editor by Ousnius. Perhaps this video tutorial would be a good starting point. It might cover some things you already know from other games, but it's from purely a fallout 4 perspective so you can at least establish where things are the same.
  11. Edit: Actually I think I've got an idea. This is purely a guess, but when I was looking at that flag you made in Nifskope this morning you had a slightly different structure on there than the vanilla files. You had the BSLightingShaderProperty where you specified the material. However you didn't have the BSShaderTextureSet underneath it. If your other models that you're working on here are doing the same thing, that might be the source of the problem. While this entry should be redundant when you're using materials, I haven't seen any of the vanilla .nifs without using the TextureSet there. Given that you're only experiencing this error with your own original content, but not the vanilla content this seems like a possible explanation to me.
  12. Don't worry, I know what I'm doing. :D ... eugh, got woken up at 3am this morning. Today's a bit of a struggle. *clutches my coffee in a death grip*
  13. Okay, here's the correct link. Sorry I accidentally re-uploaded Ethreon's version instead of the modified one. https://drive.google.com/open?id=0B3He-h8wHAcbcnJXblFINjNQSjQ
  14. Here's a quick retexture. It's a little rough, but it might be a little less glaringly bright. I've used Ethreon's setup and just switched out the texture. *facepalm* .... sorry one second, that's the wrong file.
  15. I'm not sure. While I definitely think that they should require some sort of fuel, it's frustrating though when the player would be stuck doing all this personally. I'd want the settlers to do some of this themselves.
  16. Have you looked at Immersive Fast Travel by Cole Robinette?
  17. Oh... actually I think it might be possible. I took another look to answer your question and I've learned more since last time I looked at this, so it's a bit clearer to me. So looking in FO4Edit and using power armor as our example, you have Object Mods which in their data category have function type: set Value type: formID, int Armor Property: MaterialSwaps The formID gives the material swap reference, the int is set to 1 (presumably to switch the material swap on). So there's a good chance that you can just change these values dynamically through scripting or possibly through some other FO4Edit options (like for Perks perhaps). Unless there's some part of the implementation of object mods that I'm missing, it might actually be that simple.
  18. The mod author is currently working on their PhD (Doctoral Thesis), so I expect someone else will need to make a patch.
  19. This should actually be possible. After all, the companions are (mostly) limited to using objects that are within their inventory. I haven't figured out how the enemy AI works yet though, so I'm not sure how to implement this though. I'm pretty sure I've seen this happen already, when a melee enemy is too far away, or a mutant with a missile launcher runs out of missiles. It does, you can see it really clearly with Ack-Ack and the raiders in USAF Olivia if you want to run experiments with it. The system with guns works this way, but not with ammo or grenades. I'm not sure how it works with stimpaks either, I'll have to check on that.
  20. Thankyou everyone for commenting so far, this has been really useful. I'd still love to hear from anyone else who wants to comment. Sorry for not giving a lot of individual replies but I don't want to taint the information I'm getting by getting my own opinions involved. There's a lot of perspectives I hadn't really considered though which people have shared here. So it's already made some changes to my plans. Post-game may not even be the best place to set a quest mod but it's where the story I want to do makes the most sense so I'm going to stick with that. It's good to get some insight into how people approach the post-game material though.
  21. This should actually be possible. After all, the companions are (mostly) limited to using objects that are within their inventory. I haven't figured out how the enemy AI works yet though, so I'm not sure how to implement this though.
  22. I'm not sure. I've been trying to play around with this and got a little stumped. Unfortunately it doesn't look like the vanilla game ever implements a dynamically changing texture, or if it does I wasn't able to find any of the examples when I went looking (I could have easily missed it though). It should theoretically be possible, but without finding an example of it I'm not sure how to go about doing it. With every example I found (such as power armor paint), the game changes textures by switching to a new model (potentially with the same nif though) with the material swap predefined rather than performing it dynamically on an existing object. I don't know whether this is just something Bethesda never ended up trying or if it's actually not possible for some reason. Someone smarter than me is going to have to take a look at it though to say for certain.
  23. I agree. Can't imagine proper CK testing and modding enviroment without having Survival Mode features up and running. Actually I've been playing around with editing it and Survival Mode is surprisingly low-impact. It's much more 'mod' than it is patch or DLC. Almost all of the survival mode features are contained in just a couple of surprisingly simple papyrus scripts (and some .swf changes). I kept expecting to find a lot of survival mode being dependent on changes in the game's base code but there's practically nothing done within the game engine itself. Yes it adds a couple of global variables and a few new actor variables in the .esm, but that's the only changes they've made. (Note: This is purely Survival mode as compared to the 1.5 beta, which DOES make changes but those changes aren't really linked to survival mode at all). Not bringing this up to argue your points or anything, I'm glad they waited to give us a properly tested program as well but it wasn't really the Survival mode that made the impact.
  24. This isn't a choice Bethesda gets to make. They didn't write their own animation program, they bought a license to use the Havok animation toolkit. Whether they want to share that license with us or not, they're simply not allowed to within their own terms and condition with Microsoft. I really hope they manage a breakthrough and somehow persuade Microsoft to let them share some tools to work with this engine with the modding community, but given that this engine was recently sold for $110 Million I think it's pretty likely to stay under lock and key.
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