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Everything posted by BlahBlahDEEBlahBlah
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Custom Creatures
BlahBlahDEEBlahBlah replied to MooseWatcher's topic in Fallout 4's Creation Kit and Modders
Ooo, good stuff to learn. Good luck and have fun. -
About Event OnWorkshopMode()
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I also might say to try, if it's just not doing 'anything', a short wait before attempting to place the marker...maybe? I've definitely seen the event itself work (use it in a few different mods myself), so maybe it's either getting stuck timing wise or just not liking what you're trying to do within the event itself (through no faullt off your own, just 'Oof, Papyrus/Engine Freakout! =P ). -
[Script] PlaceatNode
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I'd maybe suggest skipping MoveTo on the player and, instead, doing SplineTranslateToRefNode and a FadeOutGame while translating. https://www.creationkit.com/index.php?title=SplineTranslateToRefNode_-_ObjectReference https://www.creationkit.com/index.php?title=FadeOutGame_-_Game It's an alternative, at least. (also, yes, PlaceatNode is an awesome function...can be very handy and fun <nods> ) -
[Actor] Flying and Floating
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
You are not wrong. -
I assume you are writing this for other readers as I already said I know how all this works. Making the NPC shoot is simple - making it visibly aim is what I was getting at. The bullets hit the enemies, but the NPC does not swivel the Minigun in sync. Not a big issue though.. If I remember correctly at all and it's anything like from when I did something similar'ish, I *think* it's an anims thing for the guns. NPC's just don't have the same 3rd-person control the player does. They *will* move a little, but not nearly even close to as much as the player will...and it's very inconsistent, even the little the can/do rotate/aim. ....stress that I *think* this is the reason...but never truly gave it much real thought or much troubleshooting time.
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Register for LOS
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Was also something about âseeing their eyes/head/where their head would beâ being what itâs looking to have LOS of, iirc. -
Attaching Sparks To An Object
BlahBlahDEEBlahBlah replied to DocClox's topic in Fallout 4's Creation Kit and Modders
The amount of authors that use addon nodes and the amount of addon node numbers that are available to use, make it almost moot. -
How to: Not targetable in VATS
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
VATSRestrictedTargetKeyword might work. Not targetable, but still gets highlighted, iirc. Edit: -From the object's actual description: "Specifies a VATS target that will only display a full body highlight and cannot be attacked." -
Ussually when does that to the crafting menu, it's due to something with (or not having one that it needs) the World Model on the ARMO record. ...ussually...though not always.
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Lost elevated exploration mod - help
BlahBlahDEEBlahBlah replied to p0rr111's topic in Fallout 4's Discussion
Vertical Spawns, maybe? https://www.nexusmods.com/fallout4/mods/13236 (https://www.nexusmods.com/fallout4/mods/29180)- 2 replies
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- exploration
- highways
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(and 2 more)
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Confused about "Glowing One" Texture
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
I'm rereading here and I'm wondering if there might be a misunderstanding of what we're talking about (my fault if so, likely, hehe). When done on the nif, in the BSEffectShaderProperty, the Greyscale Texture is the grad, then the Source Texture is used to define where the color on the grad is and how brightly the color shows. The whiter the grey in the Source Texture, the lower on the grad texture. The blacker, the higher on the grad. The opaqueness is how much is shows/bright it glows. So, if you're colors are too orange (high on that partiicualr grad) and you want more green, lighten the source texture up a bit til you get where you want (lower on the grad). ...iirc, of course, it's been a while. ...and if I'm understanding what's being asked, hehe. -
Confused about "Glowing One" Texture
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Took a quick look. Greyscale texture in the BSEffectShaderProperty as expected. Textures defined in the Nif for lightingShaderproperties is one thing, and not generally necessary, youâre right. Textures defined for BSEffectShaderProperties is entirely a different and sometimes very necessary to work correctly. ...but, yeah, I know it can be a pain. :( -
Confused about "Glowing One" Texture
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
You sure it's not the greyscale texture under the BSEffectShaderProperty? That's where I'd expect to find it. -
IsWalking() Alternative
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
The above was actually my first thought, too. Think about IsTurning and IsJumping in there also...iirc (forget which is which when it comes condition functions versus Papyrus conditions sometimes). Can also look at (though, this is def in CK as condition functions), MovementIdleMatches = lalala, -
Yes. ...and, really, I mean that's all there is too it. AttachT is a super simple concept (well, the settings on the AO can be a question, but the attach process in the nif is really straightforward). It's like AddOnNodes (another really cool and really straightfoward thing to use once you look at it), they 'Just Work'. Check GlowingVdogAO.nif for an example (though, in CK, the AO that uses that is referenced via an ARMA [GlowingVdogAO], but same concept).
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Issue with creating a pumpkin helmet
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
The pumpkinâs weighted and, if itâs a subindextrishape, has segments setup? -
Hotkeys for Modders and Developers
BlahBlahDEEBlahBlah replied to Zorkaz's topic in Fallout 4's Mod Ideas
Huh, simple (in concept) but would be a nice little mod, yeah. Can run Commsnd a console commands via F4SE, as far as I remember, so should be doable (with a fairly easy to manipulate .ini for customization). Yeah, nice idea. -
Yes. Recommendations: Use Eyebot behavior and script in up/down control with F4SE to grab keyboard keys and call the anims with those same keys. Essentially this, but with up/down control (and somehow work in banking, which goodness knows how) for a less-poor-poor-personâs flyable vert: ...but done better, lol (these were only tests). :P
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We added a Chihuahua in the APC Driveables mod... :shrug: ShadowLiger added oneâish (though more wolf/snake/lizard, heh). ...canât think of any more, but I feel like Iâve seen them...though, youâre probably right , more replacers than anything else.