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  1. Normal mapping can be a great way to give shape to muscles and other body morphs. However it's difficult for mods to manage these changes to characters and maintain compatibility. A framework to handle normal map changes could bridge that gap. Having one, configurable mod that updates normals based on user specified body morphs and their weight values could allow mods to change those morphs and make compatibility patching as easy as editing a configuration file to point at the correct texture depending on the current weight of input morphs. The mod just needs to manage these changes while a mod author would need to create normal maps for each desired variation/combination of body morphs.
  2. I am starting a fresh FO4 game. I'm stuck wondering which is the best framework to support multiple followers / companions? Amazing Follower Tweaks (I am aware of the limit in numbers) Liga of My Companions Unlimited Companion Framework Each have plus points. I've used UCF before. From your experiences, which do you prefer? Which is stable? Thank you!
  3. Reloading in Fallout 4 is simple and easy. Just pull the mag out and quickly replace the ammunition in to your next mag like that, right? Nah, I dispise of this and want something more "realistic" and honest feeling. Maybe something, say like Rainbow Six Sieges reload tactical system or a system that is similar to Escape From Tarkov. Basically, ammunition in Fallout 4 survival mode and especially Horizon is very scarce and requires much attention to finding ammo. But wisely using that ammo in survival is easy though but with what I imagine this mod request to be would make it even harder to ration ammo. Honestly, I prefer this over easy ammo reloading mainly because I want a realistic feel of survival in my playthrough and this simply would just make it even more better. Please consider this to becoming a real mod as I would enjoy and love to use it.
  4. Hello! I'm Emily and I'm in need of some serious help. I'm trying to install NMM to apply mods to my copy of DA:I, but every time I try to open NMM it gives me an error: I'm running Windows 7 Ultimate via Boot Camp on my 21.5 inch iMac (late 2009) with Sierra OS X. I've got everything else running perfectly, I've updated NVIDIA drivers and everything and I even tried installing new .NET Framework versions but they gave me an error saying they weren't supported on Windows 7. Can someone please help me? I don't know what to do. Is there some way to bypass this or correct it, if it's a glitch/error? Or can I update the .NET Framework to 4.0 or something? I'm very confused. Please help! Thank you ahead of time! x EDIT I have since updated to Windows 7 SP1 as instructed by a troubleshooter, and then tried to install .NET Framework 4.6.2 again and am still getting a "this operating system does not support this framework" error. I successfully installed 4.0 so I'm confused why I can't update to 4.1+ because I have all the system requirements. And for whatever reason, NMM requires .NET Framework version 4.6.2. UGHHHHHH. PLEASE HELP. :sad:
  5. http://puu.sh/s4Krc.png xedit-lib Description xedit-lib is a project to build a DLL Wrapper for the xEdit framework. This will allow developers in the TES/FO modding communities to make use of xEdit's record definitions and functionality to read and write plugin files from the language of their choice. Developers can then focus on implementing larger solutions rather than constantly re-inventing the wheel. The library will include extensive documentation, a full suite of tests, and plug-and-play wrappers for multiple programming languages. The languages which I plan on building wrappers for, in order of priority, are listed below: - Delphi (primarily for testing) - Javascript (with NodeJS) - C# - Python - C++ - Ruby - Java Design The library will be designed similar to xEdit scripting, though with a number of notable improvements. A primary goal is to yield enough functionality from the library to create a full GUI application as an alternative to TES5Edit at a future point in time. It's also important to return arrays from library functions so users can use functional programming paradigms for iteration, filtering, mapping, etc. All functions in the library will use the cdecl calling convention for maximum accessibility. All functions will use boolean return values to indicate whether or not the function executed correctly. All functions are internally wrapped in an exception handler which prevents exceptions from bubbling up to the calling application (which results in runtime errors). The library will allow applications to load multiple load orders without having to unload the DLL. The library will never directly pass out interfaces to files, records, groups, or elements. Instead, when an interface would be returned from a function the library instead stores the interface in an internal list and passes out an index (or handle) to the stored value. The calling application can release a single handle, or reset the entire interface store between extremely large operations. This should not be an issue, as the limit for handles is ~4 billion, which could only be reached if you loaded ~4GB of plugins or stored all elements in all loaded plugins multiple times over. We would run out of RAM accessible to the 32-bit DLL before we would run out handles. The library will feature extensive serialization methods, which will allow users to serialize and deserialize elements, records groups, or even entire plugins to/from JSON, XML, and YAML. Progress You can track my progress on the library from the GitHub repository. The planning document shows an overview of the functions that have been implemented and have not been implemented. As of 11/2/2016, I'm close to being halfway done implementing the library itself. Once the library itself is implemented, I will be working on the testing suite and wrappers for different programming languages. If you are a software developer and would like to help make this project happen sooner, please let me know. I'd greatly appreciate any help the community can offer me on this project. Use Cases I envision a number of use cases for this project, including patching, automation, resolving plugin errors, and building new mods. This project is, in many ways, a spring board from which many other projects can be made. I personally plan on making an Electron AngularJS application using this library. Working on Mod Picker has shown me that I really like the architecture and systems involved in web development, which are by my measure superior to desktop application development in many areas. (most notably GUI design) Please refer to the use cases document for more information about how I plan on using this library in the future. FAQ Q: What about Mator Smash and Merge Plugins? A: Those application will continue to be supported and developed. While fighting with Delphi to get the GUI to act as I want is very tiring at times, the battle is mostly won for these applications. I do not currently plan on phasing out support for them any time soon, and I am looking forward to coming back to them to polish things off. It is possible that these applications may be "remastered" into Electron AngularJS applications using xedit-lib sometime in the distant future. Q: What about Mod Picker? A: Mod Picker is still my primary focus. I'm only working on xedit-lib in my off-hours. (~10 hours/week, where 60-90 hours a week goes to Mod Picker) Q: This is awesome, but I'm not a developer, how can I help? A: I don't have a job right now. I'm building modding tools full time right now. I'm hoping to continue doing this for the next 6 months, but when my funds dry up I will, inevitably, have to go out and get a Software Engineering position somewhere locally. If you'd like, you can donate to me on PayPal to support my efforts. Additionally, I greatly appreciate your feedback and encouragement on all of my projects. Q: Can you really match or exceed the xEdit GUI's functionality in a new application? A: Absolutely. xEdit has a fairly simple GUI, and building a GUI using HTML/CSS/JS is a heckuvalot faster, easier, flexible, and customizable compared to building a GUI with Delphi or another programming language. Q: When will you be done? A: I expect to have the library "completed" sometime in December. By Christmas at the latest. The GUI application will follow, with an alpha release ready for use by 2017. Things should be pretty solid by the end of February. This is all just estimations though, and really depends on how much time and work Mod Picker will require over the next few months.
  6. Hey everyone, as the title says^, I'm trying to get my custom reshade framework preset mod to work with Fallout TTW, but I keep getting 2 errors (related to the preset and not the game), I uploaded the file HERE, can someone PLEASE PLEASE PLEASE download it, test it, and fix it for me. Well, what I really wanted to do was try to bring the style of enbs to sweetfx/reshade because enbs mess up the performance, transparency bugs, alt-tab issues, etc (from what I heard/experienced). The effects i used from the framework are- Sweetfx.cfg Customfx.cfg I used some code from both the RWLE sweetfx preset and the preset for the old world sweetfx from the old world enb mod page. The color palette texture thing is ALSO from the old world enb (the vanilla version), as I said, I REALLY WANTED to replicate the enb fx using something like reshade framework. The reshade framework is directly from the reshade website, I used the LATEST version which was something like 2.0.3 or w/e. edit- i also included the log file maybe u can take a look at it? so, can SOMEONE please help me, if all goes well, I might do more presets like these and MAYBE (if i get permission) release them on the Fallout Nexus! thank you so much for reading, I do hope you can help me! GOODBYE!
  7. Hello Everyone, I hope you are having an awesome Friday. To preface, this is my first post on a forum EVER so if I'm doing something wrong, don't hesitate to correct me. I know very little about modding in general but I wanted to start modding my Skyrim, so I installed the latest version of NMM. Upon launching the application it said I needed .NET Framework version 4.6 or something so I clicked "ok" and it took me to a website where I proceeded to install the update. Once the installation finished, an error appeared. I will attach a file with the error that came up.
  8. Nexus mod manager requires .NET framework 4.6 which is only compatible with windows 10. The problem is I have Windows 7 and updated my NMM, now I can't even launch NMM without getting error stating: http://i.imgur.com/p6wJMUR.png If yes, I get linked to .NET Framework and this happens: http://i.imgur.com/ICtg9eH.png So is my only option updating to Windows 10? I don't want Windows 10 but I do want NMM, what can I do about this?
  9. I'm just posting up my ideas for a framework for a combo-based elemental spellcasting system for Skyrim AE. Fell free to comment or add your own thoughts and ideas. The mod is designed with gamepad play in mind but can obviously be used with mouse/keyboard. 1: The mod would add a custom Power that can be activated with the right bumper button (RB) on a standard Xbox gamepad. 2: Holding RB places the player character in Focus mode, allowing for the four face buttons to be used as elemental inputs; fire (B), air (Y), water (X), and earth (A). When the player releases RB, the mod casts the spell associated with the combo that was input. Maintained spells such as Frostbite, Flames and Sparks can be manually ended by tapping RB but will otherwise continue until interrupted. 3: Spells are assigned to a given button combo in a simple TXT file database, allowing spells from other mods to easily be added to the framework without hassle. 4: Base game spells would be included as default "demo" spells. 5: An available option causes unassigned combos to cause a "Spell Failure" with effects ranging from causing elemental damage to the player, to temporary blindness, to causing a frenzy effect in an area around the player, etc. Another easily-modified TXT file database allows for adding additional such Spall Failure effects by players using a simple script. 6: Another available option changes the Focus effect so that it causes blindness, See Living and See Dead effects while the RB is held, creating a sense of closing one's eyes and focusing on unseen/spiritual energies and the player focuses while casting. This, of course, would provide additional utility to the Focus Power, but could be viewed by some as cheating, hence being optional. 7: The number of buttons in a given combo are categorized by a spell's tier. > Novice = 4 button presses. > Apprentice = 5 button presses. > Adept = 6 button presses. > Expert = 7 button presses. > Master = 8 button presses. 8: Buttons pressed appear as elemental icons in a new bar above the mana bar. This bar is segmented and colored to help players more easily determine how many buttons have been pressed.
  10. Hey, I feel like we all can agree that aside from going trough your whole load order to isolate that one mod. Patches are maybe one of the most pain in the ass things to look for. My idea is that you could tag file as patch and for what mod(s) it's for. Also the version of mod patch was made for. Nexus already has the "Requirements" drop down menu on mod pages, it would nice if we also had separate one for patches. For example menu could be like: "Patches" -> "VIS-G" or "Armorsmith Extended" -> "patch name". And just like existing drop down menus has columns "Mod name" and "Notes", you could also add "mod version" column to show what mod version patch was made for. I hope something like this gets implemented because I feel like looking for patches is quite pain in the ass. This way you could easily find patches and find correct version.
  11. allow me give a brief example then ill go more indepth with the aspects the mod would have. 1st. the mod would add a map (image) - which allows users to 'see' earth and where they are on it ie if they are in boston the boston worldspace then that would be where they'd be seen. 2nd. i imagine itd work like the map in older fallout titles did, bassicly with this mod users could select where they wanted togo on earth and if there is a worldspace there then they'll be able to fast travel there. so if a player has nuka world they'd be able to select nuka worlds' location on earth and fast travel there. 3rd. (optional) Restrictions/travel options - this part id imainge would be harder so thats why i put it as optional as i dont care honestly if this was added. bassicly if a player wanted to fast travel to far habor they'd need access to a workin boat for example, other benifits to if this was added would be travel times could be shorter if the player has a better transportation then by foot. of course there would risks of using different transportations such as cars would restrict them to roads and trains id imagine could have random encounters where the railway is blocked and the player would have to remove the blockade like in the game metro. (i doubt itd be possible but perhaps if it is possible the mod could read OSM data, to decide travel pathing?) 4th. (optional) a Zoom Fuction - on the earth map only worldspace travel points would be visable ie boston, nuka world, far harbor would be seen on the world map this would hopefully help make it easier to make the mod.. (whoever if anyone decides to make this mod maybe make it where at max zoom out only worldspaces are seen then if zoomed in on boston you'd be able to see the orginal boston map??) these are just some ideas im no modder tho i have messed around with putting my hometown in fallout 4 using the geck but what stopped me from continuing workin on it was the lack of a framework for adding new worldspaces to the game.
  12. An REFramework-based mod that makes use of the music systems (partial or otherwise) already present in the game, that would allow the following: The reuse of any music tracks from the game (base or Sunbreak) with any specific monster, for those that already have a theme, it will be simply switched out.The ability to use any externally provided sound file of any of the common filetypes (MP3? Ogg? Wav? etc.), to customize the music played anywhere in the game, especially in-hunt battle themes.Practically, this would allow people and the community to pick and choose out their own favorite themes on any given area, map, mounting, fishing, meat grilling, and monster, as well add custom soundtracks, or already pre-existing ones from other media into the game, maybe even pull soundtracks from previous MH games into Rise/Sunbreak! it's relatively known that MHR seems to be oddly lacking in their soundtracks in some aspects of the game, certain flagship monsters such as Lunagaron don't seem to have a battle theme if its own, instead settling on the map's common battle theme, so a mod like this would be quite essential for a lot of people, perhaps we could finally give Khezu its own community-made battle theme?
  13. i had this idea that i dont truly know how would work even if finalized. But simply would it be possible to have a framework be used where modders and users could edit what plays for C-SSS rankings for dynamic music? basically a mod that lets you customize your own personal dynamic music rank set. potentially merging riffs and vocals from different themes and potentially modded songs. Say if you like how rank A- crimson cloud plays into S-subhuman OR how C- Devil trigger plays into B- Bury the light maybe even letting you arrange just one theme in your own way. say maybe you want to change how S-SS-SSS play. with bury the light, you could change it from S-SS-SS to SSS-S-SS if you wanted to. i think it would be a cool addition not only to the game but for the DMC5 nexus in general that could cover another layer of modularity for the community.
  14. Hello Fallout mod developers my old friends! I've been playing and modding Fallout, among other games, for 10+ years and I'd like to release an epic Fallout overhaul mod featuring the community's greatest hits, focusing on a few things: 1. Lore-Friendliness - preserving the originally intended feel of the game (funny? scary?) - believably expanding the game's content (factions, locations, NPCs, weapons, effects, etc) 2. Realism/Immersion - increasing scientific accuracy (health, needs, combat, communication, animations, recipes, SCIENCE, etc) - closing the gap between YOU and 'the Player' (make your brain stop noticing that it's a game during gameplay) 3. Customizability - global interface (sort/combine menus, commands, hotkeys, etc) - range of options (everyone's options attached to everyone's mods, can be adjusted to suit anyone's preference) 4. Providing a new platform for the modding community - proof of concept of a sexy collaboration of hundreds of varied mods from different authors!! - newly designed frameworks using the best parts of the best content to be further developed!!! I've taught myself to use all the tools but I really can't get programming into my head. I've got a semi-decent example build right now (~200 mods to my liking and stable) but life has recently taught me that if I continue trying to do this all by myself, you'll be dead from old age before I have anything to post. Let's think of it this way: I have designed blueprints for Liberty Prime but I can't build him without the Brotherhood!! Tons of mods have open source permissions so I'm starting there! Any comments are appreciated, being down to help is appreciated more :)
  15. Wondering if any of you would be interested in working on a companion relationship / influence framework. For those who haven't played KOTOR 2 (play it if you haven't, it's probably one of the best AAA-style RPG's ever made), characters have Influence scores that are incremented/decremented when the player says or does things they agree/disagree with. That in turn changes what dialogue is available to the player, triggers intermittent conversations and allows the player to bring characters along with them to the light or the dark side. In KOTOR 2, influence points are hard-coded along with the dialogue. Which is well and good for KOTOR 2, but with the modding ecosystem for Skyrim as large as it is, it'd need to be quite a bit more robust and dynamic in order to be useful for the community. Basically, there are three parts of the idea: there are a number of axes (more subtle than good / evil) that can classify decisions (dialogue choices, quest decisions) each of these actions has a certain magnitude NPCs (and companions, in particular) have preferences for and against particular types of actions. So what would the mod itself entail? combing through vanilla dialogue and adding influence hooks to dialogue and quests allowing mods to register with the framework and offer their own influence hooks allowing characters registered with the framework to access the context, axis, magnitude and influence hit/boost from these hooks Modders could then register a character's preferences with the framework and focus on dealing with how a character reacts to influence hits/boosts/levels instead of hunting down situations to add reactions to - in other words, they could spend more time writing a character that reacts to the world and player and less time coding the sort of influence system I imagine several of the more intensively-coded ones are already using. I'm a good writer (though ideally this would be content-light or content-less as a framework) and decent programmer (with some experience in the GECK/Creation Kit), but would definitely need some people who know their way around Papyrus's quirks and the nitty-gritty of modding API creation to make it as lightweight and easy-to-use as possible. Let me know what you think, especially if you have concerns about technical viability. I don't know myself, and that'd be something I'm hugely interested in discussing. And of course, a happy new year to all of you.
  16. I'm working on a mod that I'll need quite a bit of help with in order to finish. It's nothing difficult or technical, anyone can help — you don't even have to know what the Creation Kit is, just be an avid player of Skyrim and know the characters and quests. It's a framework for adding an influence system to characters within Skyrim. Put briefly, it gives characters the ability to care about what the player does, and allows that to have a concrete effect on stories and characters (primarily written by other modders, but hopefully to a modest extent in the vanilla game). All followers will have preferences toward various types of actions, and those types will be used to characterize the words and deeds of the player. Then those action will affect the disposition of the character toward the player by affecting the NPCs' positive and negative (and cumulative) influence scores. change = preference × magnitudeIn other words, characters like you more when you do things they like, and like you less when you do things they don't. If someone really, really hates the Altmer, they might have an Altmer preference of -1.0 (-100%). On the other hand, if they don't really care about them one way or the other, they might have a 0 — meaning any action taken for or against the Altmer won't sway their opinion either way. Example: Say Serana has a mild preference (30%) toward honest behavior. Telling Camilla the truth about a fake letter from Sven might be an Honest action of magnitude 5. The player gets 1.5 positive influence with Serana (0.3 × 5) and of course, +1.5 to cumulative influence. Now, perhaps the player lied to Camilla. The player then gets 1.5 negative influence with Serana, and -1.5 to cumulative influence. Keeping positive and negative influence on separate scales allows the player to have truly dysfunctional relationships with his or her followers, and writers can and should capitalize on that. The player maintains a reputation independent of their influence on followers, so at sufficiently high levels of fame or infamy, characters might have positive or negative reactions to them based on their past words and deeds. I'm working on going through quests at the moment and adding what I'm calling influence 'hooks' — they're one-line scripts that tell the influence framework that something of interest is happening — with an ID, a type of action and the magnitude of the action. Here's an example: cifMain.cifInfluence("cifEvent_074A83_001", 3, -3) This means the first influence event for the quest 074A83 (A Lovely Letter), a -3 Honesty (i.e., mildly dishonest) action. This will trigger an event in the framework that all current followers subscribe to that modifies their influence score. Types of Influence Events There are a number of different influence types, each based on different types of actions. cif_altruism (0 - altruism / selfishness) cif_brave (1 - courage / self-preservation) cif_daedric (2 - influence / aversion) cif_honest (3 - honesty / duplicity) cif_humble (4 - humility / pride) cif_intellect (5 - intellectualism / anti-intellectualism) cif_kind (6 - kindness / cruelty) cif_lawful (7 - lawfulness / lawlessness) cif_loyal (8 - loyalty / betrayal) cif_magic (9 - magic / anti-magic) cif_passion (10 - passion / stoicism) cif_patience (11 - patience / eagerness) cif_polite (12 - politneness / curtness) cif_purity (13 - purity / corruption) cif_religious (14 - religiosity / areligiosity) cif_temperance (15 - temperance / gluttony) cif_thievery (16 - thievery / straightforwardness) cif_trusting (17 - credulity / suspiciousness) cif_war (18 - warlike / peaceful) The following are less complex - positive indicates a support or like, negative indicates an opposition or dislike. cif_race_argonian (19) cif_race_altmer (20) cif_race_bosmer (21) cif_race_breton (22) cif_race_dunmer (23) cif_race_khajiit (24) cif_race_imperial (25) cif_race_orc (26) cif_race_nord (27) cif_faction_bards (28) cif_faction_brotherhood (29) cif_faction_college (30) cif_faction_companions (31) cif_faction_dawnguard (32) cif_faction_imperial (33) cif_faction_stormcloak (34) cif_faction_thieves (35) cif_faction_volkihar (36) Why would this be helpful? Very few characters in vanilla Skyrim -- with the major exception of Serana and maybe a couple others who I've not met because I haven't finished the game / DLC -- are interesting ones - they mostly exist to look pretty/ugly (if you're playing vanilla) and carry stuff. This is a reflection of a mechanical fault as much as it is a writing one. There's no system in-game to model meaningful personalities or relationships between characters, so there wasn't any point in spending time writing as though there were. You do a quest, you get 'em as a follower. You do another quest, you can get married. Wham bam, thank you, ma'am. Not really any subtlety there at all. But in Knights of the Old Republic II: The Sith Lords, (which is one of the best RPGs ever made and you should play it right now if you haven't) the influence mechanic created a foundation for some really interesting character moments. It allowed the writers to sequester away bits of dialogue and character abilities behind Influence checks, encouraging players to spend time getting to know their companions as the game progressed. And not even necessarily in the romantic sense — even Kreia, perhaps among the least romanceable characters in the history of video games, was a hugely interesting and enigmatic figure who had a meaningful relationship with the player, and KOTOR II's influence system played a large part in making that relationship an interesting mechanic. In the same way, this could be a huge boon for modded characters, or even some of the vanilla ones, if treated with a bit of TLC. What would this mean for the vanilla game? Apart from adding influence hooks to the main game — which would be kept entirely separate from the scripts in place — the .esm would have no effect whatsoever. It's a framework, that all it is — something to hook into for mod authors seeking a little more mechanical depth in their characters' relationships. With the optional .esp, all the vanilla followers would be registered with the framework. Marriageable figures who are not followers by default would become followers and the requirements for companionship / marriage would be tied into the influence system. What would this mean for modded quests? Add an influence hook wherever you'd like in your quest and characters using the framework will automatically respond to actions with influence hits or boosts — no need for compatibility patches. What would this mean for modded characters? Add a single script and use the UI in the Creation Kit to edit the influence preferences for your character. Then you can access the character's influence properties to change which dialogue is said to the player as their influence increases or decreases, set requirements for marriage/stewardship or make the follower leave if Influence gets too low. Or just about anything, really. Think of it as a mechanical model for the player's relationship with the NPC, and go from there. I'm in the process of making an NPC that uses the framework to demonstrate how it works. What can I do to help? There are a ton of quests in Skyrim which have the kinds of decisions that I'm talking about. It's a lot for one person. There are also a lot of followers in Skyrim that should be brought into the system (through an optional .esp) that should have preferences added. If you'd like to help with either of these things, let me know. Again, it's super non-technical, you don't even need to crack into the Creation Kit (though it'd probably make things easier). For quests, all I need is at what point in which quest the event happens, what kind of event it is and its magnitude.For characters, all I need is a line of dialogue justifying a preference (in context, please :tongue:) and a value for it (-100% to 100%, or something between -1 to 1 if you're more into floats than percentages).If you're a scripter who has experience making high-performance mods, I'd love to hear from you. It's pretty lightweight as it is, but I have no experience with best practices for writing performant mods in Skyrim. I'm looking to eventually integrate the mod with MCM and (maybe) some of the more popular follower / overhaul mods, so if you have experience with that and would like to share your wisdom, I'd greatly appreciate it. Also, if you have opinions on the event types chosen or if you think the whole idea is bad and should go die in a fire, please let me know! The only way something gets better is with criticism! Progress 1-4-15: The core mechanic is working! (albeit by overriding topic info scripts, seeking to fix that ASAP) The quest "A Lovely Letter" has been marked up with influence events.
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