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GT500

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  1. Interesting. Pretty sure Skyrim's Creation Kit tells you the number of times an object is used right in the table (older versions of GECK and TESEdit may have as well). Although being able to see more than just the number of references (or whatever it called it) is nice too.
  2. How can you tell the toolbox is in two places in the game-world? The two sets of Object Bounds? Finding a unique container already in the game-world isn't easy. I may make a version that adds the Alien ammo and my bastardization of the Alien Blaster and Laser Gun to loot tables to get them to spawn, for those who don't want it just laying in a box somewhere, but I expect plenty of people will want to just go somewhere that's guaranteed to have it and grab it out of a box (assuming I even bother releasing the mod publicly).
  3. I figured it out: For those who want to know what I did, here's a screenshot:
  4. Basically I want an Alien Blaster that doesn't suck. A simple matter in previous games with the Creation Kit/GECK, but since I'm cantankerous and refuse to sign up for an account on Bethesda.net I'm stuck with trying to figure out FO4Edit. What I'm trying to do is copy the basic "LaserGun" and make it shoot the Alien Blaster projectile. My issue is that I'm not really sure how to get these weapons with multiple potential parts into a container so that they can spawn in-game. If you look at the ESP, you can see that I tried to copy a laser pistol in the loot table and rename it so it corresponds to my new weapon, and then add that entry from the loot table to the mailboxes in Sanctuary, however it doesn't seem to be spawning and I have no clue what I'm doing (as if that weren't already obvious :tongue:). Anyway, if someone could point me in the right direction, or give me some hints as to what I might be doing wrong, then any assistance would be greatly appreciated. Edit: Removed the ESP, since the issue is now resolved.
  5. http://www.nexusmods.com/masseffectandromeda/mods/208/ :)
  6. It looks like the answer is "it's on the facial texture": https://zenhax.com/viewtopic.php?f=9&t=3971&sid=cc8b7d7e6ab7a0b8ea290ceae2a017f2&start=580#p23733 So I guess I'll have to wait until someone can do a retexture for Peebee.
  7. I don't know if this black rectangle (I've seen people call it "raccoon eyes") is actually part of her facial texture, or if it's just a makeup that the game is applying to her face: If it is just makeup, then is it possible to make a mod that removes it? I always thought that particular makeup style looked ridiculous, and Peebee is already difficult for me to take seriously since she acts like she's always on meth (or at least on a constant caffeine high). I know I can't ask someone to fix her behavior for me, however if someone could make a 1.07 compatible mod that removes that horrible makeup ( <- I know, brace for hate comments) then I would be very grateful. I can't make heads or tails of MEAExplorerWV, and even if I could my hex editing skills are about as useful as a screen door on a submarine.
  8. Many thanks. The following seems to do what I want: SCN PinkT51bLimbRepair Script BEGIN GameMode If (player.GetEquipped ArmorPowerT51bPink && player.isInCombat != 1) player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 EndIf ENDI guess the returned value from "player.isInCombat" is an integer (at least in Fallout 3), so I had to throw a check in there to see if the value was 1 or 0. After a quick test, it seems to be working just like I wanted it to. :wink:
  9. This has been driving me crazy for 4 or 5 hours of Google searching and skimming tutorials. I've been modding Bethesda games (Oblivion, Fallout 3, Fallout: NV, Skyrim) for many years, but I never really bothered learning much about the scripting, so I'm a bit confused as to why my script isn't working as expected. Basically I'm making a T-51b power armor mod with several variants that each have different effects when wearing them (blue increases energy weapon resistance, green increases radiation resistance, pink heals you over time and repairs limb damage, etc). The issue is, of course, with the limb repair on the pink armor. It wasn't hard to figure out how to get a heal over time (create an effect that increases Heal Rate and add it to the armor), but I can't get the script that repairs limb damage to only run when out of combat. I've tried simple things like this, and they don't work: SCN PinkT51bLimbRepair Script BEGIN OnCombatEND if (player.GetEquipped ArmorPowerT51bPink) player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 endif ENDOf course, I've also tried it without the IF statement, and with "BEGIN OnCombatEND player" instead of "BEGIN OnCombatEND", but it doesn't work. Early on I made the mistake of trying to save it as an Effect script, and add it to an effect, then add it to the armor, however I now understand that I can't do that with a constant enhancement to an armor. I am now saving it as an Object and adding it directly to the armor instead of trying to add it with effects. I've found that if I add the code to "GameMode" instead of "OnCombatEND" it works just fine, but of course it prevents limb damage from happening at all due to healing the damage faster than the player could notice it (so no broken limbs at all). To get around that, I've tried using "OnStartCombat" and "OnCombatEND" to set a variable so that a conditional statement in the "GameMode" section can be used to stop it from running the commands when in combat, however this doesn't seem to work, and the script still just maintains 100% health on all limbs at all times (even in combat). Here's my current script: SCN PinkT51bLimbRepair Script Short WearingPink Short InCombat BEGIN OnEquip player Set WearingPink to 1 END BEGIN OnUnequip Set WearingPink to 0 END BEGIN OnStartCombat player Set InCombat to 1 END BEGIN OnCombatEnd player Set InCombat to 0 END BEGIN GameMode If (WearingPink == 1 && InCombat == 0) player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 EndIf ENDObviously I have no clue what I'm doing wrong here, so if anyone has any suggestions, then I would certainly appreciate them. I do have FOSE installed, however I don't want it to be a dependency for this mod, so I am trying to avoid any FOSE scripting.
  10. Considering that the FFmpeg plugin for xWMA was thrown together rather quickly, and was just intended to play game sounds and music for ScummVM, it is possible that it is not reading the bitrate correctly. It is also possible that there is a VLC bug related to that particular FFmpeg plugin. I honestly don't know much about the xWMA container. From what I've read the audio is usually Windows Media Audio version 2, but there is no requirement to actually encode the audio in a Microsoft format such as WMA. VLC reports that the XWM files from Skyrim are encoded in WMA (which VLC can play), and the game audio doesn't sound low quality, so chances are it is just an issue with reading the data from the xWMA container. I did check with recent builds of MPlayer for Windows, and they don't appear to be able to play the audio at all, but it is possible that the various MPlayer builds I tried did not include the xWMA plugin for FFmpeg when they compiled the FFmpeg libraries. I have seen mention of xWMA converters (I never found any of these converters though) using xWMAencode to convert XWM files into something more usable, so someone with more skill in these matters may be able to figure out how to do that. If I get really bored, I may even install a Windows XP VM in VMware Player and see if I can figure out how to do it myself. The only programming language I know is Java, so if I did manage to figure it out then I would probably just write a batch file to automate some of the functions, and then compile that into an EXE.
  11. Just an FYI, XWM is the file extension for Microsoft's xWMA, which is a simple container which normally contains WMA v2 audio (if you check the codec information while playing a XWM file from Skyrim in VLC Media Player then it will say it is Windows Media Audio). The only reason that VLC Media Player can play it is because this guy spent a lot of time to try and figure out how to read the audio and then write an FFmpeg plugin to decode it, so that it could be used with ScummVM (note that the guy mentions that he doesn't know why it sometimes leaves some dead space at the end of a file). If you want to create new XWM files, then read this article from Microsoft. Note that the only download I can find that says it contains xWMAencode is this ancient DirectX SDK. I have no clue if it is in newer DirectX SDK's, however I would assume that it is if Bethesda is using it in new games.
  12. I tried reading the wikibook on using Blender, and it didn't actually contain any useful information. YouTube videos got me the farthest, but still no clue how to edit the dress, as none of the functions I learned from the videos seem to work on it (other than moving the camera around, of course).
  13. Yes, yes, and more yes. Unfortunately, I know absolutely nothing about texturing, modeling, NifSkope, Blender, etc. I managed to figure out how to make the parts of the textures transparent that I wanted to, and I managed to figure out how to set transparency in NifSkope, however Blender is just a frightening monster and I have no clue what I'm doing. Thanks to some random tutorial videos on found on YouTube, I did manage to figure out how to pan the camera around and how to create and edit basic shapes. This, unfortunately, did not help me in my pursuit of editing the mesh for this dress, so for the moment I am stuck with The GIMP and NifSkope.
  14. I was editing PEDress (specifically the version that comes with the 50er Nostalgie mod). I wanted to make the dress shorter so that you could actually see the stockings that were being worn (I didn't see much point in a dress with stockings if you couldn't see them). I managed to make the dress look shorter in game by editing the texture, and using instructions posted by jaysus for making the transparency work without the transparent textures for the stockings flickering and disappearing as the view angle changed. Unfortunately, there is a translucent line to the left of the left leg (barely visible as a bent line of dotted pixels in the screenshot below) where the edge of the dress was. This line is far more visible when there is either movement of the view or of the character wearing the dress, and it is most visible when the player's character is wearing the dress and the view is in 3rd-person. I've edited all of the textures that the dress uses, and I've played around with options such as Glossiness and Specular Color with no luck. The Emissive Color is already set to black, so something tells me that it is not the cause of the issue. It is always possible that I am just screwing something up, as this is the first time that I have ever delved into texturing. The GIMP makes the actual editing easy to do, however I managed to lose all of the extra layers at some point when editing my texture, so I may have to redo the entire thing (good thing I made a backup). I hope someone here knows what I am doing wrong. I did check my video driver settings to make sure that my NVIDIA drivers were not doing anything weird, and everything was set on factory defaults (no Anti-aliasing Transparency, no overriding the game's anti-aliasing settings, etc) and the game's settings appear to be OK as well.
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