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Everything posted by Jharets
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Where to make a request?
Jharets replied to GoldenDragyn's topic in Fallout 4's Creation Kit and Modders
You're at the place to make a request, wether or not people respond is its own problem, you could also try discord servers. If you really wanna try it yourself ill give you some simple steps. Option 1: Add texture to the existing DDS Open the hair texture DDS in GIMP or Paint.NET. Use a hair texture overlay (find free textures online). Adjust the opacity and blend mode (try Multiply or Overlay). Save the file as BC7 Option 2: Edit the NIF model (Advanced) You'd need NifSkope to tweak shading. Editing normal maps can help reduce the "cell-shaded" effect. -
support needed Diagnosing a CTD On Startup
Jharets replied to DestroyerOfTheNorth's topic in Fallout 4's Discussion
Turn off overlays (medal, steam, xbox, discord, or nvidia)- 7 replies
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Need advice on body mods.. Clipping on CBBE Physics
Jharets replied to akholicmonkey's topic in Fallout 4's Discussion
Open BodySlide and select CBBE Body Physics. Adjust your preset and Save As (e.g., CBBE Physics Preset). Now switch to CBBE Body (non-physics) and load the same preset. Save As again (e.g., CBBE Standard Preset). In BodySlide, select: Go to: Fallout 4\Data\Meshes\Actors\Character\CharacterAssets\ Rename the files: femalebody.nif (Physics) → femalebody_physics.nif femalebody.nif (Non-Physics) → femalebody_standard.nif Since Fallout 4 does not have built-in armor-dependent body swaps, you have two main options: Open FO4Edit and create an override of all non-physics armors. Assign them to use femalebody_standard.nif instead of the default one. Save the ESP and activate it. Depending on the outfit you can also use Buffout's custom armor swapping -
First thing they teach in Army BCT is to aim in the pelvic region, or upper chest region where the lungs are located
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Assigning NPC to workshop through dialogue.
Jharets replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Your NPC should have the appropriate workshop script attached. Usually, this means they have WorkshopNPCScript so they can be assigned to a settlement. Open the Creation Kit. Locate your NPC in the Object Window under Actors. Ensure that the NPC has WorkshopNPCScript attached under the "Scripts" tab You'll need a quest with a dialogue topic where the player can invite the NPC to the settlement. In Quest window, create a new quest (Miscellaneous type works fine). Add a Dialogue View under the Player Dialogue tab. Create a new Topic where the player asks the NPC to join the settlement. After the player selects the recruitment option, you'll need a script that assigns the NPC to a settlement. In the dialogue response window, go to the Papyrus Fragment section. Add the following script snippet to the End Script Fragment box: ; Get the player's currently active settlement WorkshopScript WorkshopRef = Game.GetPlayer().GetLinkedRef(WorkshopParent.WorkshopItemKeyword) as WorkshopScript ; Assign the NPC to that settlement If WorkshopRef Self.SetLinkedRef(WorkshopRef, WorkshopParent.WorkshopItemKeyword) (Self as WorkshopNPCScript).SetWorkshop(WorkshopRef) Debug.Notification("NPC has joined your settlement!") EndIf After the NPC joins the settlement, you want them to be assignable to work. Ensure the NPC has WorkshopNPCScript attached. Ensure they have the correct WorkshopActorType keyword so they function properly within settlements. If necessary, manually enable the "Allow Move" flag in the WorkshopParent script. -
Getting NPC Markers to show on the map
Jharets replied to AndyTheSaurus's topic in Fallout 4's Discussion
You can use console commands You need the companions ref ID first if you dont know it run this in the console command help "<NPC name>" 4 I dont recommend having you tping to the companion or vice versa but if you want it here it is player.moveto <RefID> <RefID>.moveto player To mark them for tracking just do this setquestmarker <RefID> Good luck! (the ref id for MacCready is 0000313B) -
is there an issue with images in the narrative category?
Jharets replied to xrayy's topic in Fallout 4's Discussion
Yes, the narrative category for me is just filled with goonbait- 2 replies
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How to apply effect with console command
Jharets replied to pashabulek's topic in Fallout 4's Discussion
1. Applying an Effect via Spell or Magic Effect player.addspell <FormID> for player <refID>.addspell <FormID> on NPCS player.addspell 001DCFCC (Example added berserk effect on player) player.removespell <FormID> 2. Applying a Perk for an Effect player.addperk <PerkID> 3. Applying a Temporary Effect with a Potion or Chem player.equipitem <ItemID> player.equipitem 00023742 (medx) 4. Using Damage or Buff Effects player.damageav radiationrads <amount> set radiation damage for example 5. Finding Effect IDs help "<effect name>" 4 help "stealth" 4 Exploding Melon Spawn a melon in front of the player: player.placeatme 000F5CBA Making it Explode Select the melon while in the console (click on it) placeatme 0001f673 This simulates an explosion similar to a frag grenade Simulating Behemoth Knockback effect player.pushactoraway player 10 Enjoy -
Does the collision mesh count towards the build limit
Jharets replied to Crash180's topic in Fallout 4's Discussion
Collision meshes do not count toward the build limit, as the limit primarily tracks rendered triangles and objects placed in the world. It does impact preformance. -
Mod for Brotherhood of Steel Alterations
Jharets replied to ZwdKiller's topic in Fallout 4's Discussion
The BOS is borderline cultish, militaristic and hierarchical, meaning that the orders from the Elders have to be followed without question. After Lyons death Maxon quickly got rid of the humanitarian policies and returned to a strict isolationist policy. -
What do you mean? They very frequently shoot at your head. Are you possibly looking for an animation that makes it more obvious?
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Hi, this isnt in the base game, is it possible you may have a mod downloaded that includes this?
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This usually happens when you have multiple hair mods conflicting with eachother.