For DevelopersModders - How did they do that? Discussion

Post » Thu Nov 26, 2015 10:03 pm

In the creation kit crafting recipe had a single item ID as output ( sword or shield or 4 nails or 24 arrows etc..).If they added an array of products like the one they use for ingredients it is entirely possible to have reverse crafting recipes that give more than one item type back.

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Tyrone Haywood
 
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Post » Fri Nov 27, 2015 9:48 am

I think the foundations are mostly where to make the building even and without clipping. It might also have gameplay effects like enemies attacking, you can probably resolve this by an peace deal or wiping them out.

It looks like other stuff like defenses and power can be put down everywhere as they don't have an large ground plane or many pieces who has to fit close together.

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Tom
 
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Post » Thu Nov 26, 2015 8:40 pm

You are the "Hunting in skyrim" author right?Are you already planning something for FO4? :D

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Mr. Ray
 
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Post » Fri Nov 27, 2015 4:25 am

It's clear they've been experimenting with Skyrim. The house building is straight from Hearthfire. And, as mentioned, there are already mods that let you build towns in Skyrim.

So the tools are already there. I think the biggest additions will be the dialog. Since our hero now has a voice, and with over 13,000 lines recorded - I'm hoping it's stored in such a way that modders can use the recording in our own mods.

We'll see though.

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matt
 
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Post » Fri Nov 27, 2015 7:04 am

Considering how bonkers the navmesh generator can be in the CK... I sincerely hope not.

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Lauren Graves
 
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Post » Thu Nov 26, 2015 7:23 pm

I meant it in the way it was done in a mod for skyrim of wich i can't remember the name.The navmesh data was tied to the object placed in the world or something like that.Yeah lol Ck autogenerated navmesh triangles on tables and chairs *facepalm*.

The mod MIGHT have been "live anywere constructible shacks" from nexus.

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bimsy
 
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Post » Fri Nov 27, 2015 8:25 am


Why shouldn't NPCs be able to walk on chairs and tables you monster!
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Penny Courture
 
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Post » Thu Nov 26, 2015 6:39 pm

Because they would think that they could walk on the table,but being completely unable to jump upwards they would just keep walking awkwardly against the table.

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Hannah Barnard
 
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Post » Fri Nov 27, 2015 3:41 am


I have a couple of ideas in mind, will have to play the game before I decide though :)
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Luna Lovegood
 
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Post » Fri Nov 27, 2015 1:44 am

I only just saw your signature,i feel stupid now for asking,I just recognized the bear profile pc.

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Franko AlVarado
 
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Post » Thu Nov 26, 2015 7:14 pm


It's ok lol. Baring everything else good or bad we've seen so far, I believe this game will be the best in the entire bethesda catalogue for modding.
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Kim Kay
 
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Post » Fri Nov 27, 2015 8:16 am

Well we say that every time a release comes, it's the nature of the beast. :P
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RAww DInsaww
 
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Post » Fri Nov 27, 2015 4:25 am

I second this.with each passing game modding is getting easier:more and more stuff just works and less workarounds have to be used.

I can only imagine the wave of custom weapon and power armor parts.

I sincerely hope that we can place furniturdventures mods.e?

EDIT:Given the presence of VR pods,just imagine the possibilities of VR an

God i'm so hyped.

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how solid
 
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Post » Thu Nov 26, 2015 10:43 pm

Hell, I'm stoked for new Pipboy minigame mods! I hope someone makes a Mega Man clone.

I'm going to have to learn a lot of new skills if I want to make a new companion for Fallout 4. I've mostly only ever messed around with leveled lists in prior games.

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Isabel Ruiz
 
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Post » Fri Nov 27, 2015 1:30 am


That's a great point actually! I wonder if we'll be able to program our own games like Arkanoid, Tetris, or even a chess game.
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Shannon Lockwood
 
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Post » Fri Nov 27, 2015 6:19 am

We can play NCR snake.An ever growing column of ncr tropers conquers city after city untill it grows to large and eat itself.So deep.

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Quick Draw III
 
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