Jump to content

Pete Hines changed his mind about FO4's last DLC? Or am I reading too much into it?


Recommended Posts

Posted

Halstrom, like i already to said to you in PM, i think you script guys are genius.

 

About the tools, the question that i see is, will fo4 have life when the tools arrive? For me yes, but for most people... don't know, i don't see the hype for fo4 like we have for older bethesda games... or i am getting old, don't know :)

I think so, there are still people working on complex FONV mods that will probably come across later when the tools arrive. Mesh, texture and animation people are just as important and have their own skills and flair, once sexy props and things start appearing people will start using them and mods will start forming around them too :)

Yours and Vioxis's stuff is awesome and inspires me to keep working on mods using it, I doubt I would have done anything like the work I'm doing using vanilla assets or some of the basic recolor stuff around :)

Posted

I sure hope they're gonna release more - by which I mean that all I wanted from any of the DLCs was another female romanceable companion to balance out the overabundance of male companions. But noooo, let's add MORE male companions. *sigh*

 

Though if I had to guess, I can't see them doing anything elaborate. Workshop items, maybe, but that'll probably be all we're getting.

Posted

 

A lot of us modders are just spinning wheels at the moment, most people have no idea how hard it is to do any scripting mods at the moment without F4SE. I spend days resorting to primitive token counting and keywords to just send basic information from a door to a collar. A level 4 door detects a level 2 collar wearer trying to access it, to issue a level 2 infringement the door script has to give 2 tokens to the actor and then the actors script counts them and does its stuff.

I spend hours day writing script then hit compile to find I need a simple function that doesn't exist like Armor.HasMod(). Or hours tracking an issue to find some functions you can compile but just completely fail with certain types or if they aren't in the right type of object reference.

I find I can't do a function in an Armor attached script so I copy the script over as an enchantment effect on the Armor only to find that function now works but 2 crucial functions of my existing code don't work in enchantments :/

I end up blocking off the whole color changing code block of my collar script because it's just flat out impossible to do without hoop jumping and juggling from a secondary scripted object. The wiki documentation is still incomplete and a bit fuzzy in places (but thanks to those guys who are working on it) so those of us learning Papyrus waste hours learning basics :)

So us modders are here but many are waiting for decent tools and things to stabilise. I'm still seeing a lot of minor changes in FO4Edit with each update that mean I have to then re-update many of the assets I edit in a mod too :)

 

 

Ah I get that, I'm not much of a modder, but I wanted a simple "click the aim button set you in first person, release it sets you in third person" and I was stumped... Well, although it's still the same engine, a lot has changed so it was expected it would take a while before we get to the same level of modding we had in new vegas or skyrim

 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...