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TheGreenLion

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Everything posted by TheGreenLion

  1. I would just add a new Property to the receivers/mods you want to modify the damage of as an Override in FO4Edit: Property # Float Multiply AttackDamage V1 - 0.250000 (or + 25%) V2 - 0.000000 Just like some of the other Receivers, Value 1 is a percentage so 1.0 = 100% and 0.01 = 1%. Just make sure you also edit the Property Count to reflect the new amount of Properties before you close it out to do testing. If you added one but don't change that number, it won't use the new Property! There are a lot things you can do but that would do the job...or at least it should. :tongue:
  2. I'm attempting to borrow the jet flame from the Super Sledge to stick on a Power Fist mod, so I thought what I'd do is take RocketHammer.nif and remove the sledge and it's blood decal. I'll explain what I've done so far but I could use any suggestions or ideas to make it function! :confused: https://www.dropbox.com/s/04wfum63rpnvuhw/Jet%20Flame%20Nifskope.jpg Everything else I left alone so I figure at this point the flame should still work. I replaced RocketHammer1st.nif with it and confirmed that it does. For the next test I tried renaming this .nif to one of my existing Power Fist Mods and loaded up the game. It didn't crash, but the flames didn't show up either. The FXWeaponLight showed up with the Power Fist equipped (the orange glow), so now I'm wondering if that works...then why is the flame not rendering/animating? And that's where I'm stumped. I had thought that maybe it looks at whether the weapon is equipped to start NiControllerSequence partA (idle flames), and when attacking starts PartB (big flames) but apparently it's more specific to the Super Sledge itself...is it a script maybe? Not sure where to start looking for the part(s) that tell it to go. Any assistance would be greatly appreciated! Example of the Power Fist mod "Grillmaster" :tongue: , hopefully with a working jet flame someday: https://www.dropbox.com/s/le5oia4omwh56yf/Grillmaster%20Mod.jpg
  3. In a really unceremonious way I did this by simply pasting ShockHandRight.nif into my LightningClaw.nif. I really don't know much at all about meshes, had a comment on my mod page from SpcSpectre about a sparking Warhammer 40K Lightning Claw so...this is my attempt (so far) to try and make that happen in a way. ShockHandRight.nif is found is Data\Meshes\Actors\CreateABot\CharacterAssets LightningClaw.nif used to be RebarFist.nif (Puncturing Mod for the Power Fist). The idea was to get a visible lightning effect on the weapon and it worked...sort of! The Player can Equip a Power Fist with a Lightning Claw Mod and get a cool sparkly weapon to punch stuff with. (Click the spoiler for example of the effect) BUT, when an NPC tries to wear a Power Fist with the Lightning Claw mod on it....they fade into invisibility. :confused: You can still target and talk etc. just can't see them. This is also not like the Chameleon "invisibility", more like disabled type invisibility. So I guess something in the ShockHandRight.nif (which is essentially an animated lightning ball) conflicts with NPCs in particular...but I don't know what. Something I did try before, which resulted in a CTD when mousing over the mod in the Crafting Menu, was to copy the exact naming from ShockHandRight.nif to the one now stuffed inside my custom .nif. Whatever the reason, the ugly Copy/Paste Branch job I did only works when I don't mess with it further! :dry: Any ideas as to why this would happen? I have to admit I'm rather stumped.
  4. Instead of doing 'Copy as override into' select 'Copy as new record into'. It'll prompt you to rename the item, then check your Mod in the next box and hit Okay to add it as a new item you can fool with. You might have to collapse your .esp and re-open it to refresh the contents if you don't see what you just copied listed. - I would check out Institute Arc Conversion to get an idea of what they did to get the lightning projectiles as a standalone item. Been trying to figure out how to do this with a Power Fist mod without crashing...lol! O_o
  5. First time I died was a couple hours in at Satellite Station Olivia. And it was there that I smacked a Mole Rat loaded with mines up close and personal with a Tire Iron! :blink: Yeah it sucked.
  6. Nevermind, it was simply more efficient to upload the mod and get help that way.
  7. You might want to take a look at PeterChin's mod Grenades Syringer Rifles and Ammo plus Chemistry Pack, has a lot more interesting options to choose from to play a supportive character! I'm not sure I plan on doing anything else with mine, I was trying to figure out how to revive companions with it but I think I'd have to wait for GECK maybe to make sense of it all. :tongue:
  8. Hrm, well it's not a texture problem (any more) from what I can see. I'd fathom to guess that the Bodyslide .nifs and possibly .osd files (in the ShapeData folder) are the issue now, but you've re-installed those too? Got to hand it to you, that's one heck of a head scratcher. :confused:
  9. Hrm.....not that I know of unless there is a way to reset a Cell via command. Hopefully you have a recent save if you fast traveled there? I'm guessing you wanted the water for a swimming pool or purifier eh?
  10. So it'd be kind of like a Vault 81 setting where ya get to actually be a Vault Dweller instead of a meat popsicle for 200 years. That sounds pretty cool. I don't know about a Pre-war setting. I'm thinking that would have to be a prelude to a Post-war outcome for your Vault. Say in the Pre-war it's all about testing, adjusting, analyzing as a Vault-tec employee (maybe even the Overseer). You're there with a selected group meant to get the Vault in top condition for the long haul. This character wouldn't be around Post-war but could have NPC descendants? Depending on choices made to improve or adjust the Vault to make it better (whether by addressing concerns to the Overseer or by doing it yourself if you are the Overseer), there could be consequences that change it and how your Vault survives to the Post-war outcome. Maybe there will be some computer logs or other history to read about what the Pre-war character did and how it affected the current resident's life there. Perhaps a possibility of disaster forcing them to leave, or worst case be wiped out like other certain Vaults were. Anywho, just throwing my ideas out there...sounds like a cool project though for sure!
  11. Don't worry about that guy, went off the deep end and got himself banned. Spose I don't need to block him anymore. (thank you Dante!) :laugh: But yeah, it'd be difficult to do any Dialogue/Quest edits until we can really see the trees and branches to edit the text/voice files. Still pretty daunting, but I'd daresay it could be a lot more interesting due to the amount of content to pick from.
  12. I wiped out Covenant too, minus the cat who seems to be happy enough whether it's empty or not (lol! Typical cat...). I also destroyed then disabled the turrets/residents and used 'setownership' on everything else that was owned. (partly what the above link that Kastergir posted does) Moved some Settlers in and they used the beds just fine but while the bunk beds count as two they only use the bottom bed. Gave them all copies of the Covenant keys so they could open the doors. I do believe though that later the cell reset and everything went back to owned and destroyed turret pieces returned. Bodies stayed gone though. Travis still comments on the radio about Covenant being mysteriously empty even though I have people and defenses there...lol.
  13. If everything is working normally, it seems to be part of an AI package that runs a 'take a break' session both in the morning and early evening. Specifically Farmers/Scavengers, they wake up and mill around for an in-game hour or two before starting work. Then they do the same before 'bedtime' at night. Not sure why the Guards are doing it, they should be stuck to patrols/posts. One thing I did notice is that when you build a Food Shop they all go sit around there at night instead of at a random patch of ground waiting for 'bedtime'. - The AI itself is a little buggy too though, sometimes Settlers seem to think they can't reach their destination so they stand around. At one point I had to change a doorway position and replace the stairs because they kept trying to walk through the wall right next to it. :pinch: If I had to guess, it has something to do with the Navmesh and how added floors/stairs are cut into it. It either resets or doesn't connect properly and the Settlers AI won't allow them to use it. They implemented a backup where they would 'pop in' to where they were supposed to be, but it doesn't help if something else is the issue.
  14. Wasn't it supposed to be like Touch of Green, A Little Bit of Green, All trees have leaves, Verdant Wasteland etc? Likely one or more of those. Edit: suppose it could have been Tookie's Textures, Fallout 4 Seasons (which may actually have what you're looking for, big mod there), either way I'm sure you can find a nice one among those.
  15. Interesting, did you make sure to install the Bodyslide Addon when you installed CBBE? The fomod installer should have prompted you to choose whether or not to install it as well.
  16. Can't say I've tried it, but I imagine the game won't know what to do with the .png and your decal wouldn't show up.
  17. Spring Cleaning does feature the ability to get rid of the Markers without getting rid of the building as well, if you'd like to keep the houses. You just can't see them, so you'll have to hunt them down when the hammering starts to target them in Workshop mode :smile: .
  18. Technically it is possible (but I think require scripting) to say, have a special toolbox (like the little red ones) that acts like a full blown weapon/armor bench. Probably not too much of a leap from there to make it disassemble scrappable junk. Skyrim had similar mods, you'd drop it/place it on the ground, use it to craft/scrap and store it when done. They even had "magic" storage bags. So you're right Agnon, it can be done. Fallout 4 shares a whole lot in common with Skyrim. I know Caprica can compile .pex files, so scripting is possible at the moment...but you'd have to get someone with the know-how interested in that sort of project. I'm just a texture hobbyist though. :tongue:
  19. I would wait myself, some things will change once they move it into Alpha. I fully expect it to break stuff though. :yes:
  20. Hey buddy, you're in the Fallout 4 section not Borderlands 2 so....you can see our confusion. :tongue:
  21. There ya go making me feel old and out of the loop for still using Photoshop to make textures. :laugh:
  22. All of the written Dialogue *should* be in the Quest category I think, hard to see what's going on with FO4Edit but I'd start there looking for the subtitles to get a script going. It probably would be best to wait for GECK to do the implementing so you have an easier visual interface to see the full tree/branches connected together...I'm afraid I can't be of more help but it's a place to start. :tongue:
  23. They weren't shot in the head, but the upper right torso...albeit by a .44 caliber. Still, that's not quite the same as shooting them in the head/sternum/abdomen (which would almost guarantee fatality at that range)....but it's close to the collar bone and right lung. There is a much better chance for that location to be non-fatal, and there are a lot of dialogue lines to be borrowed from either spouse to mash into a proper 'resurrected' Nate/Nora. I think it would be great if we needn't side with the Institute completely to do so, as there is always Dr. Amari and/or the Brotherhood that could be a solution....you just might have to borrow a few things from the Institute. :tongue:
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