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TheGreenLion

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Everything posted by TheGreenLion

  1. Mostly it just seems like ya need to select the Alpha Channel and deselect the RGB Channels when editing so just the Alpha is highlighted. White shows, black hides. :) You can click the box on left of Alpha Channel to show it over the top of the DIffuse as a red overlay. Hope that helps you out!
  2. Wanted to say thanks again, throttlekitty! Solved the issue so I no longer have funky Normals! :cool:
  3. I haven't a clue about the artifacts either, lol! :tongue: Made a random discovery that it does seem to still read a yellow/green Normal Map saved as DXT3 format (what I used to use for the violet/blue ones ala Skyrim), and it doesn't screw it all up on export. However, I will be checking out that Intel plugin! Want to do things the right way, in case there's a problem with it not being BC5/3Dc. Thank you for the advice!
  4. Not too quick to do that unfortunately! I would recommend checking out this Tutorial on it: http://www.nexusmods.com/fallout4/mods/4751/? But where he uses Gibbed's tools, I recommend using Material Editor instead(also found on Nexus). Good luck! :)
  5. Oh, that's interesting! Nice bit of information. :ohmy: @ Reflex18 - left ya a PM!
  6. Look for Entries in Armor and Armor Addon - MOD2 and MO2S. Right-click empty space next to MO2S and select 'Add', Select the name of your Material Swap. Female Model will be MOD3 and MO3S. Hope that helps!
  7. Nevermind me, I read that completely wrong...lol. :confused: Edit: I don't believe there is a faster way to do it, but unless your values aren't turning out as expected fairly often you can probably make more than one adjustment at a time?
  8. My issue was solved by using the Intel Plugin as throttlekitty suggested! THANK YOU! Alright so I have some serious trouble with Photoshop CC (with .DDS Plugin) completely destroying Normal and Specular Maps on export. I'm trying to save the Normal as 3Dc (which is supposedly the correct format) and while it looks great before export, opening it back up looks mangled beyond belief with an insane amount of noise and strange pixelation. :confused: I am very unused to the color of the Specular maps as well, should it be 3Dc format as well? My attempt to save it also results in a very similar look to the Normal map though. Apparently I'm missing something, as it does just fine with Diffuse textures and DXT5 export. Any idears? :sad: - More Info: I have the Nvidia Normal Map Filter (which crashes when I try to use it...*sigh*) so I've *cringe* been using the built-in Normal generator and making manual edits to smooth it out. I tried one method that was to adjust the Dark Level to 128 (as the exported Normals are much brighter for some reason) before saving as 3Dc. I'm not sure why it can't export Normals properly, only thing holding me up from finishing a retexture of the Grognak Costume. P.S. Screw you Photoshop CC! :pinch:
  9. Well I'll be dipped, not what I thought I'd be reading. What a shame. :confused:
  10. The trouble with triblys....is that they are in fact trilbys! :pinch: Don't feel too bad, you are certainly NOT alone! :laugh:
  11. Ahh, sorry it's not really a drop-down, more of a pop-up I suppose. When you go to type the info into an entry you are editing a list should appear. Armor will only hold the World Model data (what it looks like when dropped, somethingGO.nif) and lower under Armatures a MODL entry that needs to point to the Armor Addon. The Addons are responsible for the male and female character model ( the name of the male and female .nif, MOD2 entry) and the Material Swap (name of your Material Swap, MO2S entry) that needs to match the .BGSM file path. Armor - points to World Model .nif, Armor Addon Armor Addon - points to Character Model .nif, Material Swap Material Swap - points to original .BGSM, new .BGSM to override with .BGSM - points to your new Textures You'll need those three entries in FO4Edit, you'll also need a new .BGSM file in the Material folder inside your Data structure edited with Material Editor (you can still do Hex Editing, but Material Editor is far easier) to point to your new Texture files. One for each new addition, and same number of Material Swaps in FO4Edit to match. So for a new item you need: 1 of each Armor, ArmorAddon, Material Swap and Material .BGSM file.
  12. Power Armor + Minigun....problem solved! However I was unsuccessful, there are a whole bunch of Gunner listings. :ohmy: Found some weird naked ones with discolored heads, some friendly ones with clothes on but not one with my helmet on em. Think maybe I should go find one of their regular spots and target one with the console. Maybe that'll help narrow it down, lol. :confused:
  13. Double, triple, extra check your file paths! I made a tiny goof in a file path in FO4Edit and skipped over it twice before I figured it out. :laugh: I'd start with one specific item, go between Armor (check the AA path and MO2S there) Armor Addon (recheck the MO2S) and Material Swap (SNAM there) in FO4Edit and the .BGSM in Material Editor. One of those in FO4Edit needs to be chosen in the drop-down menu, seems like I typed it in (which worked with this one exception) but it didn't register properly until I chose it from the menu. - If it's the default Vault Suit they do have a .BGSM referenced in the .nif. Good luck!
  14. Thanks jet, went back and was able to Add the helmet to the LLI_Gunner_Headgear_33 and "_Less_33 entries. Now I just have to spawn a bunch of em to see if it worked! :thumbsup:
  15. Recently made a mod that adds a Medic themed Army Helmet to the game, but wondering how I might be able to go about adding it to Gunners, Containers and so forth. Has anyone messed with that successfully and have some advice? I thought it would be neat to add it as a variety of item to find alongside the vanilla helmets but don't really know where to start with that! :confused: - I did find some entries in Leveled Items for Gunners (wherein I discovered the Berets, and the Dirty Army Helmet inside) but can't figure out how to add anything or where to create a new entry. Halp me! :laugh:
  16. Shinra's method works, or to do it yourself you can go find something in FO4Edit (say in the Armor category) and right-click. Then select 'Copy as override into...' and check the box next to <new file>. Name it whatever you like, and it'll create an .esp with that record in it. Then you can delete that record if you really need to, I'd save a step and select whatever you are looking to modify when you make it. (Source of experience, just barely made my first new item with it... :laugh: )
  17. What you might be able to do is make a duplicate of the furniture (since it will have the correct height) Edit and go to Model, fill in the textures with NullTextureSet essentially making it invisible but still be able to be used. Take note of the collision area when it is placed as well by hitting F4 to display collision data in the render window. In theory that should work. Obviously for things like chairs you've already got invisible seating, so this would more likely be for crafting. More specifically for things like an alchemy/enchanting table that doesn't have any moving bits that the player uses.
  18. Hrmm, thank you for your reply. I'll give it a shot and figure out how to increase the rank later on. Still have a lot to plan and implement, quests are SO much fun to set up. LOL!
  19. Having some trouble at the moment with adding the player to a faction at the end of a quest. I've been following the CK tutorial and Millerboy's YouTube tutorial. He gets to a part in his sixth installment of making a quest where he adds an NPC relationship rank so that only after the quest they will follow the player. What I thought I could do is modify it a bit to add the player to a faction thus setting the player relationship to the whole group to ally and make all of them able to be followers that way. Hit some snags though. I've got a script fragment stuck to the last stage of the quest where the player gets an item removed and adds a gold reward. I set up another property for it as Faction and filled the property with the faction I want to add the player to with a rank of 1 (2 being the top rank, going to try and make another quest to make the player the leader rank). The script fragment goes like so: SetObjectiveCompleted(30) Alias_Gunnhilde.GetReference().AddItem(Alias_Greatsword.GetReference()) Game.GetPlayer().AddItem(Gold001, 2000) Game.GetPlayer().AddFac(SkyhammerBarbarians, 1) Which I assumed would work just fine, but when compiling I get this: Starting 1 compile threads for 1 files... Compiling "QF_AATGLSkyhammerHoldQuest_03097B1E"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_AATGLSkyhammerHoldQuest_03097B1E.psc(29,17): AddFac is not a function or does not exist No output generated for QF_AATGLSkyhammerHoldQuest_03097B1E, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_AATGLSkyhammerHoldQuest_03097B1E Apparently I'm missing something here, should I not have the property as Faction? And more puzzling to me, why does it seem to think that the .addfac command doesn't exist? :huh: Any help would be appreciated, thank you for your time! :smile:
  20. Doesn't seem like any of those are suspect, you might try to use Steam to verify the game cache and see if there are missing files.
  21. Now if you had asked 'How do I post in a forum?' that would be dumb. I don't think it's a stupid question. The helmet is from Warchief Armor. Not sure about the armor, might be another of hothtrooper's. *shrug* As for being related to Mod Requests...no. It would be better placed in Mod Talk, General or Troubleshooting. This is more for requesting a type of mod to be made.
  22. If you use NMM to install it, go to the Open Folder button at the top, select NMM's Mod folder and then look for the one you want to check and open it. Inside the Data folder of the mod there will be a Scripts folder if it uses scripts in most cases. If the mod has everything packed into a BSA you'll need an unpacker to view what is inside of the BSA. Sorry, had to make that more clear. :confused:
  23. Yeah, Ishara's method is less...troublesome. :tongue:
  24. Looks pretty neat, snowy roof looks weird (I'm sure you know that) but I wish you luck on your journey! :thumbsup:
  25. Most of the time if they don't have scripts you can safely remove mods taking precautions as ClayPidgeon said. If they do have scripts (you can double check by opening the zipped files and looking for the folder) and the author hasn't stated a method of safely stopping the script in-game before removal of the mod, then leave it in and try your best to ignore it if you don't want to start a new game or load one before you installed the mod.
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