Jump to content

Deleted15964729User

Account closed
  • Posts

    263
  • Joined

  • Last visited

Everything posted by Deleted15964729User

  1. Like people have said, there are plenty of projects out there, mostly it's a question up to how large a project you wanna join. If it's a large project you may find it hard to add much to your resume until the project is finished, which sometimes doesn't happen. Some projects are also less structured than other (like getting a pm with "hey can you make a police car?") while some have private gits setup for members to push updates. If you are super serious and are looking for a more professional workflow you may prefer the latter. To add to what people mentioned Fallout Cascadia is best contacted on their Discord server https://discord.gg/eNbXrTe (the offical website is http://www.falloutcascadia.com). On their Discord it says: Q: Ok then what are you taking on right now then? A:Creation Kit Animators, Concept Artists, Level Designers, Scripters and Music aficionados There is also sort of overlapping personal project lead by the co lead level designer rdtg, if you interested in that you should contact him directly (again recommend using discord) as I'm not sure how much of that project is public. I dare say you wont have any trouble finding a place :) Good luck!
  2. Yes! This is something i've wanted since day 1. Thank you, from the bottom of my heart!
  3. You can surely find an xedit script that you can edit. Check on github.
  4. It's not a bug. This is common behaviour for 3D to save resources by not rendering things not visable. In the BGSM for the flag (or the material swap you use), check Two Sided and the shader will render the back as well.
  5. Seems like one of the bones for the headpiece. Go to each of the bones transform values in the bonedata in nifskope and move each gently until you find which. Shouldn't take much adjustment to look properly again.
  6. You should find them under shapes or maybe sprites in your specific case. I got all swfs decompiuled on my Onedrive if you want to take a peek: https://1drv.ms/f/s!Ai4z0jNsozEnpMIJbfF3xv2IG6YRJQ
  7. Preview only shows ginger for hair growth. If you drop the actor somewhere in the world you can preview your edits. Not perfect but slightly more convenient than having to check in game.
  8. Fadingsignal explains https://community.bethesda.net/thread/63940?start=0&tstart=0
  9. In response to bazinga313: Formid 00249d65 Â http://imgur.com/io4kuQy Edit: In response to Ketillion: The sound is not modulated it's recorded as such for the dialogue when Isabelle is in character.
  10. A guess would be that the mesh has the flag for greyscale palette texture or some other such flag. Try disabling shading and see if that shows your texture.
  11. Read the documentation https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Weight-Copy-Options
  12. Regarding the ginger hair issue, you can get an accurate look at the npc you are editing if you drag him to any spot in the world by dropping him in the cell preview window. Guess the shader doesn't work in the embedded preview window.
  13. Or check the source code https://github.com/jonwd7/nifskope/archive/v2.0.dev6.zip
  14. Making sure to get things right is sort of a prerequisite for most guides :) Good detective work finding the offending value amongst the blocks.
  15. You can definitely get yours to work as you want by editing the as3 scripts but it may not be worth the hassle. It would make your mod incompatible with any ui mod though. Perhaps there is a way to copy that keyword and alter its functionality to match your requirements.
  16. I assume you have disabled precombined meshes and this is what causes these lags. EDIT: While I have way too little knowledge on Papyrus it's probably not a script causing it. To quote the Papyrus creator: What happens when Papyrus is "overloaded"? According to SmkViper: The only thing "overloading" the script system will ever do will be to slow down all script processing. You could theoretically run your system out of memory at some point but the game would be unplayable long before then. Does Papyrus affect framerate? Or "drop" function calls? Or "lose" entire scripts? No. According to SmkViper: Papyrus never affects framerate, nor does it "drop" function calls. It doesn't "drop scripts" either, whatever the heck that would mean) You wouldn't have an "overload" problem if it did, because then it would just throw things out instead of slow down, but that way lies madness - randomly not running function calls is just silly.
  17. While I'm unable to commit to one project especially one as huge as yours, feel free to contact me with some tasks you have in store, hopefully there is something I can assist with.
  18. If you click my profile I have a "modpage" for small mods and tips called modding factory or something like that. You can find two template plugins that just changes textures. They are outdated but for your purposes still perhaps useful.
  19. You seem to be describing: http://www.nexusmods.com/fallout4/mods/15108
  20. Err, re-read your post again (tired). Create a new material swap that is vaild for what you want switch. If you want you could also add different material swaps as object templates. Way to tired to explain properly I notice, take a look here for some more clarity: http://wiki.nexusmods.com/index.php/Using_Material_Swaps_in_Fallout_4
×
×
  • Create New...