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Everything posted by Xerophthalmia
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Duplicate outfit for standalone mod
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
Cool, that's even better. Thanks again! Edit: When opening it in CK it aborts because it's loading multiple masterfiles. It auto selects the DLCs too. -
Duplicate outfit for standalone mod
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
Thank you! I'll check it out. :-) -
Duplicate outfit for standalone mod
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
Thanks! So when making a mod that only changes the texture, name and stats, the mesh and material files are not needed in the mod itself because the mod is referencing files that are already in the game. That makes sense. When making the first mod I copied meshed, materials and textures for the mod. Another thing. If I choose a vanilla outfit/armor for my mod, I need to duplicate the one in the "armor" category and the "armor addon"? And then change ID, name, texture and so on? -
I made my first mod with FO4Edit using the vanilla gas mask as a base. Someone asked my why I didn't do it with the Creation Kit instead. Now that I want to make another mod using an existing oufit I would like to do it with CK instead. I watched a tutorial on copying a weapon, renaming it and changing some stats. That part seems easy, since it just involves right-clicking on an item and duplicating it, then renaming it and save the plugin (esp). When I do this it only seems to create the esp, not the mateial, mesh and texture folders? How do I assign a new texture to the plugin? With FO4Edit I just extracted the files with BAE. With CK I'm not really sure how to do it.
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I want to move my Steam folder to another SSD with all my mods. What about my save game folder? Can I just let it be where it is with the three ini-files?
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So I made my first mod a while ago with FO4Edit. It works fine but I want to add the mod items (gas masks) to the raider leveled list. I found a guide for Skyrim on youtube but figured it would work for F4 too. There's a conflict with the Raider Overhaul mod which also adds gas masks to the same category. As far as I can see my mod is prioritized (see picture below) but only the gas masks from the Raider Overhaul mod spawns on raiders. Since this is the first time I'm trying this I have no idea what went wrong. Maybe I forgot to add someting? I would really appreciate some help. :-) http://i66.tinypic.com/2vk0zs2.png
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But uninstalling SC could corrupt my safes, no?
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Save game cleaner, User friendly, like skyrims
Xerophthalmia replied to talen55's topic in Fallout 4's Mod Ideas
Yeah, me too. I have some issues with mods that hasn't been updated for a while like Spring Cleaning. It would be nice to be able clean my saves after uninstalling problamatic mods. -
Okay. I'm not sure what will happen if I uninstall SC though. Will the stuff I've scrapped return?
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So I noticed an odd glitch. A very low res wall sometimes pops in on one of the foundations in Sanctuary, where one of the scrapable houses used to be. It's kind of annoying. I did also notice that sometimes scrapped trees pops in. Not very ofte though. I use Spring Cleaning, but as mentioned, the house is scrapable without that mod. Any idea how to fix this?
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Problem with texture
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
Just one more thing. When dropping the gas mask it stays in the air instead of falling to the ground? Any idea what causes that? Edit: Nevermind. The mesh for the gas mask when it's not equipped was linking to the male version. I changed it back and it worked. :-) -
Problem with texture
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
This is my first mod so I searched and found a tutorial on how to make a copy of an existing armor. But maybe that tutorial was made before the CK was released. I'm guessing that it's easier to do it with the CK? Yes, I wanted to create several types of gas masks. Maybe that wasn't clear in my post, sorry. I actually just made it work. There was something wrong with the BGSM-file. Copied the existing one and changed the file paths. Now it works. :-) -
Problem with texture
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
No, what I'm saying is, I made a standalone version of the mod that works fine. I want to make more, so I copied the folders of the first gas mask and copied the armor and armor addon categories in FO4Edit (in the same esp). Then I changed all the folder structures for the second gas mask. So in theory it should work, but the texture ends up like the picture I posted. I have no idea what went wrong, because it should be identical to the first one. Only the folder structures and diffuse texture is different. ð -
Problem with texture
Xerophthalmia replied to Xerophthalmia's topic in Fallout 4's Creation Kit and Modders
When I use the textures for replacement of the vanilla ones it works fine, so maybe there's something wrong in the mesh files? Edit: I have made a standalone version that works fine. The one shown is a copied version that is supposed to have a different texture. I used FO4Edit, Material Editor and NifSkope to change the file path to the new textures, so it should work. When placing the meshes from the first gas mask in the second one's folder the second one works but with the first one's textures, if that makes sense. So I'm thinking that something went wrong when I changed the meshes. -
I'm trying to figure out why the texture doesn't match the gas mask I'm using in my mod. I can't seem to find out what went wrong. This is my first mod, so maybe someone can push me in the right direction? It looks like this: http://i66.tinypic.com/anfxpj.jpg
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As the title suggests I'm trying to edit the stats on a standalone mod. This is my first mod so pardon me if this is very rudimentary. I used FO4Edit to copy the original "Gas mask with googles" and then changed the file paths to the copied meshes, material and textures. It works fine in game but I've only managed to change the radiation resistance. I would like to give the new gas mask an atrribute bonus like +1 charisma. I can't seem to find a slot to add this in FO4Edit. Can it be change with FO4Edit at all or do I need the CK? Below is the info I get from FO4Edit. I've marked where I changed the rad resist: http://i65.tinypic.com/2571t1w.jpg http://i65.tinypic.com/2d8ovtt.jpg
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I noticed a folder on my C-drive called "Texture Backup" with 5 rar-files. They're 44GB combined. I'm not sure if NMM made the backups or why I would need them since I save all the rar-mod-files. I would like to free up some space so I was wondering if it's safe to delete the folder? Since NMM incorporated profiles and virtual drives I'm kind of confused about the folder structure.
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I've built a settlement that towers over the surrounding environment and I would really like to be able to see it from a distance. The draw distance for the settlements is apparently very short. I have the draw distance settings maxed out in the options. Is there a way to change the draw distance for settlement buildings? Most of the buildings in that settlement is built with Homemaker. There's also another problem. When I walk to the settlement people get stuck in the concrete foundations. I don't know if the fact that the settlement objects load after people is a factor here. It doesn't happen when I fast travel to the settlement and it's fixed when I wait/sleep an hour. This is maybe a whole other problem altogether.
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Last year I made a texture mod with the "Skyrim Mod Combiner", combining nearly 200 mods. The end result was very good but now that I'm back playing again, I would like to make some changes. Specifically with the night sky textures. Going through the list of mods I combined I can see both Skygazer - Constellations HD 2K (with nebulae) and Skygazer Moons. Then there're auroras but I'm not sure what mod they belong to (the texture files are named "skyrimaurorastreak(nr.)" in the sky texture folder. Since all these texures are installed in one combined mod I'm not sure what the best way is to get rid of them? Installing another night sky texture just replaced the background night sky not the moons, nebulae and auroras. Removing the textures alone isn't enough, the aurora-effects are still there.
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As a 3rd person player myself I would like to see a mod that changes the animation for pistols/guns to one-handed use for more badassery. It could work as a quick draw option where you draw your gun faster and shoots the first couple of rounds with one hand before switching to both hands with added precision (if you've ever played Watch Dogs you know what I mean). Or it could be switched on and off with a hotkey. This would mostly be for show but I really like the idea of added bonuses for the two options: 1 handed wield: + moves faster while aiming + faster draw + better hipfire +/- wider spread - worse aim and range 2 handed wield: - moves normal speed while aiming - normal draw - normal hipfire - normal spread + better aim and range
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Power armor that looks like the Predator from the movie, with the thermal vision mask, cloaking device, claw and shoulder laser.
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A mod to craft a barber/hairdresser "store" in your settlement.
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I would love to see a mod that adds a collection of smoking chimneys in a variety of shapes and sizes. Small ones to give that cozy feel to a settlement or tall ones for a raw, industial settlement. There are a lot of chimneys in the game already (small ones in Diamond City, big ones at Corvega...) so maybe they could be added without actually creating new ones, like "Homemaker" that uses existing objects. I'm not a modder myself so I have no idea how difficult it would be. I just think it could be a relly cool mod. :-)