Jump to content

ToastedBaby

Supporter
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About ToastedBaby

Profile Fields

  • Website URL
    https://www.youtube.com/user/ToastedBaby
  • Country
    United States

ToastedBaby's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • One Year In
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Yup, it was the sSmoothSpecTexture file path that I was missing. Thanks for that. Now everything looks about as good as my skill allow. Thanks again!
  2. I'm glad you mentioned that. It looks just like something to throw into my collection, although I *may* have to make a few rebalancing tweaks to it.
  3. Thanks for suggestions on all the settlement stuff, I think I'm set there. I'm mainly looking for weapon mods, gameplay changes, quest mods, and really anything that changes Fallout 4 from vanilla to something more exciting now.
  4. Hey guys, I finally decided to try to finish my custom texture set after putting it off for a year and half. I finished everything, but now I'm having issues with applying a glow map to my pipboy. Whenever I do, it seems to disable the normal map or something, since the textures look dull and don't reflect light, although the glow works. When I disable my custom BGSM file, the textures and model look normal and textures are nice and have a matte finish, but alas, no glowing. I attached an example copy of a BGSM file I'm using. I turned "fSpecularMult" to 0.0 since even having it on 0.1 made the textures shiny, which is definitely not the matte look I'm going for. Is there any way to get a nice, matte finish while also having a glow texture, or does glow make everything shiny? I attached an imgur album with night and day examples of each issue. Night/day examples of normal textures and glow textures: http://imgur.com/a/CVSdD Example BGSM file to apply glow texture: { "sDiffuseTexture": "AnimObjects/Pipboy/PipBoy01_d.dds", "sNormalTexture": "AnimObjects/Pipboy/PipBoy01_n.dds", "sGlowTexture": "AnimObjects/Pipboy/PipBoy01_g.dds", "fRimPower": 2.0, "fSubsurfaceLightingRolloff": 0.3, "bSpecularEnabled": true, "cSpecularColor": "#ffffff", "fSpecularMult": 0.0, "sRootMaterialPath": "", "bEmitEnabled": true, "cEmittanceColor": "#05c1ff", "fEmittanceMult": 1.0, "bCastShadows": true, "bGlowmap": true, "fDisplacementTextureBias": -0.5, "fDisplacementTextureScale": 10.0, "fTessellationPnScale": 1.0, "fTessellationBaseFactor": 1.0, "fGrayscaleToPaletteScale": 0.5019608, "bTileU": true, "bTileV": true, "fAlphaTestRef": 127 }
  5. Ok, so I stopped playing Fallout 4 almost a year ago (shortly after Far Harbor was released) because it just didn't capture me the same way New Vegas did (favorite game of all time). Now, I want to get back into Fallout 4, but I want to play a heavily modded game. Unfortunately, I haven't been keeping up with all of the mods that have come out, and am looking for help and suggestions on what to install. I am mainly looking for quality quest mods, new weapons, new armor, new gameplay, player homes, really new anything to help create a new experience in Fallout 4. With New Vegas, I normally ran around 600 mods at once, and am up for doing the same with Fallout 4. I know my way around the GECK, so merging and fixing compatibility issues won't be a problem (I'm one of the creators of Obscurum - Pandemic), although it has been a while since I did anything substantial. I'm hoping to achieve a near total-conversion short of a complete conversion since regular Fallout 4 felt bland to me. Please leave suggestions below, with mod names and links if you feel so inclined. Thank you.
  6. Thanks, that definitely helped with the vertices getting painted. I found out what my final problem was, and it was that I wasn't removing the double vertices, so Blender was getting mad. Once I did that, everything works flawlessly now, and I finally have my very own bucket to follow me around! Yay!
  7. I was following this tutorial (down at the bottom for using existing skeletons) and it pretty much says exactly what you said, but even after following it step by step and double checking everything, Blender is still throwing errors about unweighted vertices, so I just gave up with trying to deal with it. I know how to use the GECK without issues, but apparently my brain decays right when I leave it. :( That bucket armor and invisible gloves/helmet do the trick on a human NPC. It's not quite the custom creature that I was hoping for, but at this point, Blender and I don't seem to want to cooperate, so I'll just base it of a regular NPC. Thanks again for making those armors. I tried making a bucket armor as well, and shockingly enough, I failed at that, too! Who'd have thought?!
  8. Okay, so I've been trying to do this whole 3D modeling thing/rigging/trying to make a stupid character, and I'm pretty sure I'm short a few brain cells because even if I follow the instructions on the tutorials that I've found, I can't get it to work. All I want to do is mount a bucket to a human skeleton (so it's just a bucket floating there, but uses all of the default human animations). This is as far as I got before Blender told me no: http://i.imgur.com/WCbx4xR.png If anyone out there is willing and able, could you just mount a default bucket to a human skeleton? (Bonus points for managing to get the handle to flop around for comedic effect if that's possible). Or, if you're willing, walk me through it step by step and explain it to me like I'm 5. (Which isn't too far off from my mental age, considering I think having an NPC bucket is funny).
  9. I've never messed with Blender, but it's worth a shot. You wouldn't happen to know if it's possible to do that with just the skeleton of a creature and a mesh rather than the mesh of a creature and the mesh I want, would you?
  10. Hai guize, I'm trying to do something stupid and am having trouble doing it. I want to make a bucket companion that follows you around, and I need to make a custom mesh for the character. As a note, my experience with NifSkope extends to yesterday and randomly clicking on different areas of the screen. Basically, what I want is to either merge a bucket mesh with a human skeleton or an eyebot skeleton so it will follow the player. I have successfully gotten a bucket on the eyebot skeleton, as you can see, and it shows up in game with the ONLY issue being that it doesn't follow the player. The idle animation is fine, it rotates just fine, but it won't move. If you know why that is happening, I'm all ears. I would prefer to have it mounted to a human skeleton because I think the movements of a human would be way funnier with a bucket, but I have not been able to do it successfully. I have looked for tutorials online, but all I can find are merging static meshes with static meshes. If anyone can provide any insight, it would be greatly appreciated. Bucket slapped onto an eyebot in nifskope: http://i.imgur.com/B0TeEsT.png Bucket in game, but unable to move: http://i.imgur.com/7cfUP3R.jpg
  11. I'm trying to add a script to my companion that checks his inventory for a repair book AND a repair magazine. If he has them, then it switches the quest status and makes it so it will increase his Repair by 5 for every magazine you give him henceforth. I thought I got the script down OK, but the GECK doesn't like it and I'm still new to scripting, so I'm reaching out to you for help. Quest Status 2 is looking for book and mag, and then if found, switches status to 1 to check for magazines from here on out. short bCheckedOnce; float fLastCheckHour; short nLastCheckDay; BEGIN MenuMode 1008 if (GameHour > fLastCheckHour || GameDaysPassed > nLastCheckDay) set fLastCheckHour to GameHour; set nLastCheckDay to GameDaysPassed; if TBCourierRepairQuest.Status == 2 && GetItemCount MagazineNVRepair > 0 && GetItemCount BookSkillRepair > 0 ShowMessage TBCourierRepairAvailableMessage RemoveItem MagazineNVRepair 1 RemoveItem BookSkillRepair 1 set TBCourierRepairQuest.Status to 1 evp endif if TBCourierRepairQuest.Status == 1 && GetItemCount MagazineNVRepair > 0 ShowMessage TBCourierRepairIncreaseMessage modav Repair 5 RemoveItem MagazineNVRepair 1 evp endif endif End
  12. Another update: I played today and somehow NVSE didn't initialize upon startup, and the game ran perfectly fine for over an hour, versus a crash every 8 minutes. Not a single problem, crash, or freeze. That leads me to believe that an NVSE dependent mod is causing the problem. Any of you fine gents have an idea on which one it would be?
  13. All 5 fans and the CPU cooler are clean, and the cores don't go above 35C on my temp monitor. I can fix the problem by opening the console, and then loading a previous save, but the game still ends up crashing eventually.
  14. Well, I had an issue before with my game crashing right next to the Nevada Highway Patrol Station consistently, but I fixed that by removing two mods. But unfortunately, another issue has arisen in it's place. Now, after about 9-10 minutes of playing, my audio will fail and then the game will crash soon after, or the FPS will drop to about 1 and the game will also crash soon after. By my audio failing, I mean that all sounds will stop playing except for the sound of my companion Cazador's wing buzzing sound (I made a simple companion Cazador as part of my TypoCompanion.esp). The game is still playable after it happens, but it eventually crashes after a couple minutes. The FPS drop issue should be self explanatory, although that happens much less than the audio issues, and even less so than it did during my previous issue. I installed the mods through the NMM, used BOSS to get the load order, then checked it with FNVEdit and even made a merge patch (which is disabled because it seems to make the problem worse). In addition to the mods listed, I am also using Fallout4GB, Anti-Stutter, and Anti-Crash. It's not a save issue, because I started a new game during the old issue, and that persisted as well. Mod list and load order: [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] CaravanPack.esm[X] NVEC Complete + NVCE.esm[X] Companion Core.esm[X] Project Nevada - Core.esm[X] Project Nevada - Equipment.esm[X] Project Nevada - Cyberware.esp[X] NVInteriors_Core.esm[X] NVR-Strip.esm[X] RobCo Certified.esm[X] SomeguySeries.esm[X] SpeedyResources.esm[X] Project Nevada - Rebalance.esp[X] Project Nevada - Extra Options.esm[X] ELECTRO-CITY - CompletedWorkorders.esm[X] ELECTRO-CITY - Highways and Byways.esm[X] More Perks.esm[X] AWorldOfPain(Preview).esm[X] UWHNV-Core.esm[ ] IWS-Core.esm[X] NevadaSkies.esm[X] RockwellPursuit.esm[X] Niner.esm[X] Project Nevada - Cyberware Additions.esp[X] Project Nevada - Rebalance Complete.esp[X] Project Nevada - All DLC.esp[X] Mission Mojave - Ultimate Edition.esp[X] CASM.esp[X] Centered 3rd Person Camera.esp[X] NVEC Complete NVCE MMUE Patch.esp[X] NVEC NVCE PN Cyberware Patch.esp[X] NVEC NVCE PN Equipment Patch.esp[X] Purge Cell Buffers.esp[X] The Weapon Mod Menu.esp[X] A Better Veronica.esp[X] LFox Easy Weapon Mods.esp[X] Firefly_guns.esp[X] UWHNV-Addon-DLC.esp[X] UWHNV-Addon-GRA.esp[X] UWHNV-Addon-FollowerHome.esp[X] SorterUpdater_UWHNV.esp[X] NVR-NPCs.esp[X] NVR-Version_10.esp[X] NVFR-NVR-NVTC-Version_2.esp[X] PerkEveryLevel.esp[X] Skip DLC - Dead Money.esp[ ] Project Nevada - Dead Money.esp[ ] Project Nevada - Honest Hearts.esp[ ] Project Nevada - Old World Blues (No Cyberware).esp[ ] Project Nevada - Lonesome Road.esp[ ] Project Nevada - Gun Runners' Arsenal.esp[X] DriveableMotorCycle.esp[X] Killable Children.esp[X] More Perks Update.esp[ ] IWS-Core-Patrols.esp[ ] IWS-Core-Guards.esp[ ] IWS-Core-Civilians.esp[ ] IWS-DM.esp[ ] IWS-HH.esp[ ] IWS-OWB.esp[ ] IWS-LR.esp[X] Saiga-12.esp[X] M14.esp[X] AKS74u.esp[X] L96.esp[X] Radroach companion.esp[X] TypoCompanion.esp[X] PancorJH.esp[X] Barrett 98B.esp[X] Exciters MCW ACWS Pack II v.2.05.esp[ ] Masada S New Vegas.esp[X] NVBabyDeathclawCommander.esp[X] TheInheritance.esp[X] NVWillow.esp[X] RobCo Certified Friendly Hit Fixer.esp[X] ShilohDS-Color Maps and Icons.esp[ ] AN94.esp[X] dD - Enhanced Blood Main NV.esp[ ] WeaponModsExpanded.esp[ ] WMXUE.esp[ ] Project Nevada - WMX.esp[X] TripToTheBank.esp[X] TheDeterrent.esp[ ] WMX-ModernWeapons.esp[ ] ObnoxiousCicada.esp[ ] WMX-DeadMoney.esp[ ] WMX-HonestHearts.esp[ ] WMXUE-CouriersStash.esp[ ] WMX-OldWorldBlues.esp[ ] WMX-LonesomeRoad.esp[ ] WMX-GunRunnersArsenal.esp[ ] WMX-MW-GRA.esp[X] The Mod Configuration Menu.esp[X] EVE FNV - ALL DLC.esp[ ] WMX-EVE-AllDLC.esp[X] GRAVendorsHaveMoreCaps.esp[ ] NVEC Complete NVCE WMX Patch.esp[X] Project Nevada - EVE All DLC.esp[X] Vurt's WFO.esp[X] NevadaSkies - Ultimate DLC Edition.esp[X] NevadaSkies - Mod Override.esp[X] Better Game Performance.esp[ ] UWHNV-Addon-Time for Bed NV.esp[ ] The Groovatron.esp[X] The Groovatron NV.esp[ ] UWHNV-Addon-NoCompanionsRoom.esp[ ] WMX-EVE-NoGRA.esp[ ] WMX-EVE-NoDLC.esp[ ] EVE FNV - NO GRA.esp[ ] EVE FNV - NO DLC.esp[ ] Project Nevada - EVE No DLC.esp[ ] Project Nevada - EVE No GRA.esp[ ] My Patch.esp Total active plugins: 82Total plugins: 121 Computer specs if relevant: AMD Phenom II X6 2.8Ghz16GB G.Skill RAMGTX 660Ti 2GB
×
×
  • Create New...