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Galvon94

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Everything posted by Galvon94

  1. That's odd, I had tried it on Strong and it worked. Yup, just tried it again and it worked. What DDS format are your face textures using? Fallout 4 seems to require DTX5 for diffuse face textures. It's what other people seem to be using, and the only thing I got to work when I was making a custom face texture. BC5 is fine for the normal and specular maps.
  2. I should have read the description a little closer, Transfer Settlements seemingly only affects items linked to the workshop. I don't think statics that were originally pre-culled are linked. I guess you'd have to get a list of the ReferenceIDs and try to re-enable them. I'd recommend opening "Scrap Everything - Core" in FO4Edit and looking at the worldspace cell records for Sanctuary, under "Block -1,0 > Sub-Block -3,2", and note all of the altered references listed in the "XPRI - Physics References" and "XCRI - Combined References" sub-records.
  3. "BoringPerksQuest" is never defined, "BoringPerkQuest" is. It's a simple spelling error in your variable name.
  4. I don't. Anyway, there may be useful information for you in this image guide I made ages ago.
  5. You can use 'ShowLooksMenu' on NPCs, but supposedly that's not the most stable of solutions. Your other option is Face Ripper and FO4Edit.
  6. Do you need to keep making separate topics about this?
  7. Surely it would be better to have a single property that is an array of perks, and loop through them, rather than thirteen different properties? Though I suppose you can't auto-fill that.
  8. If I'm reading your post correctly, you want a way to un-delete scrapped objects? Transfer Settlements should be able to do that, judging by the description.
  9. From this; select them in the object window, then hit Ctrl+F4. You can then find the textures in "Data\Textures\Actors\Character\FaceCustomization\PluginName\FormID", and the meshes in "Data\Meshes\Actors\Character\FaceGenData\FaceGeom\PluginName\FormID".
  10. I've read that super mutants have pre-generated face textures, the same as human actors. You need to have the CK regenerate them.
  11. What? I don't mean to be rude, but you appear to have a critical misunderstanding of what the Creation Club is. It's a project run by Bethesda in which; you pitch an idea to them, if they accept, you receive funding to develop it for them. You also have to adhere to several requirements, like having to be completely compatible with pre-existing saves. It is not 'just a way to publish mods on PS4', you can't just 'stick it up' on there. And they don't allow pre-existing projects - well, publically. Haven't you seen all of the arguments about this?
  12. I don't think any reasonable person would argue otherwise.
  13. Well, if you want to be pedantic, Bethesda uses Bethesda's framework. Not all of the people there are likely able to make engine-level changes.
  14. Here's how I did it, away back when: Though was operating from the frame itself, not from a quest.
  15. I've got to learn that alias system one of these days. If we're talking Papyrus events, there isn't one. Not unless they added it in a patch. You have to watch for entering furniture, and both entering and leaving power armor triggers that.
  16. The only CBBE armor frame mod I know of that uses Papyrus scripts is PAAM, the rest use the vanilla system; specific armor items, keywords, and hope. Though I will say I think that this use case is exactly what the vanilla system was designed for, so I perhaps wouldn't suggest Papyrus. The vanilla system - as I remember it anyway - looks through what items a character has equipped, trying to find one with a keyword - for example, "usePowerArmorFrameBoS" - corresponing with a matching one on any entry in the "PowerArmorFramesList" Formlist. Custom keywords are very possible. The primary flaw with it is that it seems to go with whichever one it finds first. So if for example; you have a hat on that has the keyword "usePowerArmorFrameVault", if the system finds that one first it will ignore any other items you have.
  17. While such a thing is plausable, I don't think Bethesda would do it. One of their largest strangleholds on the community is the fact that, for most projects, the CK is the primary tool. I think they would lose a great deal of influence by forcing us to create alternatives. Bear in mind that the OpenMW team has made great progress on an open source equivalent of Morrowind's Construction Set, so there's already a base to work from.
  18. To me it just seems like a public version of those threads in GMAD. Except a little more civil, though probably only because out here we have actual moderators like yourself to keep things reasonable. Thank you by the way. Although since this is a public discussion, perhaps it is more likely that something might change. That somebody could recognise that they may have been doing things wrongly in the past. But let's be honest, most of those people aren't here looking at these forums. Now, please excuse me while I ride off on my high horse.
  19. In response to post #50331052. #50346087, #50349212, #50352762 are all replies on the same post. I don't know about Faelrin, but for the last few years I've been enjoying 16:10(I know it's really 8:5, but nobody calls it that) monitors. I much prefer the ratio, it's good for web browsing, watching old 4:3 movies and TV programmes, and a lot of other applications benefit from a taller display. 16:9 feels odd to me now.
  20. That's what Blender is for, it's free and really quite capable. You can even get it through Steam. What?
  21. Unless something changed with Fo4, you can't. Not unless you get 'tricksy'. You could have a script replacing their default unlimited ammo peashooter with a newer better one periodically. You'd have to make those yourself though, those weapons don't have any mods, and thus any way to scale naturally, by default. Keep in mind that once something is 'created', for want of a better term, it won't refresh on it's own. Or I think you could create a perk for the followers that just gives them a level based bonus damage. But you would want to limit it's effects to only their base weapon, otherwise the player might give them a half-decent weapon and they'd blast holes through everything in sight.
  22. Blender is perfectly suitable for texture painting, though I do prefer Substance Painter (1 or 2). Other programs I can think of are Mudbox, ZBrush and, if you have money figuratively dripping from your pockets, Mari(?). But any way you choose, you'll need to get the model into a format the programs can read. All of them will read Wavefront .obj, which for this would normally be enough, and most will read things like Collada .dae and Autodesk .fbx. Nifskope can export .obj, and old versions could even do .fbx.
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