Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. The Lounge
  3. I AM QUEEN OF THE MOUNTAIN (Fallout 4 modding nerd post)

I AM QUEEN OF THE MOUNTAIN (Fallout 4 modding nerd post)

Scheduled Pinned Locked Moved The Lounge
csscomgame-devhelptutorial
8 Posts 4 Posters 0 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • H Offline
    H Offline
    honey the codewitch
    wrote on last edited by
    #1

    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

    S M S 3 Replies Last reply
    0
    • H honey the codewitch

      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

      S Offline
      S Offline
      Super Lloyd
      wrote on last edited by
      #2

      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!

      1 Reply Last reply
      0
      • H honey the codewitch

        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

        M Offline
        M Offline
        Maximilien
        wrote on last edited by
        #3

        cool, i'll try it out.

        CI/CD = Continuous Impediment/Continuous Despair

        1 Reply Last reply
        0
        • H honey the codewitch

          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

          S Offline
          S Offline
          steveb
          wrote on last edited by
          #4

          Ohhh Nice!!! my creations Defense Intelligence Agency Vault Player Home at Fallout 4 Nexus - Mods and community[^]

          H 1 Reply Last reply
          0
          • S steveb

            Ohhh Nice!!! my creations Defense Intelligence Agency Vault Player Home at Fallout 4 Nexus - Mods and community[^]

            H Offline
            H Offline
            honey the codewitch
            wrote on last edited by
            #5

            Oh that's cool! I'll have to try that out.

            Real programmers use butterflies

            S 1 Reply Last reply
            0
            • H honey the codewitch

              Oh that's cool! I'll have to try that out.

              Real programmers use butterflies

              S Offline
              S Offline
              steveb
              wrote on last edited by
              #6

              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.

              H 1 Reply Last reply
              0
              • S steveb

                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.

                H Offline
                H Offline
                honey the codewitch
                wrote on last edited by
                #7

                It's a nice idea, questionably executed, IMO. I was just about to rant about it actually.

                Real programmers use butterflies

                S 1 Reply Last reply
                0
                • H honey the codewitch

                  It's a nice idea, questionably executed, IMO. I was just about to rant about it actually.

                  Real programmers use butterflies

                  S Offline
                  S Offline
                  steveb
                  wrote on last edited by
                  #8

                  Agree. Can use some polish here and there

                  1 Reply Last reply
                  0
                  Reply
                  • Reply as topic
                  Log in to reply
                  • Oldest to Newest
                  • Newest to Oldest
                  • Most Votes


                  • Login

                  • Don't have an account? Register

                  • Login or register to search.
                  • First post
                    Last post
                  0
                  • Categories
                  • Recent
                  • Tags
                  • Popular
                  • World
                  • Users
                  • Groups