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aerionop

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  1. So, the things that hotkey mod did is call player actions, and the relax action worked fine; but that's not the case here. Some internal script immediately snaps it back up unless you're facing a wall, no matter how much you call that action. Here's the relevant IDs you can test out: for player.performaction or player.pa ;;---sadly these idles don't seem to work at all 26897C ---1stPerson_Gun_GunDown 26897B ---1stPerson_Gun_GunDownStart 26897A ---1stPerson_Gun_GunDownStop for player.playidle 22A35 ---ActionGunDown ;;--- this one starts the animation, and immediately stops if no wall; same thing when you call it when the gun is down, it tries to put it back up but stops 3B248 ---ActionGunRelaxed;;--- this one works 100% of the time in 3rd person (also includes melee)
  2. Well, that's a bust then... The .BGSM don't reference anything besides those 3 .dds (except shared stuff). And if it's nif related, I'm out; never got the hang of nifs. Sigh, seems FO4's texturing system is a bit more complex than I'd anticipated. Ah well, my ocd can suck it up, the texture's good enough for a quick'n'dirty playthrough. Still, thank you for the info. And feel free to do anything you want with those dds, no plan on releasing or anything, and I won't be fiddling around with this particular theme until someone makes a cape model with cloth physics enabled.
  3. Since I'm not exactly sure under what category this fits, I'll just drop this here. Since a bunch of people apparently do a One Punch Man playthrough, I thought I should join the bandwagon; and because I know a thing or two about textures, why not make a matching attire too? So I started working on the vaultsuit as a base. I used VaultSuitM_ (the clean/NEW version) because I thought that one gets used rarely in the world itself. I managed to get the _d _n and _s textures working fine, but in game there seems to be an image of the original specular map somehow mixed with my own. It looks like this in-game. Notice the different way light shows up on the belt. It looks like the old golden band should be there, and I have no idea how or why it does that. I'm guessing it's using some other texture as well, but I can't figure out which one. http://oi68.tinypic.com/2vxrmg4.jpg Here's the 3 files I modified. Please take a look and tell me if I've missed something.
  4. Yes, there's the 5 different types of armor that go onto the frame, but I am extremely disappointed with the lack of visuals on Misc Mods. You see the jetpack, and you see some paintjobs, though I find it baffling that many just add effects and no visual whatsoever; I want my shiny chrome looking titanium plating dammit... and why can't they simply remove that ever-present rust on the metal? am I painting under the rust or something? At least let me buff/polish the metal if you can't be bothered to design a paintjob... Nothing else seems to modify the aspect of the parts you're modding. Having different devices on the hemets depending on the mod would work; having the color of the glass change with the light would work too. When you put Tesla Coils on the torso, you'd expect those awesome things to be visible, with lightning playing around on the frame... nope, not there. Not even on the X-01... Vents, hydraulics, rusty nails, extra gadgets and light emiters, etc. etc. would do wonders for the PA enthusiast, but nope. God I hope the modders go crazy with PA meshes when the CK finally gets released.
  5. So, this is more of a question as opposed to a request: Is there a way, through the console, to link a placeatmed crafting station's inventory to the main workshop? I'm asking because I placed the (imo) better looking Power Armor Station (0013BD08 in case you're wondering) in my garage, but when I tried using it I found that it's inventory was treated as separate from the other things in range. That means all the junk I've collected can't be used, and I have to manually place raw material or mods in it's inventory to be able to use it. I tried looking up how the settlement expansion (sic) mods add objects to the list, but I don't really get it. And anyway, those only add furniture/decorations and containers that are by nature stand-alone. I tried to scour the different commands/vars/etc. I could look up with the help command, but my console-fu has failed me... If anyone has any idea how I should go about it, or hell if they can just cobble together a quick .esp that adds the better PA Station to the building interface, I offer my sincere gratitude.
  6. This goes for ANYTHING in the game; objects, actors, terrain, even effects: help "name here" 4That will list everything that contains what you place between "", along with their baseID.
  7. Great work on this, it looks perfect. One minor thing that bugs me, personally, though, is the tusks on the mask. Those things are the reason I don't wear the original mask, it's just ugly with those things hanging out there.
  8. Not completely sure if the ID from that "other mod" gets changed or something, but you might as well just include the items from that mod to your own. If it's for personal use then the author's permission and all that "legal" crap is irrelevant. That's pretty much what I do, I have 2 esp files compiled from ~20 mods.
  9. You're not modding with the console, you're playing with it. Mods are done to the game files. In this case, you would want to add an object to a cell (the one you were in) with the available tools, you don't "export" anything from the game but you take the X Y Z coordinates and angles, you open the cell and place stuff in there at the appropriate coordinates. I imagine the CK has a visual representation of the game world and you don't need to manually get coordinates so you can place objects, instead just eyeballing it, but I can't be sure. How to do this is none of my business as I don't much care about changing the map, and as such I cannot tell you how. I can, however, tell you that without fiddling with the tools or the CK when it comes out you're not modding anything, and the best you could do is share the savegame with someone who DOES know how to do this and ask them to modify the area you indicate.
  10. Wow, guy asks if it's possible to make 2 rings wearable (and I presume show up on the character's other hand like the first), and you guys come spouting your idea of "balance" and "overpowered enchanting" and all that crap. Here's an idea: maybe not everyone cares about your image of a perfect game where everything is JUST right for you. Personally I couldn't care less about the power an enchantment has or other relative numbers, if you nerf it as a part of a multi-ring mod I'll just make a ring with the command and bypass any of your "lolrestrictions". How about if someone decided to make a second (or 3rd or 8th) wearable ring slot and they'd leave it at that? No secondary tweaking of the skills, no "balance" junk, just the ability to use 2 (or more) rings (that are visible). I'm getting really tired of the constant "enchanting/smithing/alchemy/etc. is overpowered! a map is overpowered! a compass is overpowered! a UI is overpowered!" bulls***; it's A SINGLE-PLAYER GAME, your argument does not make sense. There is nothing to be overpowered AGAINST. If you want to artificially nerf your own game-play simply don't use any of the "oh-so-overpowered" skills, ignore them, don't level them. But you can't can you, because it seems it's physically impossible to limit yourself. /RANT> I really do hope it's possible to make more rings wearable AND show up on the hand models, I quite like that little extra thing which is not really present in other games. Rings, necklaces, jewelry in general - if it's not part of the model itself it usually doesn't show up - I love Skyrim for making these little details visible.
  11. Just to confirm, using the ENCH ID's from Skyrim Viewer (or the ones ingame) do mostly not for for the playerenchantobject command. I think it does directly attach the spells to the item. MGEF Variables do work as long as they have a description at least. Just working through the MGEF list. Here's the full list of effects; and to make it simpler, the ones in the brackets that say EnchFortify*****ConstantSelf are the ones that work 100%, as they're used by the enchanting process itself.
  12. I'm not even sure this engine supports specific body part collision detection, although it should since it's not THAT much different from Fallout in general. It's a bit disappointing to see someone I hit in the face with 4 arrows just continue to shoot/hammer/cast away at me without a care for the shafts coming out of their eye sockets... and brain... I'd love to cripple an on-rushing melee's legs and focus on the others while that one is crawling; alas, it wasn't meant to be...
  13. Giving the horse unlimited sprint is easy with the console, as it has the same kind of variables as a player. So click horse and "setav stamina 9001" would, effectively, make it sprint forever (until you get bored really). The problem does however stem from the fact that it's slow... very slow... the werewolf mode is much faster at sprinting than anything else (bar dragons in flight). In all fairness though, I like the horses for the simple fact that they're a strange mix between a mountain goat and a Panzer IV tank... Though I do wish they'd just run away from dragons and other big bad things instead of storming in hooves blazing...
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