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PokemonButcher

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  1. Well, there is a very good collection of eating / drinking animations available now, here: https://www.nexusmods.com/skyrimspecialedition/mods/42602 And, as of last week, this mod was posted: https://www.nexusmods.com/skyrimspecialedition/mods/45058 However, I have not tried using them in combination yet! If you or anyone else would like to try, go right ahead. They might conflict, but they might not conflict!
  2. How would one "choose the Vanilla hud layout"? There is only one download file for HUDFramework and it doesn't have a FOMOD options menu upon installation.
  3. I uninstall all mods, and completely reinstall a new game deleting all of my old save files in the process. I start the game up without any mods to initialize it and it works as it is supposed to. Then, I install F4SE and Start Me Up. Once I am outside of Vault 111, I install HUDFramework. The moment that I boot up the newly created save game outside the vault, that banner appears. This is with only F4SE, Start Me Up, and HUDFramework installed.
  4. Hello, Every time that I have installed HUDframework for fallout 4 (without any sorting mods or Def_UI) for the functionality of a few mods that make use of widgets, I end up getting an intrusive banner warning across my screen informing me: "Make configuration xml with config app. Please run hudmenuset.exe from data interface folder". No matter how many times I uninstall all of my mods, then reinstall the game, I cannot make this go away with HUDframework installed (even when I haven't installed any other mods that require it or otherwise. Incidentally, the mods that I am using are not compatible with Def_UI and most sorting mods I have been looking all over reddit, as well as the mod's posts, for a solution, but I have come up empty-handed and fairly exasperated. Any assistance would be greatly appreciated. https://www.nexusmods.com/users/52947486?tab=user+images
  5. For what it is worth, here is the plugin load order. It, unfortunately, does not include the mods that have loose files/archives (which is most of the texture and SKSE mods.
  6. In the interim, I found this mod: https://www.nexusmods.com/fallout4/mods/41171 It just so happens to fulfill most all of the features for which I was looking!
  7. This applies to their Fallout guide as well as their Skyrim and Skyrim SE guides. In December of 2019, they said that they were going to be updating the guide within the next few months. I hope that this is all that it is, but I am afraid that can not say that with any certainty. Does anyone else know?
  8. Hello, I have found that having to pick a consumable up and then use it by accessing it in the inventory immediately after without any signs of movement that anything has been consumed to be inconvenient and immersion-breaking. To remedy this, there could be a mod that provides a secondary option when interacting with consumables in the environment, one that is the regular "take/steal" another being "consume". This concept existed in a mod that somebody made called, "Eating Off the Floor", in Fallout 4---however, they stopped supporting it before the script extender was updated. Essentially, the "consume" option on a targeted consumable (potion, food/drink, ingredient) would cause the item to be used the moment it enters one's inventory or bypassing the inventory altogether. A problem that was encountered in "Eating Off the Floor" was that it wasn't made apparent which consumables had to be stolen in order to be consumed. Perhaps the text could be in red, just as the "steal" text is red? As far as eating/drinking animations are concerned, there are precious few mods that grant this. If arm and facial animations were executed immediately following the "consume" option being selected, this would serve to further solidify the sense that something is actually being consumed. If anybody has any other ideas how such a mod could be implemented or if you are interested in attempting it, please feel free to share. I am currently learning the basics of modding in creation kit, python, and C++, so I have a ways yet to go. Even if it takes a while, I would like to attempt to implement this. All the best.
  9. Thank you kindly, all of you. I will make good use of these resources! And thank you for not being dismissive.
  10. No turning back now! Dear mod creators and fellow users of mods, I played my fair share of games, and have enjoyed the implementation of a plenitude of different mods throughout. As much as I have enjoyed installing and using mods that their respective creators have shared, I wish to be able to create my very own mods to use and share to enrich a gaming experience! The problem is that I haven't the faintest idea where to begin. I know OF creation kit, blender, and other tools, but have absolutely no experience with them or what they are used for. I am coming from the position of a complete novice to coding, mod creation, mesh/texture building, game engine...things, etc., you name it! Well, I have got to start somewhere. What I am asking about is, as I understand it, something that takes years of experience to approach confidently. Therefore, I am not expecting all of THAT to be condensed into one forum topic. Any advice for me (and any and all others who have wanted to create mods but have never had a point of reference to learn from the ground up) is muchly appreciated! What resources would you recommend that I turn to? How do you make a weapon? Armour? Quests?! What tools and know-how are required? I am talking about level-zero, no XP, zilch, nada, capoot, no prior knowledge of mod creation skills embarking on this path! Where ought I to start? Oh, benevolent mod creators, please bestow within us, reciprocals of unfulfilled expression, your wisdom...pertaining to making mods. ...No pressure, though! ð¤
  11. I just used Champollion to decompile a .pex file, notepad ++ to edit the .psc, and I am now trying to compile the .psc back into a .pex, but I am having a lot of difficulty, as I know very little about coding and scripting. Any advice is welcome, please!
  12. Okay, I'll try my best! Thanks for your patience :happy: So, the mod that I am using uses multiple .pex files that use the slider----here are images of the files https://www.nexusmods.com/users/52947486?tab=user+images The mod creates an In-game weight/muscle gain and loss perk system, eating food and exercising triggers the looksmenu to move the slider up and down by increments. The slider (not preset) "SSBBW_Muscled" is a custom slider that the modder, Coldsteelj, created and uses throughout this mod. It is a .tri morph, if I'm not mistaken, and requires the morph box to be ticked off when batch building assigned to the group he made in order for the mod to work. Because the sliders he made are necessary for the mod to work, and affect multiple parts of the body through a single slider, if I want to reduce a specific part of the body, I need to edit the whole slider so that only that part is reduced and not the other parts that the slider increases and decreases in-game. Even if I start off with the slider at a low percentage, that slider will increase/decrease throughout the game, meaning that the values maintain the proportions of the slider regardless. So, I'm trying to figure out how to edit those values that exist within the custom slider that exists in the bodyslide menu, the sliders.json file, and the .pex files. Coldsteelj told me to edit the slider in Bodyslide, but I'm not sure how. I'm trying to figure out how one makes a slider (one that goes from 0%-100% like Vanilla FO4 at the bottom of the slider options, and with that knowledge, how to change the pre-existing one that Coldsteelj made.
  13. I know how to build presets, but this is a slider. Does it work the same way? Here's a screenshot of the Body Slider https://www.nexusmods.com/fallout4/images/116493
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