What a world, modding Fallout 4 is more challenging than learning a new C++ spec
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I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies
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I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies
honey the codewitch wrote:
The whole mess is a house of cards.
I suspect that's the state of most games. Personally, I'd be happy just to be able to extract my GTA Online character stats--not even write anything back, purely reading data. There used to be a GitHub page that went over how to log into Rockstar's Social Club, but last time I looked, the thing was a few years old and even that no longer seems to work.
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I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies
honey the codewitch wrote:
It has been an adventure
A BIG GREEN SNAKE BARS THE WAY!
Software Zen:
delete this;
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I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies
your computer skill just reached 92%, congratulation! :)
A new .NET Serializer All in one Menu-Ribbon Bar Taking over the world since 1371!
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I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies
My mind obviously occupies a different space from yours. When I saw
honey the codewitch wrote:
"Apply Bash Spell"
I thought, wow, they have extended this:
peter@Pegasus:~/stuff$ greo '(cat)|(dog)' captions/*
Command 'greo' not found, did you mean:command 'grex' from snap grex (v1.2.0)
command 'grep' from deb grep (3.4-1)
command 'geo' from deb rheolef (7.1-1)See 'snap info ' for additional versions.
peter@Pegasus:~/stuff$
I don't know whether :laugh: or :-O is more appropriate. But it was before any caffeine for the day. Repairing that deficiency right now! Peter
Software rusts. Simon Stephenson, ca 1994. So does this signature. me, 2012
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My mind obviously occupies a different space from yours. When I saw
honey the codewitch wrote:
"Apply Bash Spell"
I thought, wow, they have extended this:
peter@Pegasus:~/stuff$ greo '(cat)|(dog)' captions/*
Command 'greo' not found, did you mean:command 'grex' from snap grex (v1.2.0)
command 'grep' from deb grep (3.4-1)
command 'geo' from deb rheolef (7.1-1)See 'snap info ' for additional versions.
peter@Pegasus:~/stuff$
I don't know whether :laugh: or :-O is more appropriate. But it was before any caffeine for the day. Repairing that deficiency right now! Peter
Software rusts. Simon Stephenson, ca 1994. So does this signature. me, 2012
You sire, certainly are an arch wizard! :omg: :-D
A new .NET Serializer All in one Menu-Ribbon Bar Taking over the world since 1371!
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I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies
It is. The documentation is not existing. I wanted to create a very simple script to drop magazines when reloading in combat (just dropping the remaining ammo at player location and removing them from inventory) but the architecture of the game is so convoluted and the documentation so terrible, I stopped after 6 hours.
GCS d--(d-) s-/++ a C++++ U+++ P- L+@ E-- W++ N+ o+ K- w+++ O? M-- V? PS+ PE- Y+ PGP t+ 5? X R+++ tv-- b+(+++) DI+++ D++ G e++ h--- r+++ y+++* Weapons extension: ma- k++ F+2 X
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honey the codewitch wrote:
It has been an adventure
A BIG GREEN SNAKE BARS THE WAY!
Software Zen:
delete this;
-
I've been taking a break from coding, or so I thought, and trying my hand at modding Fallout 4, which for those of you that don't know, is a total nerd's game. Wow it's challenging. Endless seas of records of data entry, and an arcane scripting language. No github, but you can reverse engineer mods others have wrote and decompile the scripts. That's how you learn your way around the game engine. If Nexusmods got taken down tomorrow I don't know how many people could write mods for fallout 4 after that. The whole mess is a house of cards. I mean it's "documented" in that there's something like doxygen docs for the Creation Kit (the fallout 4 modding toolchain), but there's documentation and then there's documentation. The "Apply Bash Spell" for example, you'd think would apply a "spell" to a target when you bash them with your gun. No such luck. It's a carry over from Skyrim, where you can do a shield bash. The bash mechanics in Fallout 4 are slightly different, you have to look for IsPowerAttacking while using Apply Combat Hit Spell, and filtering to make sure the Attacking weapon is a firearm. This is documented exactly nowhere. Not to mention there's at least one other way to do it that I know of, and I'm not sure which hack is worse. It has been an adventure, to say the least.
Real programmers use butterflies