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nemesis6661

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Posts posted by nemesis6661

  1. Hi everyone,

    I have a mod in particular which was working fine, on my previous update, I didnt notice that the archives didnt upload, then today, I realize that, and I try to fix it, so I open the ESP, I upload... And the CK tell me that an archive is probably not needed, do I want to add files manually ? But, I dont care, I already have 2 BA2 files names correctly (triple checked), and, in the past, it was working fine, why now it doesnt work anymore ?

    I really dont understand, and now people start to complain that my mod doesnt work anymore... I really dont understand it's so bothering to not having a button "upload the file X/Y/Z"...

    This happen on the Xbox upload, and only on this one (I didnt check on PC because my previous update, last year, worked fine).
    Where is the damn button "force upload" or "force load BA2 files" ?

  2. Hi everyone ;) ,

     

    I extracted every texture I found from every .BSA files (including "Interface" category), but I still didnt find anything about the perk cards.
    I found Black & White Flashs Animations, Quests Animations, the yellow booster (not sure if it's the one used for the animation, but it's not important).

    Any idea please ?

  3. I found the last "Texconv.exe", I tried on the Define Map, and... The texture is now all black :

    texconv.exe -y -f DXT5 tricentennialx1arm_d.dds
    
    pause
    

    But nothing ingame, maybe I have to do it on the normal map only ?

    EDIT : No, still nothing with the normal map in DXT5... But the texture is not all black this time, it didnt change of color, only in "shape" (cant explain or publish a screen, this forum is a bit limited about that :'( ...).

  4. I'm stuck at a point, I need a tool to convert BC7 to DXT5 inside the DDS.

    But I continued to make some experiments for fun : I took the original textures/meshes and materials BSA files and put them inside the FO4 directory.

    And... I see something ! I dont see the textures I'm looking for, but I see something.
    So, this mean something goes wrong : If I extract the datas and I put them inside the Data directory, nothing happens, but if I take the original BSA file, something appear...

    Where is the foq ?

  5. Hi,

    I successfully extracted the meshes, the materials and the textures from FallOut 76, and I'm trying to import them inside FallOut 4.

    I created the material file (ma_PA_X01_xxx), the constructible object (co_xxxx), and the paint (PA_X01_material_xxxx), linked everything together.

    I noticed that the BGSM files (opened with the "Material Editor") was differents, so I tried a lot of things : using the file without any change, converting it, using a base FallOut 4 file and putting the new datas inside, etc...
    I also tried to put something in the "Environment" case...

    But, nothing worked, the paints are still not available...

    All I see is that I have more paint from 76 and nothing to put inside "Smooth Spec" (no xxx_s.dds file if you prefer).
    But I dont think it's the issue, even when I put a random paint inside, nothing more appear.

    Any one have an issue ? I think it's just a basic issue of "how to create a paint", but, well... I dont know, sooo...

  6. Hi everyone,


    I would talk to you about my last mod on FallOut 4 : the Skin Armor Craft for FallOut 4 - Power Armor Edition - V3.1.


    It's a Transmogrification mod and, in a certain point of view, a FrameWork mod for Paints and Materials (with the last update : The PAMAD Update).


    We could talk and share experiences / points of view / others things about the mod and the philosophy behind it.


    The main issues I encounter for the moment is about advise/promotion of my mod, maybe some of you could help me about this point ?


    ---


    Link of the main mod :





    Link of the official support thread and stats :


  7. I dont think it could be an interesting mod, because you dont think to all variables : for exemple, If you wear a Power Armor and Die, what happen to the Power Armor ? If your cadaver stay in place, you could recover the part, but the Frame will be destroyed and a Frame represent 3000 to 2400 caps. I dont think there are good anwser to this question.

    I play in survival mode, and dying is enougth frustrating like this to not add others.

  8. I try to do the same as you all, but on a Power Armor part.

    I created a Reddit on this subject but dont have any answer :'( ! ( https://www.reddit.com/r/FalloutCK/comments/6ejwc4/creation_kit_how_create_a_mod_slot_for_armor_and/ ).

    Like I write :

     

    So, I took exemple on the Lining system :
    * I created a Mod Association entry : MA_Blablabla
    * I created an Attach Point entry : AP_Blablabla with a name : "Blablabla"
    * I modified an object, for exemple the T45 helmet by adding MA_Blablabla
    * I created a Mod Object : PA_T45_Helmet_Blablabla with a reference on my AP & my MA.
    * I created a recipe for my mod object. An to finish, I added my AP to the FormList : do_ModMenuSlotKeywordList (because I dont know, dont ask, I do like Bethesda did xD !)
    And, well, it doesnt work.
    Any idea ?

     

     

    I didnt add an "AP_****" to the object modified, because, well, I think I cant, no ?

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