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DeathMotif

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  1. I get what you're trying to do. DieFeM's idea about record counts isn't bad, but it's not complete. Is there a consistency with respect to the file sizes for these blank loaders? If they have the same file size, then that may be your solution. You could simply treat any ESP/ESL as empty if its file size fits into the range that empty files occupy.
  2. Going by that won't work. It is possible for a mod to exist that only modifies pre-existing records of other mods. It would have a count that shows no edits. Of course, that wouldn't be true. A better method still needs to be found.
  3. Hello, I appraciate your effort. I have problem and I got stuck, mine is little different. I am importing models, bones, textures from Fallout 4 to 3ds max. I have done this. BUT; I imported power armor to 3ds max for example, but it's diffuse texture is grayscale. There is also PA_palette_d.DDS which contains colors. But I have no idea how I can merge grayscale and color palette textures. I need to make grayscale texture colorful by using its color palette. And there is nothing that I found yet. That’s because the diffuse texture IS greyscale. That’s how palette swapping works in FO4. You use a greyscale texture, and then use a palette texture to swap out values. One of the limitations of this approach is that it limits you to 256 color values per swap. Through FO4 you select which palette you wish to swap out using the color value in your OMOD reference. That value is effectively a reference pointer to the position on your palette where the desired color values exist. This number is effectively a percentage value. If your palette has 10 swaps, then you’ll need to calculate for the mid points of the pixel ranges of each row in order to assure that you have a proper lane hit to get the correct palette. In this case that means that your first row will have a range from 0 to 10 with your max range being from 0 to 100. Your percentage value for row 1 is the average between 0 and 10, which is 5 percent or .05. You can use this method to calculate the rest of your row values fairly easily. Just remember that the values will change based on the number of rows in your palette. Having said all of that, I do not believe that there is a method to swap palettes in this manner from within 3DS Max. The tools created for it predate FO4, and do not have support for color swapping to my knowledge.
  4. I am working on a standalone power armor overhaul mod that radically alters the way power armor works in Fallout 4. This mod allows players to modify the frames themselves in order to allow new frame types, features, and paint schemes. I have already run a successful test mod that allows me to swap frames out using a different process than the vanilla uses. I just need the assets necessary to begin the final phase of putting the mod together. More details to be provided to successful applicants. As mentioned in the title, I need at least one 3D Modeler, Animator, and Texture artist. They can all be one person or filled individually. I can do this myself, but not without a significant time penalty. I would rather work with a solid team. If interested, please PM me with examples of your work, or a link to examples. Thanks.
  5. It may be a while...a week or so...before I can properly respond to this. I have tests to grade and so on over the next week, and I need some time to look into this. Have you ever worked with either the CK or FO4Edit before?
  6. Thank you for asking a question that caused me to look beyond my normal area of modding. I now know howto mod for contraptions...something I was going to have to do sooner or later. You’re welcome, and be well. Feel free to ask me anything anytime. I’ll do my best to help you.
  7. Check out record xx000D38. "xx" is the plugin load order starting with "00" for the FO4 esm. This is a container object you can construct from within the workshop. Changes to the requirements to build the COBJ for this affect only this object, not the ammo. Within the properties of this object you will find references to recipes as well as an array of ammunition types. I think the rest should be relatively obvious, but let me know if you have any further trouble.
  8. I’m not at my computer right now, but if no one answers by the time I get on my computer, I’ll take a look for you and see if I can figure it out.
  9. You’re welcome. Most of the time you won’t have to worry too much about conditionals. Most of the built-in conditionals (embedded inside the “type” blocks [ARMO, COBJ, INNR, etc.]) are fairly straight forward. The only time you really have to pay attention to them is when scripting. Just remember that every condition requires a check for validity. The more conditions, the more checks. Some checks are ok. More checks are generally bad. Enough of them can negatively impact performance. That’s why you want to be judicious with their use.
  10. 1. In logic, it only takes one false input to render AND statements false. This is simply the way it is. OR is precisely the opposite. One true input renders the whole statement true. Look up truth tables and you will soon understand this concept. There is nothing “awful” about this. 2. No, Every condition is not evaluated every update cycle. Only those whose evaluations are “true” are evaluated. Keep in mind that conditions are nested in branches. If a node in the branch evaluates to false, the rest of the successive nodes are ignored as they are no longer relevant. Barring programming errors, eventually all conditions may be evaluated during the course of the program running. This is how programs, indeed computer hardware, work. There is the concept of “interrupts”. They are precisely what they sound like. They interrupt the execution of the program when certain conditions are met. Depending on how it is handled, keyboard input is often an interrupt. It signals to the program that the user is making changes to the environment, such as movement or other actions. Most of these are deferred, but some, like toggling the console, are instant. The point is, that it depends on implementation, but rest assured that not all conditions are evaluated every cycle. That would be impossible under current technology. Hopefully this explanation helps. Let me know if you have further questions.
  11. I should mention that the process should be similar for weapons. Just substitute the WEAP for the ARMO.
  12. I’m away from my computer so I can’t verify this, but it shouldn’t be too difficult to make your enchanted jumpsuit. Assuming that you’re using an existing jumpsuit, the process is rather simple. All you need to do is to create a duplicate copy of the ARMO entry for the jumpsuit. Next, you find the OMOD entry for the enchantment you want to apply. If such an OMOD entry doesn’t exist, you will have to create one. There are many examples of this already existing in the game, so you shouldn’t have trouble working this out. Next you add a reference to this OMOD into the ARMO you created earlier. The only thing remaining to be done is to either place a copy of this ARMO in the world, or make a COBJ (constructable object) that lets you craft it. I’ve been out of th modding scene for a while, so I may have missed some5hing, but it shouldn’t take much digging in either the CK or FO4EDIT to figure it out. It’s pretty basic. Feel free to PM me if you need to. I don’t always get notifications of updates to posts on the forums.
  13. Sorry for necroposting. Been off the internet due to health reasons for a while and was recently scrolling through old topics I participated in. Saw your response. Decided to belatedly say you're welcome. Glad I was of help.
  14. If the goal was to Store items inside P.A.... but no - it doesn't work, i'd love to. How does the filtering work and how to fool it?Yeah, no. You can’t store a weapon on a PA frame. It functions just like mannequins that can only store and display clothing and armor. However, that’s only the case for unpowered PA. Now that I have thought more about it, a script might be the only practical solution for limiting the weapon to equipping on PA only. Your suggestion might work fine. As for equipping weapon’s on mannequins/unpowered frames, A script converting the weapon to a piece of armor when exiting the PA (and vice versa when entering) and equipping it to the hand location would be a nice touch. I wonder why no one’s tried it before (if they did, I somehow missed it)?
  15. I have done a LOT of PA modding for a mod I have been working on that is unfortunately on hold due to health issues. PM me a link (Google Drive or equivalent) to your file, and I’ll take a look at it ASAP.
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