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jvarnes

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    Far Cry 5
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    Far Cry 2/3/4, System Shock 2, Prey, MGS V, Dying Light, Fallout 3/NV/4

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  1. Pounded my head against the wall for days trying to do this, but no dice. I give up. :( Anyways good luck on your mods!
  2. No not really. Not sure how you would do just one long song with the vanilla game either unless you made a bunch of copies of it to replace all of the songs.
  3. eh this didn't work out quite like I would have liked. Making a caps item was dead easy, but there are 2 issues with this - 1) If you make it craftable so you can convert your own caps then you get XP for each one you craft which quickly becomes a bit of a "cheat". There's no way to prevent this except by shutting off XP for an entire type of workbench (i.e. no XP for crafting drugs, etc.) 2) Merchants still want to apply bonuses and discounts to an item even if it has a lowly value of 1 (especially in large quantities) so all the vendors wanted to sell me their caps for 2-3 caps each and I'm not losing half or more of my caps just so I can convert them via a merchant. Pretty sure most others would feel the same way about that.
  4. This mod allows you to craft boxes of 500 caps for storage: http://www.nexusmods.com/fallout4/mods/5841/? Not sure why they changed this behavior. I'm interested in it myself as I gave caps a tiny bit of weight as an option in my mod: http://www.nexusmods.com/fallout4/mods/1670/? I may just make a "caps" item that you can buy and sell for $1 each with the bottlecap model... it should be easy enough to do. I would just need to figure out what vendor lists to add it to...
  5. My mod adds extra tracks to the game so you can have more music: http://www.nexusmods.com/fallout4/mods/2741/? BUT if you just want to change what is there in say the classic station you need to add XWM files to replace the originals. You can convert files to XWM using this tool: http://www.nexusmods.com/fallout4/mods/3663/? Here are the files you would need to replace to change the classic songs (you convert your songs, rename them like these, create the necessary folders and subflders ( \Sound\fx\mus\radio\institute\ ) and move your files into them like so: \Data\Sound\fx\mus\radio\institute\mus_institute_bach_suiteineminorbwv996.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_brahms_tragicovertureop81.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_camillesaintsaens_carnivalcuckoos.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_camillesaintsaens_carnivalelephants.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_camillesaintsaens_carnivalswan.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_chechova_troipolkasdessalonop7.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_chopin_introductionpolonaisebrillantincmaj.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_chopin_nocturneeflatmajor.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_debussy_lamer.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_debussy_nocturnes1nuages.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_elgar_nimrod.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_elgar_salutdamor.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_grieg_peergyntmorningmood.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_grieg_peergyntmountainking.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_holst_mars.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_liszt_consolationsno3.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_liszt_hungarianrhapsodyno2.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_masson_valsediable.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_moravec_balladingminorop23.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_mussorgsky_gopak.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_mussorgsky_meditation.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_rimskykorsakov_scheherezade.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_scarlatti_sonatainfminor.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_smetana_strqurtetno12eflatmajorop127.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_strauss_bluedanubewaltz.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_tchaikovsky_marcheslave.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_tchaikovsky_swanlakefinale.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_wagner_faustoverture.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_wagner_rideofthevalkyries.xwm
  6. I did an experiment and attached the light also to another hat (chef hat lol) and it works fine, BUT the lightsource is in an odd spot (presumably where the mining light is meant to be) and shows up jarringly in third person as well as occasionally in first person. I'm guessing the mining hat model normally hides this so some experimenting would be in order. Possibly an additional light could be added, but I'm somewhat dubious of this without scripting.
  7. Make sure in your ini the included paths are set to include SOUND\ not SOUNDS\ (I know - everything else is plural) I stupidly copied and pasted from someone else and they had this error which caused a sound based mod I was working on to appear not to work (facepalm) sResourceDataDirsFinal=STRINGS\, TEXTURES\, MESHES\, FACEGEN\, INTERFACE\, SOUND\, SCRIPTS\, MAXHEIGHTS\, VIS\, GRASS\, MATERIALS\, LODSETTINGS\, MISC\, SHADERSFX\, PROGRAMS\ NOT sResourceDataDirsFinal=STRINGS\, TEXTURES\, MESHES\, FACEGEN\, INTERFACE\, SOUNDS\, SCRIPTS\, MAXHEIGHTS\, VIS\, GRASS\, MATERIALS\, LODSETTINGS\, MISC\, SHADERSFX\, PROGRAMS\
  8. The combat helmet? Can you post a picture? I assume you're not referring to the army helmet. I may be able to help you with this if I know which helmet it is (what ID) :)
  9. Here you go: http://www.nexusmods.com/fallout4/mods/2348/?
  10. Thanks mate for the advice! Looks like that may be the key I was looking for. Credits and kudos to you in my upcoming mod. :)
  11. Yeah that mod "stitches" new songs onto the ends of existing songs by just adding the new songs to the length of the music files. The problem with that is the songs always play in the same pairs, sometimes the announcer gets the last song wrong, and there are fewer gaps for the announcer to come on (not necessarily a bad thing). It's an ok workaround, but we could do so much more simply by being able to add additional tracks to the game. I can't for the life of me figure out why it won't load files named something different... maybe this is related to how texture files had to use archive invalidated in older versions of the engine in order to be loaded? EDIT - NVM figured it out. Wow what a PITA. OK expect to see a Extra Tracks mod from me soon so you can add all the lovely music you want to the existing radio stations :)
  12. Sorry I don't think you will like the answer :sad: The images are tiny individual parts embedded in the swf file (1700-ish of them): \data\interface\levelupmenu.swf Best of luck though if you tackle it! :smile:
  13. So the biggest problem here is I can't seem to get the game to play completely new files. If they are named an existing name it's not an issue, but new names don't seem to work (in my limited testing) Has anyone had any success with this?? Perhaps new sound files need to be added to a bsa and loaded last? Grasping at straws. My knowledge with this engine is limited... If we can get new files to play in the game I can add additional tracks to the current stations. Which is an improvement until we can add totally new stations...
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