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Evan555alpha

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  • Resident Lanky Git. Who likes boobs.
  • Gender
    He/Him
  • Location
    The most live-able city in the world, Australia. Otherwise known as not-Sydney
  • Interests
    Fallout, Overwatch, MLP, and PC-related stuff. Oh, and presumably porn of said things.

    Maybe Skyrim as well, though I've never played it.
  • Bio
    Just another pervert on the internet. Not much else to say.

    I can be found just about anywhere else under the same username. If there's anyone elsewhere using 'evan555alpha', it's probably me.

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  1. any chance queen chrysalis is available too? not just the armor?

  2. Some time in the next week, actually. Just need to make some promo screenshots.
  3. Oh fuck, I forgot to post this update here as well as Nexus. Has it really been over a year already? God damn. So, what's changed since then? Personally, a lot. For the mod, basically nothing. For the better part of 2020, this mod's been on hiatus. It's not dead, but at the same time I've had other stuff to deal with, and as a result I lost some of the drive to work on this mod. At this point in time, I've been considering pulling together all the stuff I have at the moment, and throwing up a kind of "1.3 beta" that'll have all the weird and wacky half-changes that I've made. For the record, if I do do that, please don't complain that it ruined your save or whatever once you moved on from that to the actual release. I have a small list of things I made a while back that I said to myself that I'd do, but nowadays I don't remember how encompassing that list was of all the issues that this mod has. The only thing left on it at the moment is to make non-physics variants of all the outfits because some people have been wanting those, but I think that I won't do those for now. I've been away from modding Fallout 4 in general for quite a while, and as a result I don't really know the "standard" stuff when it comes to things like body physics anymore. (at the time of writing, anyway) Before I release anything, I really want to go through (again) and clean all my source files up, so I can have all of them organised. Then, after that, I want to completely overhaul all the bodyslide assets so that everything is in one neat little package, and all the various physics options can be set from in there. Until next time!
  4. @AuroraMorningdew Yeah, moving forward, I'll be doing stuff without CHCBBEP, and instead with whatever is the new fancy body physics mod (Probably CBP although I haven't checked in a while). I know that it doesn't particularly play nice when you change things from the default. Anyway, copy/paste from Nexus because I've been lazy about checking this site (Sorry! Working on changing that...) End of September November update, because it's been a while. July and August I was overseas, and wasn't really able to work on the mod. September, I've been working on art commissions. There's been a little bit done in regards to removing some requirements, and moving some of those to Changelings.esm instead. Basically, there's going to be two branches. There will be the long-awaited 1.3 update, which will not feature some of the things I have listed in the past. Don't worry, those things will be part of the new 2.0 update, which completely reworks some things from the ground up. 1.3 will be 'feature complete' (probably not the right term) wherein I remove the bugs, and finish off the half-finished features that I had started to put in. This is what will be compatible with saves that have 1.x installed already. I aim to have 1.3 released before the end of the year, but I can't promise anything. This will not feature a quest-line, companions, or anything. 2.0 will have all of the amazing new stuff, and will be the one to rely on Changelings, which will probably be a separate mod listed on the Nexus. Changelings is what will feature things like the world-space, quest-line, companions, and such. It will also feature some of the assets and records from Chrysalis' Armour, as those will be removed from CA and put into Changelings instead. The goal is to have Changelings as a more standalone mod that one can play without needing to use CA as well, and CA will be an add-on to that. Scripts will be refactored as well, so that there's a common function library for Changelings, and various already-implemented scripts will be reliant on that. In the long run, this is better than defining the same function over and over in each different script that needs it. As a result of all these major changes to 2.0, it will be 100% incompatible with saves that already have 1.x installed. I tried to think of ways I could work around it, but there are some changes that I want to make that just will not work with that. tl;dr hoping to have 1.3 released before year's end, 2.0 will be a major restructure that won't work with 1.x
  5. You will probably want to use a script spell/magic effect on the grenade, which then a script to see if the target (or subject, I forget who's who) is under your syringe effect. If they are not under the effect of your syringe, then the script will apply the nasty effects that you want the grenade to have. So you shoot Bob with the syringe. You then throw the grenade at Bob. The grenade checks for what effects are on each target. If the target has your syringe effect, the grenade then does nothing. So the grenade itself won't apply the nasty effect, but it will apply a script that will apply the nasty effect instead. You may also have to change around some things on the grenade itself so that it doesn't do any damage to anyone, like the Relay Grenades.
  6. OMG Evan it's nearly the end of June where's the update!? Thankfully, I haven't had people asking about the mod update. But just like last time, this is more or less just an update to show that I still am actually around, and that the mod hasn't been left to be abandoned like so many others are. For the most part between the last update and this one, I haven't done much. In fact, I can't really list any changes between then and now, that I've made to what already exists. I've been exploring the CK, thinking about what I could do with all sorts of stuff; custom regions, custom grass, weather, so on. I basically want to make *Changelings* into its own thing, so that one could install that, and play as the new race. Whether or not it being standalone also allows for going to the new worldspace, I'm not sure yet. There's also some stuff that I want to do, such as changing the relevant assets over to the BC7 DDS compression method. Anyway, mod's not dead, I'm not dead, it's just in limbo due to real life. Work on the mod will start again late-August.
  7. A few months into the new year, so here's an update: Not all that much has been done with the mod. I was away for the second half of December, and I've been working, and working on other projects in the meantime. I have come to redo some things however, such as giving the main book featured here its own model and new textures, rather than have it be a shitty retexture of the burnt books you can find laying around. There's been a little bit done in the way of new assets, but not really all that much. At the moment, I need to go back and rework a lot of things behind the scenes so that I can properly implement some things. Take the drones, for example. I'm taking those guys, and completely changing the regular ones so that they're not ghouls anymore. I'm also taking all the NPCs I've added so far, and I've gone and made a completely new race entry for them, in preparation of the unique bodies that they're going to have at some point in the sorta-near future. Basically, I need to go back and adjust several things in Chrysalis' Armour.esp which involves removing some records. Don't worry, however, as I won't be removing records if they were present in the 1.2 release. Where will these removed records go, you might ask? Most of them will be moved over into a new Master plugin, Changelings.esm. This new master is what will contain things such as the race entry I mentioned above, the new worldspace I have planned, all the quests relevant to that, and things like that. A handful, such as a cell I added shortly after v1.2's release, were simply deleted, as I am no longer going with that aspect of the story that I had thought of. Speaking of the race aspect, my end goal is to more or less remove dependency on Crimes Against Nature, which I am currently working towards. However, the future will decide if the skeleton is still required. Other than that, I could always introduce an ESL patch to allow for things such as additional races on the armour pieces, provided I decide to remove them from the original plugin in the first place. As a side note, I have also somewhat managed to set up a development environment for F4SE plugins. What this means is that there is now a potential window for me to utilise the vanilla jetpack functions, instead of my hacked-together flight script. I still need to work out what I should do to achieve that, however. In the end, there's still a lot I have to learn about the CK (As well as a lot to fix! Bad meshes everywhere...), particularly in regards to creating worlds, and in general, using the viewport. Bah, almost forgot about your request. I'll get around to doing that, and I'll upload them here. Be aware that I will have reorganised a lot of folders, though, so you may want to remove the old bodyslide files that I provided.
  8. I could make a no-physics option, sure. More environment-related things, such as cocoons, are all definitely planned as part of the planned worldspace.
  9. Is there a way to have multiple instances of the same actor be treated as individuals by the game? What about multiple instances of the same quest alias? I've got a pseudo-follower character who functions as I want them to, and has a manager quest for dialogue interactions with them. The thing is, I want it for there to be multiple instances of this follower, all of which are treated as their own thing. It probably doesn't help that I use quest stages to manage whether this follower is actively following, waiting, or fired. Could I possibly use multiple aliases, rather than a single alias?
  10. So it's been nearly two months, figure it's time for an update: Work is slow-going, but work is being done. I've been working so far on a new weapon that is available (Which replaces an already-existing weapon in this mod). It's not quite finished, but it's getting there: Also pictured is a small sample of the upcoming actual-armour set, over-time body changes, and a handful of fixes that have been made so far. There's plenty more to come, so stay tuned!
  11. I think I can safely say that no-one else's character can look exactly like mine. (Yet)
  12. Thanks for the suggestion, but working on this whilst waiting for a reply, I found the event "OnMagicEffectApply()" which I could register to my script with "RegisterForMagicEffectApplyEvent()". I could use these two, as both the specific items I'm trying to listen for have a unique magic effect that I use to apply another script. By listening out for these script MGEFs, I was able to get this script's functions to happen. The entire point of this script is so that the entire set of bodymorphs for the player will increase a little each time a particular object is eaten, until a set of target morphs are reached. Sadly, the target morphs are currently hard-coded in to be equivalent to the preset that comes with the mod. Ideally, I'd use something, possibly an F4SE plugin, to parse either bodyslide presets, or LM presets, and scrape morph data from them, and convert it to the right format. Spoiler'd is the updated, working script:
  13. So, is there any way to get a quest script to receive an event when a specific item (potion, in this case) is used? I'm currently using the Actor.OnItemEquipped(Actor akSender, Form akBaseObject, ObjectReference akReference) event, but akBaseObject only returns [Potion, and akReference returns None. Would it be possible to do more easily with Quest Aliases? What about sending custom event? Each item has it's own script already attached to do something else, but when I tried to do custom events, they didn't seem to fire. I don't want to tie the script to the item itself; the script's already tied to a hidden manager quest. Spoiler'd is the script in question.
  14. You tried making one as a property? I've had a script compile with the following: Float[] Property PropertyName Auto You could then define the size of the array by filling out blank default values in the CK. Just a suggestion, I don't know if you want to do it an a specific way.
  15. If you really want to know what you're doing, I suggest reading up on what a 'load order' is. It's useful to know how to fix one so that mods work the way you want them to. I suggest using my mod without any mods that alter the start-up sequence of the game. So no 'start me up' mods or anything. Try and get through the vanilla opening sequence. If that does not cause my mod to show up 40 seconds after you leave the vault, then please make sure that you have actually activated my mod in your load order. I also suggest putting my mod towards the end of your load order, so that it overrides any mods you may have that also alter the Science Centre Gift Shop.
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