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Genaxx

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Everything posted by Genaxx

  1. How did you import nif's into blender then? Can you link the 3DS Max plugin that works for blender?
  2. I've been working on a remake of my glowsticks mod, adding custom meshes etc. After that, maybe a portable water collector or a flare gun.
  3. Ah thanks both so much!! it works now :laugh: I understand now that I completely messed up the children, no pun intended :mellow:
  4. If you mean for Sentry bots and Assaultrons, try checking the RACE form types SentryBotRace & AssaultronRace > Blood tab > Subsegment Explosion Type > none
  5. The manual way like Athanasa said; After you have downloaded your mods and put them in the Data folder go to; C:\Users\_____\AppData\Local\Fallout4\Plugins.txt Right click and uncheck read only on that file then edit it to add any esp files you have to the list like so; # This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*ArmorKeywords.esm*Homemaker.esm*AWKCRPatch-UFO4P.esp*Armorsmith Extended.esp*CROSS_CosmeticFramework.esm*TrueStormsFO4.esm*NPCScaling.esm*DarkerNights-TrueStorms.esp*DarkerNightsDetection.esp*Fr4nssonsLightTweaks.esp The * before the name of the esp will enable it.After your done, save and set back to read only.
  6. Hi I'm trying to make my own model but im stuck at the nif phase. I've followed various tutorials, each one being different, and all of them CTD FO4 when I try to preview the item in my inventory. After trying one tutorial I managed to be able to preview the item in the pipboy but when trying to drop it and look at it in the world FO4 would CTD. Can anyone see anything obvious from the image where i've gone wrong? I tried to attach the nif but I can't, I can upload it somewhere else if that helps. Also can anyone recommend any in depth tutorials for nifskope? Rough steps I take; Copy block from custom nif Paste to existing nif Edit to fit existing model Delete existing model Check bounding sphere Rename strings Edit textures/material Convert to TriShape Check children Sanitize
  7. If you're looking for a longer source of light. http://www.nexusmods.com/fallout4/mods/14415/?
  8. Had a look but I dont think this had been done yet. Basically collects water when raining, could be made into 2 types, a portable one you can place down anywhere (like all the camping equipment) and a larger one for settlements perhaps? Minimal items required to build like Wood/Steel, Leather/Plastic and a bucket or something. Could either collect dirty or purified water after x hours of rain. Yield possibly dependent on light or heavy rain. I might be able to write the scripts and stuff for this, it's just I have zero experience making models. http://www.primalsurvivor.net/wp-content/uploads/2015/09/collecting-rainwater-with-plastic-tarp-tent.jpg
  9. Im trying to make a simple script that makes those affected by a magic effect unconscious. So far I have this Scriptname UnconsciousSCR extends activemagiceffect Actor Property Target Auto Event OnEffectStart(Actor akTarget, Actor AkCaster) Target.setUnconscious() Utility.wait(60) Target.setUnconscious(false) EndEvent Not sure if I should be using bool or int instead :wacko: EDIT: Just realised what I missed, shame on me. :psyduck:
  10. Thanks a lot. It was DEF_UI. Just DEF_UI? Have you found out which option it is? I would also like this.
  11. Yet there are loads of mods that use ported assests on the nexus :thumbsup:
  12. How is it illegal when Beth created both games. Stuff gets ported from previous games all the time?
  13. Hi, i'm working on a mod for FO4 and could do with a few files from NV. Specifically the stun grenade nif, the explosion nif, textures and the sound. I would do so myself however I don't have NV :sad: I believe the locations would be; Meshes\Weapons\Grenade\StunGrenade.nif Meshes\Effects\ExplosionGrenadeStun.nif Textures\Weapons\Grenade\StunGrenade Sounds\FX\Explosion\StunGrenade If anyone can help please pm me or reply thanks.
  14. I recommend downloading DEF_UI It has a UI editor packaged with it, allowing you to create the hud exactly how you want it. http://www.nexusmods.com/fallout4/mods/10654/?
  15. I know of "Better Mod Descriptions" but that just gives percentages.
  16. Dont know but I would like this too if its standalone. I'll have a look around nexus.
  17. First find the NPC you want, head to the stats tab on that npc and either increase their level or uncheck auto calculate and edit the HP yourself.
  18. Your .esp should be in your data folder. Run CK, open > double click Fallout4.esm to mark it as you will need to load it, then double click your .esp you want to edit then set as Active File. Active file means the one you are working on so that any saves will override that file.
  19. Thanks, is it possible to copy collisions form existing objects or does it have to be done from scratch?
  20. I dont know much about nif's so im wondering if someone can help me out. So in the world we have a baseball for example, you can pick it up let go and it will drop, because of this, its possible to turn it into a projectile. However when using the nif of something thats usually static, a first aid kit for example, it will just sit there in the air, otherwise they could be pushed around in the world. What i'd like to know is if there is a flag in the nif that simply enables objects to be affected by gravity? I did wonder if it was "Collision Object" in Nifskope, can anyone confirm?
  21. Wow thanks Kwong! I'll get to work on it and let you know. As for the potential bugs and deaths, I did put a warning on the grenade :tongue: It works! :dance: thanks so much Kwong, all it needs now is some fine tuning :D http://i.imgur.com/KfFqS8E.png
  22. Argh, feels like im over complicating things. Could I just make the player move to the base id of the marker or something?
  23. Thanks for the help but I can't add DiamondSignMegSurgery02NoCol in the properties for teleDest, its not in the list :unsure: Scriptname WarpGrenadeSCR extends activemagiceffect Form property teleMarker auto ObjectReference property teleDest auto Event OnEffectStart (*function variables here*);These should be Actor target, Actor caster no? teleDest = DiamondSignMegSurgery02NoCol.PlaceAtMe(teleMarker, abDeleteWhenAble = True) EndEvent Event OnEffectFinish(Actor target, Actor caster) target.MoveTo(teleDest) EndEvent Also tried this but it did nothing :psyduck: Scriptname WarpGrenadeSCR extends activemagiceffect Form property teleMarker auto ObjectReference property WarpGrenadeMarker auto ObjectReference property teleDest auto Event OnEffectStart (Actor target, Actor caster) teleDest = WarpGrenadeMarker.PlaceAtMe(teleMarker, abDeleteWhenAble = True) EndEvent Event OnEffectFinish(Actor target, Actor caster) target.MoveTo(teleDest) EndEvent
  24. Hi I'm completely new to writing scripts and i'm struggling to solve this :pinch: The concept is, a grenade that teleports you to where it lands. So im guessing I need the explosion to place an xMarker as the reference point of where to teleport the player, then actually teleport them. So far i've got, Grenade > projectile > explosion > place object (Activator) Then the activator script; Scriptname WarpGrenadeSCR extends activemagiceffect ObjectReference property teleMarker auto ObjectReference property teleDest auto Event OnEffectStart *somehow place an xmarker?* Event OnEffectFinish(Actor target, Actor caster) target.MoveTo(teleDest) EndEvent I tried just having the teleDest in the script but then I could only give it the property of an existing xMarker :confused: I could really use some help on this.
  25. Hello, I'm having trouble creating a mod. The basics is that you have a grenade that will either cast detect life or use the recon scope markers on explosion to anyone within the blast radius. I've tried numerous ways in doing this but can't get it to work. :pinch: After looking at how Berry Mentats and power armor visors work im not sure on a few things; Effect Archtype: The current effects use cloak but theres also the option of detect life. Casting type: I'm pretty sure it should be fire and forget. Delivery: Not sure about this since the effect is on the actor yet its also on enemies? I'd be really grateful with help on this.
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