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Thicketford

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Everything posted by Thicketford

  1. Thank you for the explanation, that worked perfectly.
  2. Thank you for the replies, but unfortunately I still can't seem to figure out how to fix it. I may have to try a different program.
  3. The only file I've edited is 'SynthUniform_D.dds'. I open it in GIMP, uncheck 'load mipmaps', and edit the color. I exported it using the following settings... BC3/DXT5 compression Generate mipmaps Use Perceptual Error Metric. I placed the file in the correct folder structure in my data folder and checked it in game.
  4. I've tried removing the alpha channel but I still get the strange pattern on the arms and legs. I've noticed that the black retexture on the Nexus has the exact same white marking on the arms and legs, but the retexture is fine in the game.
  5. I'm trying to change the color of the synth uniform using GIMP, however there are transparent sections on the arms and legs. https://i.imgur.com/wroo2zB.jpg My recolor is showing in game, but the patches on the arms are showing the original colors. Does anyone know how to fix this?
  6. EDIT - I fixed the textures by opening them in Gimp and exporting them. I converted my 'Seagulls Rest' mod for SSE a while back. The PC version works perfectly fine, however the Xbox version has a few items with missing textures (they show up as purple). I realised that the textures were missing and noticed that the Xbox .bsa is about 2000kb smaller. No matter how I try to create the archive, those textures aren't added by the CK. I tried the following three methods... Creating the archive during upload to Bethesda.netCreating the archive first using the auto generated list of filesCreating the archive first, deleting the list and dragging and dropping every single file individually The textures in question are all from modders resources. Specifically the Witcher resource pack and the Kitchen tools resource pack. The files in question are... Witcher alchtools.dds chest02.dds chest02_m.dds lock.dds cards01.dds cards01_n.dds Kitchen Tools copper01_n.dds copper.dds copper_n.dds Any help would be greatly appreciated.
  7. I was really looking forward to playing today. I'm only a few hours away from finishing my first playthrough. If Bethesda had included southpaw controls I wouldn't even have to use F4SE.
  8. I want to create a mod for myself that removes trash and rubble piles from Red Rocket and also add a few other items such as window shutters, posters etc. I've searched a lot of threads, but I can't find any definitive answers on the subject of pre-combined meshes and the cell reset bug. So I was hoping someone could answer a few questions. Assuming this is the only mod I have that edits an exterior cell... Has the cell reset bug been confirmed to have been fixed?Is it necessary to generate new pre-combined meshes and pre vis?What will happen if I don't generate them? I have seen reports that pre-combined meshes will be disabled only for affected cells, but I have seen others that report pre-combined meshes are disabled for the entire world space.
  9. I've added shutters to the windows at Star Light drive in. The shutters are tied to an initially disabled x marker ("shuttermarker") and I'm trying to add a script to a button that will toggle them on/off. Here's the script... Scriptname StarlightShutters extends ObjectReference ObjectReference Property ShutterMarker Auto Event OnActivate(ObjectReference akActionRef) if (ShutterMarker.IsDisabled()) ShutterMarker.Enable() elseif ShutterMarker.Disable() endif EndEvent I keep getting the error "cannot cast a void to a bool to perform a condition check" when I try to save it. Can anyone help?
  10. Can confirm that this works. Look at the pink cupcakes in the screenshot... http://i.imgur.com/LjeLePf.jpg Also, I got the invisible meshes to appear by using the 'Triangulate All Strips' option.
  11. I'm having a similar problem with static items using custom meshes/textures. Some have the spiral pattern, others have a rainbow effect and others are completely invisible (most of my invisible ones seem to be glass bottles). http://i.imgur.com/V14Haks.jpg
  12. So scripts aren't allowed in PS4 mods? Can someone please confirm this.
  13. I assumed that items from other games are allowed if they are created from scratch and not just imported?
  14. I actually need F4SE to play the game. It's the only way I can use custom controls and use left handed analogue sticks. So I think I'm allowed to be a little annoyed about this.
  15. I want to make a mod that removes various bits of clutter from settlements (trash piles, rubble piles etc). I assumed I could just check the 'initially disabled' box in the CK, but now I'm not so sure. I have seen various threads talking about pre-combined meshes and that you have to use the 'Precombine Geometries for Current Cell' and 'Generate Visibility for Loaded Area' options to avoid visual glitches. I have a basic understanding of what pre-combined meshes are, but I'm still a bit confused. So I have a few questions I was hoping to get answers for... Is this still necessary (ie. has anything about it been touched in a recent patch)? What would happen if I didn't do it?If I dragged the objects under the world so they couldn't be seen instead of disabling would I still need to do it? See Troskii's reply here for more info... https://forums.nexusmods.com/index.php?/topic/4592935-rebuilding-visibility-and-precombined-meshes/
  16. http://www.nexusmods.com/fallout4/mods/16011/?
  17. Does anyone else avoid using Nuka Cola in survival mode? I can't justify chugging a soda in the middle of combat, so the only time I would ever use them is as a regular drink item. However, I just can't find any reason to use them (other than assuming my character likes the taste of them). Let's look at the actual effects... Restores 20 HP The amount of health restored is insignificant compared to a stimpack, even without any points in the 'medic' perk. It may be handy if you have only lost a small amount of health, but it isn't worth it as you will just get hungrier from the caffeine effect and reduces your HP further from rad damage. Restores 10 AP My character can fully regen her AP in about 15 seconds. Drinking a cola with an empty AP bar shaves off maybe 2 seconds at the most. If you like to pause combat to drink 10 sodas at once, this might be useful, but personally I find it kind of pointless. Caffeinates My character gets regular sleep at night. There have only been two situations in 40 hours where I felt it was necessary to go without sleep. In those situations, the caffeine effect was pretty neat, but it's otherwise pointless. To make things worse, the caffeine effect makes you hungry, so you have to use up more of your supplies. Thirst It only seems to restore half as much thirst as purified water. You need to drink more, which results in your character getting hungrier. Rads On top of all this it gives you 5 rads. If I was making a mod to change them, I would probably Remove the hunger effect from the caffeine.Change the restore AP to an AP buff or faster AP recharge.Make them slightly rarer. Does anyone else playing survival actually use colas? Do you think they need be re-balanced for those of us who don't drink them during combat?
  18. I'd like to thank the F4SE team for letting me actually play the game. I'm a southpaw gamer (use the left analogue stick to look), and F4SE lets me swap the thumbsticks.
  19. I'm planning on using the Red Rocket as my own personal base. i.e, just me and no settlers. Would it still be subjected to random attacks? I've read that you get attacked if your food+water is higher than your defense. So if I plant some crops and water for myself, am I putting myself at risk of attack? Also, will I have random settlers try to move in or do they only appear with a beacon? Edit: After further reading it seems as if crops need to be maintained by settlers, so is it even possible to plant crop if you live by yourself? Apologies if any of the questions have been answered, but I can't seem to find anything specific.
  20. Fallout 4 seems to be giving me eye strain when looking around and I need to know if I'm not the only one. I have never had eye strain from playing a game before, so this is very annoying. So far I have done the following... Disabled TAA (removes most of the blur while looking.)Disabled motion blur.Disable DoF.Editied my ini. to remove the 'head bob' when you stop moving.Increased my FOV to 110.Decreased the brightness / contrast on my TV.Increased my controller sensitivity.Tried occasionally sitting further back from my TV.Tried using Lumasharpen which helped a little. My set up at the moment seems to have eliminated the majority of the blur when moving, but a little still remains. I have no idea why this is happening. I have played Morrowind, Oblivion, Skyrim, FO3 and NV without any problems. I recently played Borderlands:TPS on Xbox at 30fps / 70 FOV and managed to adjust to it. I can play Borderlands 2 on PC at 110 FOV and spin around to my heart's content and not experience this. I realise that some degree of blurring is going to happen when turning, but there's just something different about it in this game. Is there some kind of inherent motion blur built into the engine? Has anyone else experienced this?
  21. I'm trying to bypass the launcher, because it keeps resetting some of my .ini tweaks every time it opens. Clicking on 'Fallout4.exe' in the main folder opens up the launcher the same as 'Fallout4launcher.exe'. Can anyone help?
  22. I've created the mod using Project Nevada as a master. What type of glasses do you want? Do you want them in an easily accessible place or somewhere out of the way? They currently look like the lucky shades and you can find them in the Goodsprings Gas Station.
  23. I can't seem to set up a condition for a message in the GECK. I open up a message, left click on an option to highlight it, right click in the conditions box and add a condition. However, after confirming the condition, the conditions box remains blank. Has anyone experienced anything similar or know how to fix this?
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