Whole new trend in player housing mods.

Post » Fri Nov 27, 2015 9:16 pm

User discretion is advised.

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Marlo Stanfield
 
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Post » Sat Nov 28, 2015 4:34 am

if you are allowed to physically move an object in game, those object will be able to be replaced with new textures/meshes. the big question is whether or not you can add objects to the list of moveable objects. there could be a set number hardcoded into the game. so you could only replace the existing building materials. lets hope that isn't the case.

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priscillaaa
 
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Post » Sat Nov 28, 2015 4:14 am

i actually don't think that's how it's going to work.

i figure that, once you built your settlement, there'll be no "wiping it off the map", but your buildings will, like, be destroyed to their foundations, but just these foundations intact, so the remainders of your settlement in it's most destroyed state will BE that blueprint

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Amy Siebenhaar
 
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Post » Fri Nov 27, 2015 8:32 pm

What about some sort of Feng Sui mod built in....so you can hang weapons or tires on the walls you build. This must happen in some way!

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Keeley Stevens
 
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Post » Fri Nov 27, 2015 8:47 pm

The entire crafting system is making my head spin in terms of where modders can take this. I mean you are literally playing with guns like lego in that E3 footage, and that means that its not just going to be new guns that are modded in, its going to be new components for existing guns. After a few years we're going to reach a point where New Vegas is right now where if you have a favourite gun in the real world there's about a 90% chance its been modded in already, but now that gun has 200 variations and can fufill whatever role you want it to with the crafting magic of the soul survivor.

Then there's the previously mentioned stuff with modders making new stuff for houses, meaning that my little village built ontop of Sanctuary HIlls will probably go through a lot of redesigns over the years. I hope the modding tools are released pretty soon after, since we finally have a next-gen Bethesda game and it is blowing everything else out of the water.

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GabiiE Liiziiouz
 
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Post » Sat Nov 28, 2015 7:00 am

Oh boy,by 2017 this game is gonna be a crazy masterpiece.

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Alycia Leann grace
 
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Post » Fri Nov 27, 2015 5:07 pm

These, +1!
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Bethany Short
 
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Post » Sat Nov 28, 2015 5:53 am

That may be in the vanilla version. The weapon displays at least. They were in Skyrim , so maybe, if not, I'm certain there will be mods for it. The only thing I really worry about in regard to base building is the space. I'm worried it may be too restricted, based on what I saw during the E3 presentation.

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Javaun Thompson
 
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Post » Fri Nov 27, 2015 7:36 pm

These should prove to be real interesting. I'm wondering just how much of the pre war world you can explore outside before the script triggers codsworth to tell you the bombs are dropping. It didnt' seem like the protag had any options to go outside after speaking with that vault tech agent at all. But in the even you could go outside, I wonder how far the pre-war game environment extends to. Probably consists of that entire cul de sac that the protag's house is on plus the bridge and road that lead to the vault.

On that note, has it been announced/inferred yet that if there will there be

Primary needs (SLP, FOD, H20) and

More complex needs (the likes of an IMCN or PN)?

Even more immersive complex needs like the Toilet Paper mod

TP mod has to be one of the most underrated mods in terms of realism since it allowed your PC to do #1 & #2, and also get dirty from exploring and from soiling themselves with #1 or #2. So they would have to bathe regularly to avoid negative hits to their charisma and several other stats. Made the game that much more fun and immersive to play. Vendors didn't always carry a box of detergent or abraxo cleaner for my PC to bathe and wash his clothes. So strategically having to plan my PC's travels to bypass traders/establishments to keep several handy in your inventory was always interesting.

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Music Show
 
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Post » Sat Nov 28, 2015 7:47 am

If that's is possible (don't see any reason why it shouldn't) console users are going to get a real buzz from it. I can see many spending a large portion of their lives building their own perfect house with new modded content. Serious mod addictions coming!

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Stefanny Cardona
 
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Post » Sat Nov 28, 2015 1:41 am

Have you seen jaxon's positioner for skyrim ? You can move/rotate/scale/lock in place anything and everything in the game with it.
http://www.nexusmods.com/skyrim/mods/52583
The question I have is that, do NPCs understand the change ? Will the Navmesh dynamically change ??
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Janine Rose
 
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Post » Fri Nov 27, 2015 4:05 pm

They may have the navmesh pre-built in the nifs themselves along with a navmesh cutting collision layer.

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Nicole Elocin
 
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Post » Sat Nov 28, 2015 8:10 am

I always wonder why the Beth guys don’t hand out the modding Tools before they put the game to the stores. With an active Modder Scene already in place that might prove beneficial... that way the first customized stuff would be at Hand when the game hits the shelfs – and I find it hard to believe that I am the only one that will buy and play this one for its mods ;-)

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Rude Gurl
 
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Post » Fri Nov 27, 2015 7:22 pm


Consider beth will fine tune the game until publisher pry the game from there hands, making a working modding tool and ensure mods can work on day one is a effort I think beth wanna put on that fine tuning.
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Cathrine Jack
 
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Post » Sat Nov 28, 2015 2:57 am

very interesting question. lets be honest, navmesh svcks. It would make more sense for Beth to get rid of navmesh and just try to use a system based on the collision, which i believe is highly possible. Navmesh could still be used, but more as a 'best pathing' mechanism, so navmesh could just be on like main roads, etc.

or use navmesh in reverse, where its only on stuff that cannot/shouldn't be accessed or walked on by NPC's.

Mindboggles may have it right though; which could mean a pile of problems. we already are somewhat limited with nif exporters, adding some type of external navmesh into the equation would be more problems. I'd like to see how they do this; and what it means for modding. I'm really hoping Beth hasn't limited anything we can do, like how many moveable meshes we can add to the list in their new building system, or perks, or skills, etcetc.

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Portions
 
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Post » Fri Nov 27, 2015 10:05 pm

The CK and the GECK require the game-files to be loaded in order to work.You can't mod something you don't have.

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Flutterby
 
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Post » Sat Nov 28, 2015 12:05 am

I want a whisky still :foodndrink:

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suniti
 
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Post » Fri Nov 27, 2015 9:29 pm

I will expect to make my usual type of prebuilt house because I tend to create lots of low level characters instead of one level 30 character. While using the house building features once would be fun, I would use mods for subsequent games.
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Ria dell
 
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Post » Fri Nov 27, 2015 6:40 pm

no modding the game without the game's assets, making them the most crucial part of the modding tools.

giving us the game's assets = releasing the game.

-> giving us the assets before releasing the game = releasing the game before releasing the game.

so figure it's basically because, as we all know, beth never got releasing the game before releasing the game right... :-)

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Rob Davidson
 
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Post » Sat Nov 28, 2015 1:28 am

wanna know what i think what it really is like?

they HAVE the working modding tool, since the ck / geck is what they make their game on themselves.

so what i think they actually do between release of game and kit is: clear out half baked models, inoperable script tries and what not junk may have piled up during x years of making the game out of the assets, so we don't see them and think they'd be how things should be done :-)

edit: you'll also have noticed that frequently kit pieces are missing. they won't have made incomplete kits. but cleared unused parts out

(btw, please don't! we modders really could use the stuff :-)

edit2: i just realised this theory is utter bs - if it was like that, those remainder scripts etc would be in the game files anyway, regardless of if the kit is released or not...

new brain, pls. :-)

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Jessie Rae Brouillette
 
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Post » Fri Nov 27, 2015 5:05 pm

like i already suspected in another thread:

many actors etc are persistent, meaning they run packages etc even when not loaded. to path now, they'll need some representation of the game world, since you can't keep all the game world loaded all the time just so some random npc on the other end of the map can go get a beer, at least not without performance collapsing. and just this simplified representation of the game world that is always loaded for just this, that's the navmesh.

pls note that's my own theory though, it all could be totally different and all this a big pile of bs :-)

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K J S
 
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Post » Sat Nov 28, 2015 2:58 am

ah, never thought about that tbh. if the game is 64 bit, they could have expanded the room bounds, and could restrain certain actors, but yeah, i guess you'd have to have some form of pathing for travelling merchants and such.

navmesh is just so annoying.

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Kelsey Anna Farley
 
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Post » Sat Nov 28, 2015 2:19 am

the one thing i really find annoying about it is how easy it is to break it (or rather it's borders) in exteriors, incl. how mods will inavoidably overwrite eachother's navmesh edits.

in all other aspects though, i think it's a pretty good thing when you consider the presumably preferred alternative's consequences:

so, we have collision detection now instead:

let's ignore performance is down the drain because every loaded or persistent npc needs to consider literally every piece of sh*, anywhere, for pathing, and, since i don't think it's even possible to actually hold all of the game world in memory, therefore constantly needs to shovel stuff in and out of memory wherever an npc in a non-loaded area steps (this is what we IGNORE :-)

now: imagine you made a little camping ground by a lake or stg. you don't want your npc to walk through the fire, over benches and bedrolls, go drown himself in the lake, fall of the cliff, you get my notion :-), so you'll necessarily need to tell him where to NOT step. so: whatcha gonna do now, make an ANTInavmesh for where he can NOT walk? :-)

that's why i, assuming i got it about right what's the point in it anyway, actually think navmesh is a good thing, if they can clean out that border thing, and possibly combined with models that can bring their own navmeshes or navcut (which, for all i understand, is in theory possible in skyrim engine latest anyway)

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meg knight
 
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Post » Fri Nov 27, 2015 3:56 pm

Nav.Mesh will be the final boss of Fallout4

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Aman Bhattal
 
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