I AM QUEEN OF THE MOUNTAIN (Fallout 4 modding nerd post)
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I did it! I built this Fallout 4 mod that extends the basic perks with additional ranks up to level 100, adding new abilities, more damage, etc. It overrides a lot of the game because it adds (among many other things) new ranks of Science! and Gun Nut which brings with it replaceable legendary effects on weapons and armor and a whole bunch of new weapon modifications, plus vault suit linings. Anyway, a few people were miffed because it tends to interfere with other mods that do things like overhaul perks, weapons, and add craftable legendaries (because my mod already does those things) What I did was I broke the mod up into 32 different esp modules so you could remove features you didn't want or would interfere. Some of them are interdependent so I was running into reference problems where my references would get fubared because they weren't linking the ESPs together properly so A would try to point to B:bar and instead it would break and point to A:foo I figured out how to fix it. I had to hack Creation Kit with executable injection by way of neat tool someone wrote so that I could edit master files. Then I had to run xEdit with a custom command switch so I could hack my ESP files and set the master flag on them so they'd preserve my references. Finally, since I don't always want you to have to take up 32 mod slots when you use this if you just want the whole thing, I use zEdit/zMerge to create a merged esp with everything in it. Wow, this took me over a week. I wrote Parsley in less time than that. I feel really freakin awesome right about now. The fruits of my labor High Level Perks (Full Edition) at Fallout 4 Nexus - Mods and community[^] Fallout 4 HLP Mod Infiltrator Build - YouTube[^] I'll pump this one out to XBox soon, but for now the XBox version is at 1.8 Geez this was hard. And cool. These things almost deserve a code project article sometimes.
Real programmers use butterflies
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I did it! I built this Fallout 4 mod that extends the basic perks with additional ranks up to level 100, adding new abilities, more damage, etc. It overrides a lot of the game because it adds (among many other things) new ranks of Science! and Gun Nut which brings with it replaceable legendary effects on weapons and armor and a whole bunch of new weapon modifications, plus vault suit linings. Anyway, a few people were miffed because it tends to interfere with other mods that do things like overhaul perks, weapons, and add craftable legendaries (because my mod already does those things) What I did was I broke the mod up into 32 different esp modules so you could remove features you didn't want or would interfere. Some of them are interdependent so I was running into reference problems where my references would get fubared because they weren't linking the ESPs together properly so A would try to point to B:bar and instead it would break and point to A:foo I figured out how to fix it. I had to hack Creation Kit with executable injection by way of neat tool someone wrote so that I could edit master files. Then I had to run xEdit with a custom command switch so I could hack my ESP files and set the master flag on them so they'd preserve my references. Finally, since I don't always want you to have to take up 32 mod slots when you use this if you just want the whole thing, I use zEdit/zMerge to create a merged esp with everything in it. Wow, this took me over a week. I wrote Parsley in less time than that. I feel really freakin awesome right about now. The fruits of my labor High Level Perks (Full Edition) at Fallout 4 Nexus - Mods and community[^] Fallout 4 HLP Mod Infiltrator Build - YouTube[^] I'll pump this one out to XBox soon, but for now the XBox version is at 1.8 Geez this was hard. And cool. These things almost deserve a code project article sometimes.
Real programmers use butterflies
Wow, time to dust off that uranium fever once again! :O :D
A new .NET Serializer All in one Menu-Ribbon Bar Taking over the world since 1371!
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I did it! I built this Fallout 4 mod that extends the basic perks with additional ranks up to level 100, adding new abilities, more damage, etc. It overrides a lot of the game because it adds (among many other things) new ranks of Science! and Gun Nut which brings with it replaceable legendary effects on weapons and armor and a whole bunch of new weapon modifications, plus vault suit linings. Anyway, a few people were miffed because it tends to interfere with other mods that do things like overhaul perks, weapons, and add craftable legendaries (because my mod already does those things) What I did was I broke the mod up into 32 different esp modules so you could remove features you didn't want or would interfere. Some of them are interdependent so I was running into reference problems where my references would get fubared because they weren't linking the ESPs together properly so A would try to point to B:bar and instead it would break and point to A:foo I figured out how to fix it. I had to hack Creation Kit with executable injection by way of neat tool someone wrote so that I could edit master files. Then I had to run xEdit with a custom command switch so I could hack my ESP files and set the master flag on them so they'd preserve my references. Finally, since I don't always want you to have to take up 32 mod slots when you use this if you just want the whole thing, I use zEdit/zMerge to create a merged esp with everything in it. Wow, this took me over a week. I wrote Parsley in less time than that. I feel really freakin awesome right about now. The fruits of my labor High Level Perks (Full Edition) at Fallout 4 Nexus - Mods and community[^] Fallout 4 HLP Mod Infiltrator Build - YouTube[^] I'll pump this one out to XBox soon, but for now the XBox version is at 1.8 Geez this was hard. And cool. These things almost deserve a code project article sometimes.
Real programmers use butterflies
cool, i'll try it out.
CI/CD = Continuous Impediment/Continuous Despair
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I did it! I built this Fallout 4 mod that extends the basic perks with additional ranks up to level 100, adding new abilities, more damage, etc. It overrides a lot of the game because it adds (among many other things) new ranks of Science! and Gun Nut which brings with it replaceable legendary effects on weapons and armor and a whole bunch of new weapon modifications, plus vault suit linings. Anyway, a few people were miffed because it tends to interfere with other mods that do things like overhaul perks, weapons, and add craftable legendaries (because my mod already does those things) What I did was I broke the mod up into 32 different esp modules so you could remove features you didn't want or would interfere. Some of them are interdependent so I was running into reference problems where my references would get fubared because they weren't linking the ESPs together properly so A would try to point to B:bar and instead it would break and point to A:foo I figured out how to fix it. I had to hack Creation Kit with executable injection by way of neat tool someone wrote so that I could edit master files. Then I had to run xEdit with a custom command switch so I could hack my ESP files and set the master flag on them so they'd preserve my references. Finally, since I don't always want you to have to take up 32 mod slots when you use this if you just want the whole thing, I use zEdit/zMerge to create a merged esp with everything in it. Wow, this took me over a week. I wrote Parsley in less time than that. I feel really freakin awesome right about now. The fruits of my labor High Level Perks (Full Edition) at Fallout 4 Nexus - Mods and community[^] Fallout 4 HLP Mod Infiltrator Build - YouTube[^] I'll pump this one out to XBox soon, but for now the XBox version is at 1.8 Geez this was hard. And cool. These things almost deserve a code project article sometimes.
Real programmers use butterflies
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Ohhh Nice!!! my creations Defense Intelligence Agency Vault Player Home at Fallout 4 Nexus - Mods and community[^]
Oh that's cool! I'll have to try that out.
Real programmers use butterflies
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Oh that's cool! I'll have to try that out.
Real programmers use butterflies
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I really like the way they designed the game engine. Essentially a blank book with the pages to fill, so to speak. The game just provides the landscape and the story creator fills the world up with adventures.
It's a nice idea, questionably executed, IMO. I was just about to rant about it actually.
Real programmers use butterflies
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It's a nice idea, questionably executed, IMO. I was just about to rant about it actually.
Real programmers use butterflies