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fo4_odst's Introduction

Fallout 4 - ODST

A Fallout 4 modification by Darkman32197, NovaFinch and Soda. This file should help authors get started developing for ODST.

Built for ODST v1.0.2.

WIP

Resources

Compiling

This projects includes both Papyrus and Flash/AS3 to compile and publish.

Flash

  • MCM Library: ../../../../../MCM/Config/ODST/lib.swf

Papyrus

In the root Fallout 4 directory, create the file CreationKitCustom.ini if it does not already exist. Add these settings to the initialization file and restart the creation kit.

[Papyrus]
sScriptSourceFolder = ".\Data\Scripts\Source\ODST"
sAdditionalImports = "$(source);.\Data\Scripts\Source\User;.\Data\Scripts\Source\Base"
sAutoFillNamespaceDefault1 = "ODST"

Console Commands

  • StartQuest ODST_Cheat, Adds weapons to the players inventory for testing purposes.

fo4_odst's People

Contributors

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Forkers

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fo4_odst's Issues

Help from the professionals

Neanka

Usually u can add new movieclip at root instead of root.Menu_mc to prevent autotint

Reg2k

To avoid tint of specific display objects in AS3 you may be able to get their transform.concatenatedColorTransform which contains the combined color transformations of that display object (and parents)
Then invert that matrix and apply the inverse transformation to the element you want to un-tint, should cancel out the original color transform
(haven't done this myself, its a theory that I've never tested out)

Add emblem preview to MCM

Add an emblem preview to the Mod Configuration Menu. I am using the Image Control to run AS3 code. There is a native code object provided by F4SE to custom menus but not my image control. MCM will provide access to this object in the future so that I may load emblem textures for preview.

MCM Emblem designer for armor customization.

Like in most of the Halo games the player can design custom emblems and apply them to their armors.
I would like to find a way for players to design their own emblems in Fallout 4. The player should be able to pick a background decal, primary decal, secondary decal, and colors while designing an emblem.

MCM based emblem designer for OMODs.

Like in most of the Halo games the player can design custom emblems and apply them to their armors.
At the moment the customization options for armors are a bunch of symbols/logos that can be put on the chest plate and shoulder plates. Currently it is limited to 1 color which might not work that well for every skin and some people would like to change that.

Download the Mod Configuration Menu and read the documentation.

  • Create MCM page with controls for designing custom emblem shapes & colors. Issue #2
  • Create material swap script and integrate with MCM. Issue #5
  • Add remaining emblem art. Issue #9
  • Find a way to store emblem preferences.
  • Find a way to apply emblem preferences to separate armors. Issue #14
  • Find a way to preview the emblem design in MCM. Issue #13

Add colorization options for HUD overlay.

Colour List:

  • Lime: cfff42
  • Green: 42ff43
  • Cyan: 42fff2
  • Blue: 4294ff
  • Yellow: fbff42
  • Orange: ffb642
  • Red:ff5942
  • Pink: d342ff
  • Purple: d342ff
  • Black: 000000
  • White: ffffff

Create material swap script and integrate with MCM

Related to issue #1.

There are 3 rigged faces on the chest and shoulder armors. These 3 layers will render an emblems, primary shape, secondary shape, background shape, and colors.

Notes:

  • Only the male standard "H3 ODST Armor" has the mesh.
  • If you're looking for a materialswap in the plugin find "ODST_Decals_Menu_Start" The others are old and are acting as a backup just in case this doesn't work out.
  • The emblems are in parts so there is:
    • The background layer (bottom)
    • Main emblem is split into a Primary and Secondary, the secondary basically acts as an optional extra detail or to add some sort of fill depending on the emblem and can be coloured independently from the Primary.

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