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BlahBlahDEEBlahBlah

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Everything posted by BlahBlahDEEBlahBlah

  1. Could be a dozen different reasons. Bad weighting. Bad flags. Broken export/conversion of textures. Unnamed node. Etc. All being âsomething broken in the nif or broken in the texturesâ, though.
  2. https://www.nexusmods.com/fallout4/mods/23402 :)
  3. Oh, and RoboChair/RoboMama had acceleration iirc, too.
  4. You should just make your own, you're getting pretty good at this stuff...can't imagine you couldn't come up with something interesting. Edit to add: Yep, we did add it to M's: "Turning radius, some weapon modcol ratios, speeds, added a pseudo fake sorta acceleration, a few edits to the copter to give it a little swing, few other bits, etc etc, so on and so forth, lalalala...not much at all." https://www.nexusmods.com/fallout4/mods/37902 But, yeah, I'd like to see what you could do with drivables...sure they'd be fantastic.
  5. Huh, I swore we left the pseudo sorta kinda fake acceleration on one of the test jeeps. ... <shrug> I know we left it in the APC mod, at least. (and, like, half-sure we added it in the patch we did for that M mod...Commonwealth Vehicles or whatever it was)
  6. In xEdit, can go to your object, then go to the Referenced By tab. Can select all the placed references from there and Remove.
  7. Donât know, but shouldnât be terribly hard. The right collision, so it can move with the anim, but otherwise should be pretty straightforward.
  8. Well, the proper use for the keyword Iâve mentioned is exactly the above, to have the character controller on the skeleton scale with the scale of the actor record/object in CK. Can find an example of it in use in a few of our mods and on the vanilla dlc gulper. Now, I will say that I doubt this would help with Command Console scaling, but know for sure it works on most actors scaled in their actor record in CK/xEdit.
  9. Try putting the ScaleCustomCharacterController (or something like that, but I think thatâs close off the top of my head) keyword on its race instead of editing the skeleton, see if that helps.
  10. ShadowLiger did her Four Horsemen animal skull masks/helmets. Not really the same thing, though.
  11. Goodness knows, but it's just become part of the process for me to go back in, compare the reference's >Instance>Bone Data to the new nif, and copy/paste/adjust back (individually) the translation/rotation from source to target bone data's. (sometimes, also, the actual bone/node positioning) Maybe one day I'll really check why, but I've gotten use to it for now and it's quicker for me to just settle it afterwards.
  12. Can âaddâ an option with a Perk>Entry Point... ...and, if Iâm not remembering incorrectly, also âoverrideâ instead from the same area (Perk>Entry Point).
  13. C.A.M.P. https://www.nexusmods.com/fallout4/mods/32772 Build anywhere you like.
  14. I donât think so and darn thatâs a good idea. :thumbs_up:
  15. Another tip is that OMOD adds/removed from actors via script do not always show right away, if 3D loaded. Sure way to force the change is to disable the actor then enable the actor again after doing the adds/removes.
  16. They could always be buildable static Settlement props or made into Turrets. <shrug>
  17. Something new for m150 fans. ...I made a patch! Who'da thunk that would ever happen. =P (sure as heck not me, seriously) CommonwealthVehicles - Enemy Vehicles With Enemies In Them - Patch https://www.nexusmods.com/fallout4/videos/9265
  18. Resizing (grabbing a corner and dragging) the Render Window fixes it for me usually.
  19. Perk, add an entry in the lower pane for an Entry Point, then choose the far right Radial, and select Add Activate Choice.
  20. Worked fine for me for a couple years now. Looking through some of those bug reports, and several of them are compatibility issues with other companion mods (ie; not bugs).
  21. AttachTo in action (proof of concept): (unreleased, due to 'disappears on traveling outside of original ugridstoload' bug)
  22. Can look up Shcarcarst, thereâs an example of it in there. (Think of the Cart as your grenade, and think of the invisible actor itâs attachtoâd as the player) As far as I remember when I tried to move it back to the player when it unloaded, there would always be an offset (which, again, as far as I could tell is a bug that goes back to Skyrim) when the âgrenadeâ was pulled back to the actor. The alternative was to splinetranslate, but that required it have 3d loaded, *iirc*. BIG 'if I recall correctly' attached to this whole thing, itâs been a few months since we tried any of this (about the time we released Shcarcarst and Cancerous1 released Wasteland Wagons, Which both use a version of AttachTo).
  23. Using AttachT, and a new ArtObject for to house an a nif of the grenade (that has the AttachT info, then a spell/ench/perk on the player conditioned to some how pull which grenade is equipped and then pull the corresponding grenadeâs AO (that you created), via an effect/vfx might be an alternative that doesnât need any reloading of 3d.
  24. (Another quick post) Using attachrefâing in any way, youâre going to run into a distance bug at some point. As in; you attach something to the player/npc via attachto/attachref/etc, the player/npc gets 3 cells away from the original cell the object was loaded in, the attached object ( grenade, in your case) returns to its original location at time-of-being-attached and unloads (because that location is out of ugridstoload or whatevâs). If you figure out how to fix that...thereâs a few people who would like to have a word with you. ;)
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