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Posts
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Everything posted by bwins95
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Limited Vortex alpha release today, full release soon
bwins95 replied to Dark0ne's topic in Site Updates
No screenshots. -
What I'm looking for is as if the scrapall console command was used, but spared the work benches.
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One mod I've been wanting for a long time is to have sanctuary pre-scrapped. everything in sanctuary that can be scrapped is scrapped except for the workbenches and special book.
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In response to post #43619975. It's not released yet. Read the last paragraph of the main post.
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Ultimate Fallout 4 Mod Compilation [Neon Wasteland Edition]
bwins95 replied to Haoswidasee's topic in Fallout 4's Discussion
Protectrons glow now. sometime in the future I'll add more robots. http://www.nexusmods.com/fallout4/mods/19468/? -
Anyone know how to add a glow map to an item that uses an Lgrad.dds for the color of an item? In nuka world the big, paneled nuka cola bottles, bottle and cappy, and the lollipops in kiddie kingdom all use Lgrad to give the item different colors without using a material swap.
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Ultimate Fallout 4 Mod Compilation [Neon Wasteland Edition]
bwins95 replied to Haoswidasee's topic in Fallout 4's Discussion
I've made a glowing nuka world mod. http://www.nexusmods.com/fallout4/mods/18097 -
Change projectile explosion
bwins95 replied to bwins95's topic in Fallout 4's Creation Kit and Modders
What about triggering an explosion with a script. sticking a script in an enchantment that is placed in a blank explosion. Something like this. this is written from memory, so it's really, really rough if AAAAfragGrenade_Modular.haskeyword(weapontypecryogrenade) == 1 AAAAfragGrenade_Modular.placeatme(cryoGrenadeExplosion) end -
Change projectile explosion
bwins95 replied to bwins95's topic in Fallout 4's Creation Kit and Modders
I know about that and I've used it before. I'm trying to set the explosion with one weapon mod and the trigger with another. -
Does anyone know of a way to change a projectiles explosion or explosion trigger based on Keywords? I'm working on a modular grenade mod. I've got the fuses part done by setting the projectiles explosion trigger, but now I want to add elemental opens, but I can't find any way to add an element to the explosion.
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Any idea? I put the script into the script fragment section of a terminal entry, fill the properties and click compile and it says "AttachMod is not a function or does not exist"
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I'm trying to make my elemental harpoons mod more convenient. I want to make it so the harpoon mods can be changed anywhere instead of only at a weapon bench. when I found the attachmod in the wiki I thought of using a terminal. The problem is when I try to compile the script in the terminal it says AttachMod is not a function or does not exist What am I doing wrong? Weapon DLC03_HarpoonGun ObjectMod DLC03_mod_HarpoonGun_Mag_Flaming DLC03_HarpoonGun.AttachMod(DLC03_mod_HarpoonGun_Mag_Flaming)
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Comics Got Back-CGB 2.0 does not effect glow maps. it only replaces the texture. it doesn't touch the mesh or material.
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Ultimate Fallout 4 Mod Compilation [Neon Wasteland Edition]
bwins95 replied to Haoswidasee's topic in Fallout 4's Discussion
Have you see this one. another Ceaseless glowing signs mod. Looks good in the screen shots. http://www.nexusmods.com/fallout4/mods/13063 -
I had chems redux installed. I thought I uninstalled that a long time ago.
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The mesh is changed somehow. I've given plain mentats a neon glow and the fruit flavored mentats don't have the neon glow. the fruit flavored mentats also has a different texture that says what flavor it is. https://dl.dropboxusercontent.com/u/53517913/20160408041946_1.jpg
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No dice with FO4edit. Says model file name Props\Mentats.nif Material swap is blank and greyed out. Guess I'm waiting until the geck is out.
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I thought of that, but there is no grape/orange/berry mentat texture or plain mentat material.
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I've searched for me, men, ment and all I get are mentats. nothing about the others.
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Does anyone know where the orange, berry, and grape mentant meshes are? they don't use the mentant mesh. I can't seem to find them.
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I use this. http://www.nexusmods.com/fallout4/mods/3635/? You may need to add the file path to the material to the mesh in nifskope. I also use the DeathclawGlowin.bgsm for new materials the involve glow maps since it is already set up for a glow map. just gotta change the file path to the textures. you can find it in the material.BA2 file.
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Unusually long load times addressed in Fallout 4 Beta Patch 1.3.47
bwins95 replied to SirSalami's topic in Site Updates
Didn't make any difference with me. still getting a 2 minute load time when loading the first save of the session. -
Figured it out. I somehow forgot to rename the new folder in the textures to setdressing. now it works like I wanted.
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Nothing that I can see. Purified water works like it should. https://dl.dropboxusercontent.com/u/53517913/Neon%20green%20purified%20water.rar The only difference I can see is the emission multiplier, but it makes no difference to the glow map working or not. Both materials were made from the glowing deathclaw material changed to what I needed.
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Didn't make any difference. I did it like this for ammo boxes and they work the way I wanted. for some models the glow maps work and some they don't. 10mm ammo boxes work, mini nukes don't.