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Blinxys

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  1. Just to play devil's advocate here... :devil: Why should they even know? IIRC don't you have the option to clam up about the whole thing. (Like the mysterious serum). Nothing down there, killed a few molerats, didn't see a thng. End of Austen subplot. And the redirect/distraction: FYI you're lucky your still here at all... Personally, think it would be better to have Molerat disease rampant in CW, which just means those molerats interacted with other molerats on the surface. And you'd have to rely on Curie to be rid of it. She could be your golden ticket, if other settlers/even raiders/etc got it, and she could help them. (if you gave her the "rarified" ingredients). Could be a spin off of one of several covid mods. Furthermore, you could get aggro'd if you fail to help enough people once word got out you could help them.
  2. @South8028 K, I tracked down f4ak earlier today as a matter of fact. :thumbsup: Am currently in the middle of a HW storm, mostly cleaning up now. :D Got your posted resource. going to have to double back on this over time. Have created multiple user accounts w/ discrete fo4builds. (To prevent any bleed out/over). Crazy thing I'm finding is the number of adjustments required just to get a "base install" for testing. Have to start making my own collections (I'm guessing). @Raiders Did you find a solution you are happy with? If so, what was it that did the trick? :huh:
  3. You need f4se (fully) installed. Not sure if that is the only requirement. Also, make sure you have fully enabled your game for modding in the ini(s).
  4. @phantomhate checks can mostly be accomplished though QAC (quick autoclean) which should be habit for any new mod before merging, converting or anything else. But you are right; it is required to check all these again in fo4edit further after QAC for you full load out. @AbsolutGrndZero Loot always breaks everything on me. Seems like useless tech-snootery to me. :geek: (Of course, I thought the same of QAC so I may change my mind, if it ever works). Sorting masters once LO is established has given me surprisingly good results.
  5. Alternatively, The Collector's Guides was the first thing I thought of, turns them into quests, skip the first handful of screenies on the mod's page and you'll see what it does. I have used it lightly. :smile: But what @LeahTheUnknown came up with looks intriguing as well. (It's always nice to have choices). :D
  6. There is a set of scripts by Pra (AWKCRifier) that can be added to FO4edit which "adds" AWKCR tags to items. Reasonable to assume this can be reversed fairly easily by someone who knows their way through pascal. Think they also updated their scripts for zEdit (javascript). :ninja: As a last resort or first point of reference, ask if it would be too much trouble for them to make it for you. (Destruction is always easier than creation). :devil: Be mindful, you can mod the hell out of whatever you want for personal purposes. But if you post it, you don't just need permissions from the original author(s); you also need to support the new mod. :ermm:
  7. @Raiders This will get you halfway there: Extended Facial Sculpting - now with 90 percent less beta (You can pivot the eye/socket region x/y/z). I was messing with it the other day and saw it came close to what you were asking for. There is an unofficlal update I just noticed here. Not required but gives male and female functionality (not either/or). :dance: Nothing seems to give much direct access to the eyeball or alignment in game that I can tell. Like I said I think it has something to do with player head/eye tracking if anything. Unsure if its baked into the animation or something external can even govern the eyes routines. As I have (on account of this post) noticed eye movements, but they all seem to be "locked in sequencing". @South8028 Sprint Breathing Facial Expressions runs on top of AAF (probably used access predefined file). "I talked about the game mechanics of facial morphs in nif, tri and managing the bones of the face." Could you expand on this point? What is f4ak, or is that the ck (creation kit) by a different nomenclature? Not picking on language or anything here, I just want to make sure I didn't miss out on something else, again. (FOMOment) :unsure: BTW: Got nothing against Mixamo directly, interesting it's in Havok now. That's sort of what I was saying about "all dressed up and nowhere to go", I got there too early for it to be much use at that time. :no: Mixamo->Havok->FO4? ??? That'd be a really awesome collection! If it was out there; I would get it, could it be posted as a modders' resource. If so, you should. :thumbsup: Oh! I know what you are talking about, I got them all pre havok conversion as hkx files! Man that $ht was SLOW to render back when. :nuke: Prohibitively slow. What's your take on the hi-poly face mod? Seems more trouble than it's worth to me, and have a problem with accompanying "proportional" mod, not in principle, but execution. Also, got a chance to "Try Cantaur", inconclusive results, mixed reviews. Tried to used Discrete Skeleton and Unique Player, might have been OTT (over the top) mislaid my tracks kind of issues. On the plus side, textures were nice, and head/neck wrist seam clean (as CBBE), the bone fixes were in place. On the downside, Body form was rather heavyset, did not put in neg sliders mod just to see. Zerosliders was within reasonable, but still strange-ish. Installed CBBE but had no presets for some reason, so there was clothes on/off body mismatch but that was on my end for sure. :blush: Gonna call it a wash for time being and address it again after a few other trials trail-blazing in other directions. FYI The skeleton is very heavy in game BTW. A noticeable graphic performance hit on integrated GPU, not like that will always be a problem, just very apparent in current state of build. I understand why it is so intensive, (I commented on all the points earlier). just thought you should be aware if you were ever to consider setting out in the wild. :wink:
  8. If you want to send an existing settler to another location: Go into build mode, select the NPC in question, at the bottom it says move (and whatever key you have assigned to that). When you select this option you will get the "where do you want to send them" option box. Make a choice and they will go... eventually, (Bethesda and all your other mods permitting of course). :wink:For a mod, it would only have to access that functionality without build mode (but with the same test (conditions) I assume into a dialogue option (would be slick). :cool: EDITORIAL: The trick with settlers I have found is to make sure they are assigned to a settlement before requesting any work from them. Because the game will not tell you if they are not attached when you give them a job. This could also be remedied through a mod (additional conditions loop added onto base script) I'm sure. I figure the lack of compliant behaviors generally plaguing people is the result of mods, because the game doesn't actually provide "loose settlers" that do not serve any immediate purpose. (i.e. they are already resident settlers by the time they ask if you need help). But there are many ways to "adopt" fringe settlers outside of vanilla. Does any of this address your issue correctly? :huh:
  9. Not fully on target, but there are a few mods that might be of value to your goal. Off the top of my head: Live Settlement Map (Many requirements, mostly to do with settlements though AFAICT)* Fall UI Map May help, again many requirements, (has colored map icons at least). Unsure of coded legend as per what colors represent. :unsure: Journal of the Soul Survivor Manually log locations, and whatever else... :thumbsup: Otherwise, RaidersClamoring seems to have the gist of it. Seems useful on several levels, but not something it sounds like you can implement on your own. from the sounds of your intent you'd likely make good use of the journal. Read the posts, if you want to retrieve entries outside the game you can use a save game editor. Best of luck on your endeavors. :cool: *IIRC someone (Qrsr) was looking for a way to [live] map spawn locations. Not sure how far he's gotten down that mole rat nest, but he may be operating somewhere not too far from where you want to get to.
  10. The "Good Zetan's" are just shuffling everything around from -30000ZaxisLand. Otherwise, your method seems sound. Not zeroed in enough to pull it off myself, but it sounds like you could pull it off. :wink:
  11. It would be easier to create an alternate recipe, which can be done simply by duplicating the current vanilla recipe, and removing and replacing the questionably included ingredient in your new recipe. :yes: (Then just don't use the other recipe). :unsure:
  12. Yeah, what they said, cite: Raiders, Storm. @Showler the limit on BA2 appears to be upward of 500 (at least). Whatever mod manager you are using you should be able to see dependencies and their masters, make sure they are not out of sequence. Top to bottom. Then use FO4edit and sort masters bottom to top. Have you Quick Auto Cleaned QAC cleaned your mods? :huh: That is likely another prudent option. Use FO4edit to sort masters as well. (Right click on *.es* Sort Masters) Be Advised: there is more to making ESLs than flagging them as such. :wink: Disabling all mods, enabling a few (logically), test, rinse, repeat. The above should give you more stable (testable/repeatable) results overall. Personally, I tend merge patches into main files as much as I can figure top prevent or limit conflicts. (Lest there is just too much stuff swirling around). :wacko:
  13. You shouldn't have to cap your framerate. Look to untie the game from your framerate instead. High FPS Physics Fix and requirements are where to start that. The game should run as fast as it can, which is handy for scripts (according SKK and his source(s)), with which I concur, especially on newer/higher end HW. :yes:
  14. @Raiders: MFG Morph List Is something you can work off of, totally forgot about it. :blush: Have additional notes on it, but Excel tables don't translate well here. :yucky: Unsure from what I've seen if AAF is necessarily necessary to implement or just a modder's [preffered] method. Suppose somewhere there is a place you can lock in a facial expression and call it by keyword per 'nilla. :unsure: Edit: Think it all has to be in the eye tracking mechanic instead... @South8028 Mixamo, Ha! :D thanks for the flashbacks to days and years of Poser. (All dressed up and nowhere to go)... :cool: Edit: I Stand corrected, as it appears none of these affect the eyes directly :pinch: , interesting info to supplement knowledgebase though. :geek: Console Command: "mfg morphs <morph ID> <morph intensity>" Example: mfg morphs 2 100 More Mouth Morph Intensity: First, enter the jaw open morph and hit 'Enter' then type: "mfg swap 2" # Part Side Portion Action 0 Brow Squeeze 1 Jaw Forward 2 Jaw Open 3 Brow Left Outer Up 4 Cheek Left Up 5 Frown Left 6 Jaw Left 7 Lip Left Corner In 8 Lip Left Corner Out 9 Eye Lid Left Lower Down 10 Eye Lid Left Lower Up 11 Lip Left Lower Down 12 Lip Left Lower Up 13 Brow Left Middle Down 14 Brow Left Middle Up 15 Nose Left Up 16 Brow Left Outer Down 17 Smile Left 18 Eye Lid Left Upper Down 19 Lid Left Upper Up 20 Lip Left Upper Down 21 Lip Left Upper Up 22 Lip Lower Funnel 23 Lip Roll Lower In 24 Lip Roll Lower Out 25 Pucker 26 Brow Right Outer Up 27 Cheek Right Up 28 Frown Right 29 Jaw Right 30 Lip Right Corner In 31 Lip Right Corner Out 32 Eye Lid Right Lower Down 33 Eye Lid Right Lower Up 34 Lip Right Lower Down 35 Lip Right Lower Up 36 Brow Right Middle Down 37 Brow Right Middle Up 38 Nose Right Up 39 Brow Right Outer Down 40 Smile Right 41 Eye Lid Right Upper Down 42 Eye Lid Right Upper Up 43 Lip Right Upper Down 44 Lip Right Upper Up 45 Sticky Lips 46 Lip Upper Funnel 47 Lip Roll Upper In 48 Lip Roll Upper Out (It looked fine in the edit box, but it didn't make it well through processing at all) Grr! :verymad:
  15. Time Related: Have run in timescale 1 for an aeon, most anomalies are a legacy of poor early modding by yours truly. :blush: (Is why am working on complete rebuild). The quotes you put forth are all Fallout 3/NV related. FO4 seems to not have that factor, it's lore friendly, but also legacy info. See posts: Here No good reason time shouldn't be 1:1. Unless it has to do with "variable type" limits which would just be flawed by design. Time of day is ToD, not sure how that could get narfed up, but, well... A lot of scripts/magic effects, etc are run on timers, that could get messed up, although TBH haven't seen too much evidence of it, but have had to rejigger a few figures here and there. What is more bothersome are arbitrary "wait" in script commands, could do away with the lot of them. :yucky: Aside: I have a condition known as "time sickness", (its a built in aversion to messing with time/circadian rhythms). Got narcoleptic watching WWE because it's hardly ever "now" (this week, last week, 4 weeks ago, six weeks from now). ARGH! Make it stop! :sick: So, I get a little screwed up when my first in-game day goes by in like 2-4 hours. Product Placement: Using Time Sync is surprisingly fluid Real-Time (and can be toggled). (Requires Sup). But its weird, you can sleep for 8 hours, and wake up at the same time you went to bed. :wacko: ...(Had a catering job like that once). :sad: Scripts seem to catch up or fire up while/after sleeping. Conclusion: Think you are on target with activate sleep/wait, bet you can just call the function transparently (bypassing input screen), fade to black, and back somehow (for e-mersion). Speaking of time, Happy New Years! :teehee:
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