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About Carreau

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    A semi-noob modder for Fallout 4.

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  1. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    The specular map has changed and a new reflection map was added. Textures will need to be updated to match. I don’t know any more than that since I rarely ever handle texturing.
  2. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Fwww.gamestar.de%2Fartikel%2Ffallout-76-kein-offline-modus-kein-solospiel-ohne-andere-spieler-keine-npcs%2C3330937.html&edit-text=&act=url I'm assuming you're taking this quote and running with it. " And also modding should be possible, but only after release. Howard promises private servers where we can customize and modify the game to our liking. Bethesda also wants Fallout 76 constantly provide with new content and listen to player requests. " Specifically about private servers. That would be necessary for being able to play with other people not in a public environment. Bethesda hasn't announced if they plan to be the sole host for private servers, but for most other games of this nature, private servers typically go through some sort of hosting service. That means, the server code will need to be disseminated. If Bethesda eventually plans to offer up the Creation Kit for 76 like they have for FO4 and Skyrim, that means that they'll have to allow users to download the server software as well since the server is doing all of the heavy lifting and the client is relegated to rendering and user input to the server. I wouldn't be able to develop complex mods without full server control in a local environment. Minecraft transitioned to this system a long while ago, and 76 seems to be following the type of system as well. When you launch Minecraft, the game launches a background server and you plug into that when you play in single player. That's also why the program can transition to LAN without a restart and the client acts the same between single player, LAN, and internet. I've dug through some of the archives, and 76 is set up very similar to how Minecraft is set up in that regard. The difference between the two is that MC was released as single player originally and transitioned to a multiplayer game later and 76 is designed from launch to be multiplayer. We'll know more in the future. And if I know one thing about the mod community, someone will crack the server side code and create an emulator to plug into.
  3. Carreau

    Fallout 76 announcement? (Bethesda Live Stream)

    I ran into Mothman yesterday outsife of Point Pleasant. He is super creepy. His eyes follow you no matter where you stand. And I’m having a ton of fun with the game so far. The launcher debacle didn’t impact me. I was able to redownload the files and launch the game well before the start time. there’s room for improvement for sure. But there’s also a mindset change. I’ve never played FO4 on survival, so I’m still getting accustomed to weight limits and meter watching. But we’re also minus the power fantasy that the core games offer. We start off fairly frail and basic, so the build up to being competent is reintroduced to this series. I hit level 10 last night and feel more confident in my play style as more perks are opened up and my special stats get further from 1. The one thing I would like to see is the ability to craft a larger stash. i do miss having towns of NPCs for that safety net, but I don’t feel the world is all that empty. There’s lots to do, and the randomness of FO3’s wasteland seems to be back as well. Lots of times where I’d see mutants stationed at a point randomly fighting it out with a roving band of scorched. the playerbase seems pretty mature, too. I haven’t been harassed or impeded in any way. The few times I’ve encountered someone has been pleasant. We usually give each other a helping hand and then part ways. so far, I’ve played roughly 8-9 hours completely solo and haven’t felt the need to be in a party.
  4. Item references are a bit funky when they sit in inventory. IIRC, things like potions and consumables have their references deleted when sitting in a container. So, that's probably why the reference is returning none. The hardcore manager script monitors OnItemEquipped, and only works with the BaseObject property when it's checking if the item used was food and needs to deal with food or drink pools. Looking at your script, you should be comparing the base object returned by OnItemEquipped to the potion you declared in the header since that's technically a base object as well. Just for reference, here's a snippet from HC_Manager for parsing food items. Event Actor.OnItemEquipped(Actor akSender, Form akBaseObject, ObjectReference akReference) ; As long as your actually food and not one of our many tasty potions, lets add you to the food array. if akBaseObject == HC_Antibiotics || (akReference == none || false == akReference.IsQuestItem()) && false == CommonArrayFunctions.CheckFormAgainstKeywordArray(akBaseObject, NonFoodKeywords) AddFoodItem(akBaseObject) endif EndEvent The reference is only of concern when it's a quest item. Notice that the check is specifically filtering out references if they aren't returning NONE.
  5. You are correct that at the beginning of forcegreet, Bethesda doesn't typically re-evaluate the stack. Given he was having issues, I figured maybe it would help. Looking at some of the other forcegreet packages, like Brandis, his conditions are if a stage in quest BoSM01 hasn't been completed, and whether the player has LoS on him. After the stage is set, his package is re-evaluated to force his forcegreet to exit. That is almost very much consistent in Bethesda's approach. Evaluate the stack to kill the forcegreet after it's done.
  6. You have to set the conditions of the forcegreet and then make the NPC re-evaluate it’s package stack.
  7. Carreau

    Fallout 4 fails to start with F4SE and MO2

    Update your Mo2. I've noticed sometimes they'll release an update, and if I'm a few versions behind, the game will CTD on launch. I can launch the game normally through steam or F4SE directly. It'll even happen overnight where I know I've done nothing to my setup (worked fine, went to sleep, woke up and it won't work), but an update always fixes it.
  8. If you’re just after an empty array to start, here’s one method I’ve seen Float[] fArray = new Float [0] fArray.clear() now it’s empty and you can use the add() command on it to add whatever you want. If you want to have your array as a script global, just declare it in the header float[] fArray then in the code, where you expect it to be used the first time, perform a check for none if(fArray==none) fArray = nee float[0] fArray.clear(0) endif fArray.add(SomeFloat) to remove Find the index int i = 0 while(i < fArray.length()) if(fArray == floatToSearch) iIndex = i endif i+=1 endwhile fArray.remove(iIndex) I use these methods with data structs a lot. i don’t know if the setting the array to a 0 length is required and then clearing, but it’s how I’ve seen it handled and I started doing the same. It just works
  9. Sorry. I get a little worked up when I see someone hammering a request. It can be a bit of a pain when someone asks me for what could end up being an additional ESP and I have enough problems maintaining one version let alone multiple variants. make it a toggle option with the warning “may be incompatible with certain mods”
  10. If you want it so bad, make it yourself. It’s a pain for mod authors to try and keep up with multiple variants of a mod.
  11. Thanks for the shoutout cheese! i’m always working on my overhaul mod to add new content. I’m getting pretty close to a new release. but there is definitely support for these types of mods. I hope you enjoy!
  12. Carreau

    BBW and SSBBW lovers unite!

    Lookin' good! That's a really well setup body.
  13. Carreau

    Need Modding Help: Random Encounters

    When i make random encounters, i usually just look at how a vanilla one is done and then use the same implementation. Bethesda has a bunch of templated RE quests you can copy to get the legwork done. Just add it to the right branch in the story manager and you’re on your way.
  14. Carreau

    Trouble with Looksmenu bodymorph

    This was months ago, and at the time, everything was up to date. I ended up unpacking the Ba2 so the scripts would load. I was getting tired of the esp constantly disabling, and I was actively developing a mod to take advantage of functions inside bodygen. It was just easiest for me to develop and troubleshoot by taking the empty esp disable out of the equation by using a mod manager.
  15. Carreau

    Trouble with Looksmenu bodymorph

    I can confirm the action I stated is 100% true as I started running MO2 to prevent that behavior. I’ve manually installed mods on every Bethesda game I’ve played, FO4 was no different. Looksmenu would conisistently disable itself when launching the game using F4SE. After much research, a mod organizer was the fix, and I haven’t had an issue since transitioning to MO2. The irony is I still manually install my mods as I simply did not want to uninstall everything just to switch to MO2’s virtual folders. I only use MO2 to set my load order and launch the game.