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jet4571

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  1. Easy, select him in the console and type "tai" without quotes. He will effectively become a statue until you open the console and type it again TAI is Toggle AI on/off, without an NPC selected it affects all NPCs with one selected it only affects it. Very handy for escort missions in Bethesda games turn their AI off at the start clear the place and then turn the AI back on and go have a snack while it navigates to you.
  2. Bat files are just console commands, bat is short for batch which is a batch of console commands to run. Very handy to use since it saves allot of time typing out a bunch of commands, I use them with Skyrim, bat file for perks I want and have no desire to level up and another for crafting mats giving me 100 of each... start a new game and run them. As for the .ini files the last one to run during game load is the one from docs so all it's settings take precedence, as for being in the game folder.. dunno.. And if you are downloading a bunch of them then install the new one to the desktop and open both in notepad, copy the desktop one into the docs one with each setting in the proper section not just copy the whole thing and end up with a dozen [General] categories. Then once done doing that copy over the important settings you never want reset and manual ini edits you did from the game created one just incase Bethesda decides to reset them... they have done that before.
  3. Making an esp for SF is not at all complicated. Use FO4edit to make your game settings esp then change the header with a hex editor to say it is the new version of esp that starfield uses instead of FO4's. The method has been discussed with older titles before the XEdit team finished working on it. The problem is those esp's could corrupt your save file so always best to wait for proper tools from those who know how to figure out what Bugsthesda has done.
  4. I don't know if this is possible but change the distance between the player and an NPC before the NPC starts looking at the player like they are a gross bug. Or set them to just not do that. It gets annoying when you are in a crowded area and NPC's start getting all crappy with you because you are 3-4 meters away from them... or worse when standing at a crosswalk and get "I WONT Buy Anything From YOU!" with the first NPC that stands next to you for 0.5 seconds. Then you look at them and they are looking at you like you are a gross bug. That shouldn't happen at more than a meter distance away in a big city, people ignore each other. Trying to do the quest Johnny provides for bootleg tapes... talking to the old man who has them and some NPC decides I am invading her space when she was the one that walked up and stood next to me... I moved closer to her just because. Felt like decking her.
  5. Yeah using the vanilla assets is a tad over the top for the player, games not fun if you can't see it. Which is why I decided to just go with a magic burning scabbard... the swords so magical the scabbard can't contain it lol. I have a scripted effect in the enchantment that adds the flames to the target, but right now it doesn't do anything but that, silence for 60 seconds, and the normal fire damage. Maybe figure out how to make it a scripted DOT and lose the normal fire damage. Can't script my way out of a paper bag lol... art here not programming lol. scn AAFireSwordMagicEffectSCR short damage begin ScriptEffectStart PlayMagicShaderVisuals AAeffectFireDamage end begin ScriptEffectUpdate set damage to -10 * ScriptEffectElapsedSeconds modav health, damage end begin ScriptEffectFinish StopMagicShaderVisuals AAeffectFireDamage end That should be a DOT, taken from KurtTestMagicEffect script and standard apply effects when hit.
  6. I decided I am going to just live with a burning scabbard. Did some tweaks to the fire effect, randomized the scale a bit more then randomized what fire texture would start first... then made a purple flame version to go with the enchantment I am making for it. Script effect that does the purple flames effect on the target when hit... same as the vanilla fire enchantment just purple. So I have regular fire and magic fire for enchantments. Anywho thanks for the help, and here's the purple fire blade... How to make is easy, copy the FireOpenSmall.nif NiBillboardNode and paste into an empty nif like null.nif from the magiceffects directory. Then copy that .nif NiNode into your sword .nif. Now open the NibillboardNode and select AttachLight, DmageSphere, and EditorMarker NiNodes and right click and remove branch. You don't need them in your nif and the editor marker is visible in the game, so save a few bytes by getting rid of those. Now use the Transform function on the NiBillboardNode to scale it and put it onto your blade. Then copy it and paste into the NiNode and repeat the translate so this one is further up the blade and a different size. Repeat that until the whole blade is covered. Scale... 0.1-0.2 works well. Next is randomizing the textures... Open the second NiBillboardNode and expand FireOpenSmall:0, NiTexturingProperty, and finally NiFlipController. There's your list of textures to rearrange. Change all of them in numerical order from say fireopensmall01.dds to fireopensmall04.dds, next one then becomes fireopensmall05.dds and so on and so forth until all were changed starting from fireopensmall04.dds and ending at fireopensmall03.dds. Repeat that with each of the NiBilboardNode's... skip 1 or two along the way if they cant be seen in first person if you don't want to do them all. And for fun do it all again with FireOpenSmall:2 Or remove that one like the EditorMarker like I did because I didn't want to deal with it since it will mostly be inside the blade. And if you want to recolor the fire like I did or outright replace with dancing snowmen or something... that's the list of textures to do. Also in the FireParticles-Emmiter nodes is another single texture.
  7. Yeah I removed those two lines and tested it, the purple and black thing was removed, but I removed the lines because the fail sound would endlessly repeat. Need to add Doonce to it, unsheath set doonce to 0 sheath and set to 1 after the fail sound. The PME STRP was pretty cool, the test box I use to add items for testing had the purple and black when the sword was stored in it and I added a sword to the nearest container and it did it to that too... Could be a cool effect to use for a haunted container or something. Anywho I don't think the script is doing what I wanted, it's turning the normal enchantment effect on and off which I don't really care if it gets turned on and off. Unless I am missing something about that effect adding a fire nif to the sword which would work perfectly. I have both fire and sword in one nif and fire and sword in separate nifs. I have like 30 swords so having the effect separate makes it easier to add to another later as half the swords have the same length blade.
  8. Well theres 11 of them now, 10 small fires and 1 small torch at the tip because the torch gives off more sparks when waved around. They are all in an NiNode named MagicEffect and they are named MagicEffect:0 to 11 like parts in the Scn are named Scn:0 and Scn:1. Used that script and it refused to compile. It won't let me make a new magic effect, which that script looks to be dealing with, tried a vanilla one and again no compile. Checked your mod and it does an effect shader "PlayMagicShaderVisuals" So I used that instead of PlayMagicEffectVisuals. Duplicated the fire effect for the script... scn AAFireSwordEffectSCR begin GameMode If (IsWeaponOut) PlayMagicShaderVisuals AAeffectFireDamage else StopMagicShaderVisuals AAeffectFireDamage pme STRP playsound SPLMysticismFail endif end And the result was: Not exactly what I was expecting. Purple cloud with black smoky tendrils...
  9. Is there any way to hide effects when a weapon is sheathed? I have a flame effect on the blade of a new sword and would like it to not be visible when in the scabbard. As it is the scabbard looks like it is on fire which is kinda cool but it is the blade that is supposed to be on fire and would look better if the flames popped in after the blade is drawn and disappear once sheathed. Kinda cool when you take a small camp\fireplace fire model and add it to a sword blade, reduce it's size(also remove a couple parts) and clone a few times. Just don't use the small and large torch effects at ~0.1 scale and duplicated in a line covering a 3 1/2 foot long blade.... 75 FPS to 30 in the game and Nifskope was lagging halfway through. 5 small fires and no performance loss compared to 40? torches.
  10. And that just saved me from going insane. Had the same exact issue... couldn't make supply lines or send settlers to mod settlements except it was on a new game with all the settlements working correct on the previous one and nothing changed in the load order except I added some basic followers to the top of the list with other followers. Turned out I forgot I added a green commonwealth/nukaworld/far harbor mod 6 months before after I already had working settlements and those were below the settlements in the load order. "Possibly the relevant Cell(s) don't have the proper Location/Encounter Zone assigned." Was the issue for me.
  11. Yeah I understand how FormID's work. I have authored more than 150 mods here and been making mods since the 90's (though the years is irrelevant since I only started modding Bethesda games with Oblivion). But I have been using Xedit to merge or split up mods for years now and never broke a mod by doing it... well a few times forget one or more bits such as a texture set or oops an armor addon but all easily remedied. Worse break is when forgetting to change FormID's before merging then opening up in the CK and the CK decides to rename and break links such as armor addon with armors or OMod parts with weapons in FO4 and saving the plugin without consent baking in the breakage. Anyway if I fubar my plugin I have it backed up or if I miss something in a merge or split I can fix it... or I could remake the whole thing which I don't want to do ever. PEBKAC is the issue and why they never should have advertised a game editor to mod manager users who don't even know how to browse Windows Explorer to get to the game files. A mod cleaning tool that removes ITM's or fixes other minor issues? Sure, that would be handy but also something that should be part of the mod manager because PEBKAC is real. There should have been a user and an author version of Xedit, author allows breaking mods because of no limits while user only cleans them. If you are a mod author and use it and break your mod you know you screwed up. Users blame the tool. Unless it's the CK and it's save the plugin without consent during the load and baking in errors it creates that XEdit could have been used to fix before they would be an issue to the CK the next time it was loaded if the CK didn't save. Anywho I am done with this topic, I wont be updating XEdit for any game I have it on now and future games I wont make my own .esm mods I may want to merge other mods into or split it up later. Just an esp so I can use the CK to remove the .esp master by loading it into the CK and then saving it without changing anything.... don't even think saving is needed unless the CK is trolling and only saves when it breaks mods lol. Wouldn't be surprised.
  12. I have never had a broken plugin by removing masters. I use Xedit all the time to merge esp mods with copy as override or deep copy then remove the master Xedit automatically sets. Well first thing is change all the FormID numbers so theres no duplicates and then the CK breaking crap by changing the name to have duplicate00000000001 but not changing whatever uses it to point at that(and then saving it automatically so you can exit it without saving and fix the ID's). Stupid CK lol. As for what you suggest there was nothing in the .esp that relied on the master because I swapped it out for an empty .esm of the same name. All the entries started with 01 instead of 02 and thus Xedit wouldn't change the FormID or clean the master... but it did remove Fallout4.esm when I did clean Masters which would have broke the mod. Only option to change the FormID was manually, one at a time and with over 300 that was a huge Nope. Fixed it though by copying and old XEdit from a backup FO4 and pasting into the working directory then opened the mod and right click remove. Done in less time than it took to load it and works perfectly in the game. *Edit, I have a mod on the hot files right now that was originaly made in the master I am moving other armors to their own mod when i discovered the newer version ofd Xedit won't let me remove the .esm. It works perfectly fine after removing the .esm. So no it isn't luck that prevents a mod from getting broken and removing masters wont break them unless you didn't copy over everything needed and that's not Xedit's fault or removing the master itself but PEBKAC.
  13. How in the hell do you remove a master with the latest version of XEdit(4.0.3)? Clean masters isn't the option because the 300+ records in the new mod are also in the merged and if I create an empty version of the merged mod it wont remove it as master either because the first two digits of the form ID are the same as the merged. Copy as new record removes the texture sets in the armor addons and the armor addons in the armors. Ontop of that it added the merged mod as a master anyway so may as well copy all of it as an override and not fix 300+ entries.... and yet I cannot remove a master because right clicking on the master and remove is gone... gives the same options as the first column.
  14. You should have killed him, he was wanted by accident such as one stray round hit someones camp. If he requested it then it would have been a service.
  15. Just 10 easy steps to follow that I believe I fully explained where needed, sorry no video or images. 1. Import Camera with skeleton. 2. Add key notes.. select bip01 and go to Graph Editors then select Track View - Dope Sheet. Select Bip01 there and Edit, Note Track, and Add. Then select the Track Bar(yellow) and move it so you can see where to do the next step as well as expand the bip01 tree to select the Note. Click the Add Keys button and then click on the first frame in the lighter grey row. Now double click the Note and you can finally add the note. Notes should look like "start -name NameOfAnimatiom -at y" for non-looping animations and "start -name NameOfAnimatiom -loop -at y" for looping animations, and without quotes ofcourse. Then click the last frame since you have the Add Keys button still selected to add another Note, again double click the Note under bip01 this time add "end" without quotes. 3. Enter the Time Configuration window(below the play animation controls) and set your Frame count to 1 frame more than you want in the Animation section and set the Speed at 1x in the Playback section. Everything else can remain the default values. Add "Start" and "End" Time Tag "Start" at the first frame and "End" at the last one, lock them because that is what I saw in a few vanilla animations I looked at. 4. Import body parts and props(if needed). 5. Rotate and move with BIP01(dont touch the pelvis unless you like your animation offset by 45 degrees.), and position the bones so your model is in the start position relative to the prop if you need one for the animation. 6. Select Bip01 and use Transform Toolbox(in the Edit menu) to Align Pivot to Origin by clicking the Origin button. Unlike any normal 3D model it will move to that point. It will function normaly in the game and animation in Max. 7. Hide all models and select all on the skeleton and camera, turn on Auto Key, and hit the Set Keys Button.(turn off Auto Key if you dont want something baked into the animation such as adding a prop and moving it, really only have it on when working on the bones positions.) 8. Unhide all and go to town making your animation by moving the Time Slider and making changes to the skeletons position and rotation. 9. Once you are happy with the characters movement open the Time Configuration window again and change the Playback Speed. and test it by running the animation. Repeat until you find the one that suits you. 10. Once everything looks great it's time to export! Yay. Game Civilization 4. Check Skeleton Only, Collision, Cameras, Generate Strips, Vertex Colors, and Add Accum Nodes. Uncheck Remove Extra Bones and Generate Partion Strips. In Animation change it to Single KF w/o NIF with NiNode as the Root Node Type and export. After that use the kfupdater utility from Fallout 3 on the exported animation and your done if you did everything correct. The working animation will bbe the AnimationName-Out.kf version. Some notes... Importing the camera and exporting it is rather inportant unless the pelvis isnt rotated through Bip01. If you want an animation that has an NPC puking on the ground infront of him/her or a new sleeping idle where the head sits on the pillow you will want the camera unless you want the head in the same rotation as the pelvis... As in unaturaly bent at the neck in the puking animation and slammed to the matress in the sleep animation. And head animation just wont work. Don't SAVE as a .max file. Everytime I did the animations translations went fubar(f*#@ed Up Beyond All Reality). Just rotate Bip01 and move another bone, write down their roation and position and save. Then open that save up and compare rotation and positions. They wont be the same. If you need to save export as a .kf. If you want a quick and easy way to import all the body parts import them all and export like any armor. Then when you want to do an animation import the skeleton with camera and then the exported body so you always have a correct scene to start with. About not rotating or moving Bip01Pelvis... Dunno if it's just me but everytime I did it the animation was 45 degrees off in the game even if Bip01 was never touched. As for doing Align Pivot to Bip01, I like my idle animations to actualy be where they should be and not lower in the game, as in not knee deep in the floor when the NPC is puking. If any real animators care to correct me, I will love you long time... All this was trial and error to figure out along with a whole lot of frustration and all because I wanted to adjust the sit idle hand positions for a mod. So much of what I do to get functional animations may be wrong, but they do work and import back into max without bones being in the worng spot like many animations I have imported to use for adjusting skin modifiers to prevent clipping. including vanilla. Anywho Happy Modding everyone!
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