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unimportanthero

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  1. I have encountered this problem before. About the same results. I think rather than trying such a complex fix, I will simply not include the offending mesh in the static collection. My expectation is that this may come up with a particular mesh exists in both a static and movable static form. Beth may not have made the NIFs different enough, like your metal barrel or, in my case, cardboard boxes.
  2. It seems to have been working fine for a few people I spoke with. One chum was kind enough to send me his INI files - just to see if the problem was with my own INI files - but it changed nothing. So I am now in the midst of a reinstall. Which, you know, will probably fix it. In eight hours.
  3. Hi everyone. I have asked around and found that I am not the only one affected by this. It seems that since the Creation Kit 1.10.15.0 update, loose files (files storied in the Data folders rather than in a BA2 file) are no longer by their mods when Fallout 4 fires up. I have also had the opposite problem with Creation Kit itself - files in the mods I make no longer show up in the render window unless the files (normally packed in a BA2) are also loose in the appropriate date folders. Obviously, this is an inconvenience for testing mods, as it means a BA2 needs to be built every time I want to test a mesh or a texture material. But it also means that certain quick tweaks to the game no longer work. Replacing the opening SPECIAL videos with blank files so they do not load (and the INI tweaks do not seem to work either). Replacing the female animations with the male ones (a personal preference) to get rid of things like the unnecessary hip swish and 'hanging from the hip' idle stand. Tweaks like these no longer work because Fallout 4 is not loading loose files. I had backed up my INI files and tried switching them back in but it seems to be to no avail. Does anyone have any ideas on how to correct this? Thank you very much.
  4. Just popping back in on this old topic of mine. Has anyone figured out an ideal way to do this? Either with existing meshes for the tree but custom for the fruit (imagine I want to make a punga plant or something) or a whole new plant altogether?
  5. Everything that isn't in the FAQ is going to disappoint us almost certainly. #1 no paid content, #2 all sorts of limitations on what actually gets uploaded to the service. #3, Bethesda is not going to pay the mod creators as much as they should earn, they'll still probably take 75% of the gross like last time and do their utmost to screw people over. That is because Creation Club is not making mods. It is making DLC for a microtransaction marketplace, similar to the Cartel Market on SWTOR or any other MMO game. If mod authors are involved in producing DLC content for this new market, it is as freelance developers. So, they are being paid like freelance developers.
  6. Thank you, everyone. I will poke at it some more. The VATSRestrictedTargetKeyword implementation sounds like the most straightforward, if not the most ideal. I also swear I saw a 'VATS Targetable' checkbox once. Maybe we are living in an alternate dimension now, ha ha ha. I kid. But yeah, thanks for the helpful responses, everyone! If I figure out a better way, I will post an update to this thread to add to the collective wisdom.
  7. Hey everyone. So, I have a pretty distinct memory regarding how to make NPC's immune to being targeted in VATS. I was pretty sure it was as simple as ticking a checkbox on the NPC 'Traits' page but I cannot, for the life of me, remember how to do it or if it was even possible in the first place. I only recall that I felt it was easy and straightforward at some point in the past. Help me out, please. Is there a clear and straightforward way to prevent a hostile NPC from being targetable in VATS? If not, any suggestions on how I might go about it? Much obliged!
  8. Necroposting. I have been looking for the same. Did you ever find anything?
  9. Yeah, I think so, as well. Wondering how can I construct a similar script in Creation Kit that will accomplish the same thing. Not sure the tutorial above is for me. It references FOEdit a lot and I do not think INNR count as form lists.
  10. Thanks but will this work for INNR entries? Because those are not really form lists, from what I can tell, and I think the way that Bethesda does it in Far Harbour probably works best. Just wondering if it is possible to get the script from DLC03 into a mod without creating a DLC03 dependency, and how if it is.
  11. It will create conflicts, yeah. Merging INNR lists seems to be the way Bethesda does it, with scripts. Still trying to figure out the scripting myself.
  12. Hey all. So I have been working on adding a new weapon attachment to the laser rifle in one of my mods. I would like for this attachment to add a custom prefix to the laser rifle the same way any other attachment does. Obviously, I do not want to directly alter the vanilla dn_commonguns INNR list. I would rather the attachment not add any prefix then mess around with vanilla lists. I also know that Far Harbour has a script which merges its new INNR lists into the base game vanilla lists. I would prefer to implement this script (InstanceNamingRulesManagerScript) in my mod without making the mod dependent on DLC03 - assuming that this is possible and ethical - but I do not know how to go about doing this. Any assistance or direction is very much appreciated.
  13. Hullo everyone. I have a quick question for the knowledgeable. I would like to implement a harvestable object in a mod of mine, similar to mutfruit or carrots and so on. I am wondering if there is a published tutorial out there for doing this, ideally something that relies on Maya -> Blender 2.49b -> Maya workflow. I have looked at harvestable objects in the Creation Kit and see only single models for any given object, so I am assuming the process of having a tree with fruit and then a tree with no fruit upon harvest must have something to do with animations? Which I have no experience in. Any help, guidance, or direction would be very much appreciated. Thank you.
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