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Galejro

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Everything posted by Galejro

  1. MERRY CHRISTMAS EVERYBODY I got you a Christmas present :D Before you download know that I EXPLICITLY FORBID any re-release/ re-publication of the mod before the full and complete version is released on NEXUS. Releasing other feature videos or presentations is totally fine. Use of resources is fine only after my explicit permission (I'll agree in like 98% cases cause most resources are my handywork or free resources). That being said, ENJOY: http://www85.zippyshare.com/v/eFhbF7K3/file.html (Manual Installation only for PC, Located near Longfellows Cabin in Far Harbor, Visible and travellable map marker) Content List of the update: - 4 new interior locations, Pub, Shop and 2 residential suites. - 2 new whale oil powered weapons (upgradable in the workstation) - 2 new potions (buyable and craftable via chemistry station in meds) - Guard Armor from Dishonored - Upgrated lightning. - Encounters of Pandyssian Rats in two locations in town. ... Best part is all you see and play-test is less than 20% of the mod I plan to officially release.
  2. Dishonored, City of Dunwall https://assets.vg247.com/current//2012/11/Dunwall-City-Trials_Thief.jpg http://vignette2.wikia.nocookie.net/dishonoredvideogame/images/2/23/Estate_district_03.png/revision/latest?cb=20130717033455 http://vignette4.wikia.nocookie.net/dishonoredvideogame/images/4/45/Gazebo_Dunwall_Tower.png/revision/latest?cb=20131011184624
  3. FIRST OF ALL, HAPPY HALLOWEEN PEOPLE :D THIS FIRST THREAD IS THE NEWS THREAD It will be updated as the mod development goes on. I've opened my latest mod in production to a public continuous BETA test. The mod is gonna take a loooong time to complete but I've decided to let people see how the mod develops on their own clients. REQUIRES FAR HARBOR DLC, no, it won't be downgraded to only vanilla. VIDEO PRESENTATION LINK: https://www.youtube.com/watch?v=Gzsjiytj3mc Before you download know that I EXPLICITLY FORBID any re-release/ re-publication of the mod and it's resources before the full and complete version is released on NEXUS. Releasing other feature videos or presentations is totally fine. Use of resources is fine only after my explicit permission (I'll agree in like 98% cases cause most resources are my handywork or free resources). That being said, ENJOY: http://www74.zippyshare.com/v/QsQNy6LD/file.html (Manual Installation only for PC, Located near Longfellows Cabin in Far harbor, Visible and travellable map marker) http://orig00.deviantart.net/4695/f/2016/299/1/f/screenshot9_by_galejro-damanms.pnghttp://img12.deviantart.net/8498/i/2016/299/7/3/screenshot6_by_galejro-damann9.png
  4. Is there a way to change an armor's texture based on a script. Strictly speaking, Is there a way to make an armour change texture dependant on health percentage, use of chems, having a weapon drawn?
  5. Custom meshes yes, but not outside, and I doubt 2 guards can make this happen
  6. I followed your instructions and play-testers report having a crash with the mod. Would you be willing to do these steps for me and then send me the finished product?
  7. What if I already placed a whole castle in that location and removed a bunch of stuff?
  8. I am out of ideas ppl. I need help, I need someone to fix this for me cause I tried again and again and no effect whatsoever. This is how it's supposed to look and it's how it looks on my client: https://staticdelivery.nexusmods.com/mods/1151/images/18971-11-1475400713.png This is how it looks on other ppl's clients: https://staticdelivery.nexusmods.com/mods/1151/images/18971-0-1476002172.png I simply deleted the things from the exterior yet ppl still have that ruin appearing. I don't know if it's precombined meshes or .ini setup or NMM install.
  9. Here's a two-parter question regarding copyrights and use of DLC assets. 1. If I have a Vanilla F4 and not own Contraptions DLC is it legal to ask another modder who does own that DLC to extract a couple of models/textures/etc and send them to me for purpose of mod building, which won't require Contraptions DLC to work? My line of thinking is, provision of DLCs for non-owning parties is piracy and illegal, but is it the same for a few fragmentary resources? You know, the idea of demos and samples. 2. If 1. is actually legal, can someone skilled in Bethesda Archive Extractor provide the resources needed to produce firework sets?
  10. I was wondering if there's a modeller out there who could help me out by placing rolled down sails for Far Harbor large sailboats cause they have them all torn and destroyed.. I could use it for my mod, and you can see the boat in the mod already, but I had to simply make sails invisible since they look so bad: https://youtu.be/QMKjz2nVx8U?t=7s
  11. Something metal. I'd start digging around in the way of material swaps. using Bethesda Archive Extractor: 1. Find a floor model, like any floor model that has a floor. Open it's model in Ck where you can see it's materials ".BGSM" 2. Use the slider to set it to "Custom Material Swap". 3. Now you can select the floor .BGSM and replace it, click on the empty space to tyhe left of the bgsm name, a list will pop up. 4. Now this list has a general unpacked folder of all materials in the game, it has a crucial tool a name searcher. 5. Select the top file "materials" and use the searcher to search "metal" and it will show you all vanilla fallout 4 materials with "metal" in it. 6. keep searching until you swap the material to what you have been looking for. 7. Say you've found it. and know it's name. The searching tool already has a directory for you to search. 8. Use Bethesda Archive extractor to find and extract the right textures Viola!
  12. if you try to do this just for yourself you may wanna try digging around legendary effects for infinite ammo per clip and applying it to a musket via console ingame. One such effect is "Never Ending" this effect makes it that the ammo in your clip equals the amount of ammo in your inventory, quite possibly removing the need to reload ever again. Just go to console drop your weapon on the ground, open console, click the musket and type .amod 001cc2ac that should do it.
  13. Problem lies in the keywords from what I can tell. Melee weapons appear to be independent of ammo by hard-wiring to a keyword. Each weapon on the right side has keywords, they determine very important things for a weapon: like it's sound, it's animations, it's behavior, it's legendary and customisation parts and quite possibly it belonging to a weapon requiring ammo to function. I assume you gotta follow the keyword to the source, duplicate it, set the duplicate to need ammo and apply that to the weapon of choice.
  14. The issue is embarrassing cause Bethesda didn't prepare this CK for this. What's happening is that when you place a texture material into CK while it's working (especially if you make a re-texturing process while CK session is running) it doesn't update it's currently loaded base of knowledge. All you need to do is to reset the CK and load the mod again once you've placed new textures into their directories and you're good to go.
  15. Most light bulbs don't accommodate the idea of glowing as a model. They can however be switched as custom texture mod. Just open a model of a light, select a custom material swap and then individually switch a lightbulbs glass .BGSM with a particular glowing one. I personally use SolidGlass01Glow.BGSM or InsLights01.BGSM (both of which are vanilla F4 materials). The effect changes this chandelier: Into this Chandelier:
  16. I've finished Version 0,2 of the BETA http://www107.zippyshare.com/v/8VIzHxvt/file.html . Due to the fact that this version already contains resources claimed under written permissions I SPECIFICALLY STATE that re-use or re-distribution of this version's content is PROHIBITED, this is only for private testing & feedback use only. If you require to know what resource is my own product please PM me to clear out what you may use, cause you can do whatever you want with resources of my own personal production.
  17. 1. Multiple interior tweaks implemented. 2. More models and Textures added. 3. Soundtrack added :laugh: (Royalty Free, (believe it or not) free ringtone website or permission from owners): - Jean Sibelius: Kullervo op 7 https://youtu.be/6zpXPq-lHSM?t=13m57s - Handel: Concerto Grosso Op.3 No.6 in D major (Dishonored fans will get an erection XD) https://www.youtube.com/watch?v=PlqanD5O0OE - Albinoni: Concerto for 2 Oboes in F Major Op9 no3, 1 Allegro https://www.youtube.com/watch?v=EZGhGKB5dfM - Schubert: Serenade for Piano + String https://www.youtube.com/watch?v=_JpXlliAn2I I just need to add dialogues to NPCs and I'll be releasing a 0.2 of the beta.
  18. Well thanks, at this point I still work on a large update where I place more and more models and textures so at this point you'll have to wait till I finish that. Then you'll get an updated .esp to work on. Unfortunately this has to be worked one by one adding stuff one at a time.
  19. Actually The house in Porphyric Ghoulification is a second completely different house XD I just copycatted the bathroom XD
  20. Both of you thanks for the input. I already began working on fixing the issues. Some of them I will fix, I mean Damn eagle-eyes, how could you even see such details XD Some of them I can't even see, some of them I can't fix. I make Main bath have real water that makes the player room underwater room. Secondary bath is literally an oversized Institute sink, and Bethesda didn't plan to make anyone bathe in it lol XD Bethesda also (which is bullcrap by my count) didn't plan to put a candle flame in the game where you still get lit candles. NPCs will have unique outfits I do have several mods with clothing, you will get the french maid *wink*, bath girl with a kinkier towel *wink* *wink*, Courtier girl will have a cuter dress, You will get British Grenadiers as Security Guards, I may even turn the moon palace as an ex-British embassy lore-wise. Alfred ain't gonna sit on the stool the bastard, all NPCs will have a better AI, dialogues sex... o_O I mean to say romance options XD I really wish there were some instrument models for F4. Banquet Hall could really use some violins or a piano or something.
  21. Solid ideas, and I tried both of them. - Shadow lightning works... In certain locations, often the game can't tell what's transparent or not and I get these strange geometrical shadows. I'm kinda paranoid after Skyrim CK which completely crashed the shading after placing like 3 shadow lights. Here in F4 this is much much more stable. And with the godrays ooofff this I gotta try. - Night sky is a *censored*, I need help with this cause I sooo want to do it. But every single time I get a Pink Horison&Sky that goes over any object. No matter what setting I use It always happens, I don't know if I'm doing something wrong or the interiors got something buggy.
  22. Hi there! I would like to announce the OPEN BETA for The Moon Palace house mod for Fallout 4. Video Presentation: http://www.youtube.com/watch?v=QMKjz2nVx8U Link to the BETA download: http://www74.zippyshare.com/v/PSXJwnsn/file.html (Manual Installation only! Since this is just an incomplete test version, This is not an official download, therefore I PROHIBIT any re-use, re-release of this mod and it's assets until I release the official download) This house mod Requires Far Harbor DLC. It provides over 25 Rooms for all player needs (except other DLC's than Far Harbor) made in an 18/19th century classic style. The House can be accessed in two ways: 1. Next to the Castle you'll find a ship Helena (Map Marker), board it and open the doors in front of the steering board to enter the docks, from there the house is opened to you. 2. travel to Far Harbor and take the road to the East (Map marker) (Behind Red Rocket station downwards from Far Harbor on the map). This is a BETA TEST which means it may contain bugs and glitches which I would like to employ YOU to help spot, fix, advise. I would like to hear your feedback and proposals to fully develop this mod. Also because of this it only has rudimentary resources, things like dialogues, custom outfits, models and textures are mostly not yet included due to this being an unofficial download, I wish to avoid any copyright/use of assets issues. So have fun and Test :D
  23. It may be the fact that you try to tweak with referencing the NPC to the speaker of a conversation. in the dialogue you do get a slider of who's the speaker of that particular dialogue, you may set it to that NPC you want to give money... Or just reference that NPC in the Properties. 1 Go to the ending dialogue which you want to result in giving NPC money. 2 Set properties "pcaps001" (money) and "Actor"(NPC) 3. Place fragment. If Game.getPlayer().GetItemCount (pcaps001) >= 600 Game.GetPlayer().AddItem (pcaps001, 600) Game.GetActor().AddItem (pcaps001, 600) endif or If Game.getPlayer().GetItemCount (pcaps001) >= 600 Game.GetPlayer().AddItem (pcaps001, 600) Actor().AddItem (pcaps001, 600) endif I may not be right on the spelling or spacebars on those, so it my take some tweaks before it compiles.
  24. I made a dialogue quest for an NPC. Everything worked perfectly. I made 2 more dialogue quests for 2 other NPCs. Everything got screwed even for the first quest. - New quest, no "run once" priority 55. - Alias reference to proper unique NPC. - New Scene added, player dialogue made, NPC alias as actor, phase at end with unique name. - Created dialogue linked to that phase, and also conditioned with GetISID NPC ==1 run on subject. - NPCs have unique voicetypes so as not to conflict with other NPCs When activated they still stay mute... LIKE WTF?!
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