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YuyaAcedia

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Everything posted by YuyaAcedia

  1. Looks like you'll need to edit the MapMakers.SWF (yes it's a Flash file) which is inside the Fallout 4 - Interface.ba2. To do so you'll need to use a SWF Decompiler and SWF Editor and try to understand how this file works so you can reproduce what they did to add new icons. It will probably involve hard works for little results so... good luck!
  2. I managed to add my PA paintjob last week by following this guide.
  3. You might want to check this video or this mod.
  4. I'm trying to add a material swap to create a re-textured version of the armored coat to be used by some of my new NPCs but I have some pretty weird results (see here). What I did : - Used the original texture in Photoshop to create the new one and then proceeded to place it in the data/textures/[mymod]/armor/[myNPC] folder. - Used the original material .BGSM and changed the path of the [*]_d.dds with my custom texture. - Created a material swap in the CK that points to my custom BGSM and used it into a new ArmorAddon. - Added my ArmorAddon to my custom version of the Armored Coat. In the CK, I can see the same weird textures in my ArmorAddon in the ModelData window (when you click on "Biped Model" to change the material swap). I checked several times the path in my BGSM file and in the material swap but everything is correct. So basically, I guess that the issues comes from my textures files (.DDS). My files aren't the same size (original=5,462kB, mine= 2,731kB). When I compare the file, what I get is: [Original] Format DirectXTC Codec ID DXT5 Codec ID/Info DirectX Compressed Texture (3bit alpha channel with interpolation) Width/Height 2048x2048 pixels Stream size 5,33MiB (100%)[My file] Format DirectXTC Codec ID DXT1 Codec ID/Info DirectX Compressed Texture (1bit* alpha channel) Width/Height 2048x2048 pixels Stream size 5,33MiB (100%)Then, I have exported my texture using DXT5 codec to get the "3bit alpha channel with interpolation" mode so my files infos are now exactly the same. However, it didn't seemed to fix the issue. How can I fix it?
  5. Please delete this topic, I created it in the wrong section.
  6. What is the equivalent of FNV's "begin gamemode" in Fallout 4? And how can I activate a function when an NPC is attacking. I'm working on stealth effect and I'd like to remove the stealthboy effect when the said actor is attacking. In Fallout New Vegas it used to be like that. if GetAnimAction == 2 && Cloaked == 1 RemoveSpell StealthBoyInvisibilitySpell set Cloaked to 0 PMS NightkinCloakFXShader 1 if soundcheck == 0 refvar.PlaySound3D OBJStealthBoyActivate set soundcheck to 1 endif endifThanks. EDIT: I managed to make it work. There was no reason to create a script but I needed to play with [spells] and manage specific conditions for spell's magic effects. Looks like I really need to forget about doing everything with script and use every tool of the Creation Kit. Thanks Elsidia1 for the help!
  7. I'd say that there's not enough Power Armor mods in Fallout 4. Also, I remember loving this power armor mod (Fallout 3) 10 years ago and I'd love to see something similar in Fallout 4. And you can freely remake it or re-uses assets as you can see in his description: "Note from author. This Mod is officially dead. I'm not working on it anymore. Anyone who wants to improve on it, go ahead and knock yourself out. I give Full permission to anyone who wants to use elements of my Mod. Best, brothershogo". On the other hand, the best thing that I'd like to see about a Power Armor mod would be a kind of metal-organic stuff that would remind me of Fallout 1's master NPC. There's a lot of nightmare-fuel material if you look to Warhammer 40k's Plague Marines.
  8. Hello everyone, I can't find any working solution to disallow an NPC to run. Basically I'm creating a new race but I want them to move more like zombie so I need them to NEVER run under any circonstancies (sandbox, caution, combat, etc.). How can I achieve this? In addition, is there a way to swap the normal walk animation with the "crippled leg" animation? Setting "RightLegCondition 0" didn't seems to work. EDIT (2020/03/10) : Thanks to octodecoy for the hint. I made further research and found that I should be able to achieve this by customizing the Behavior Graph (.HKX) [Character/Race/BodyData in the Creation Kit]. Basically I should copy an existing BehaviorGraph with its associated animations and replace the vanilla animations I'd like to replace with the newer one and then validate the BehaviorGraph by editing the animatondata & animationsetdata. But for that I'll need to be able to edit .HKX files. Sadly I have tried every existing tools and they only seems to be able to crash. I've tried F4AK Fallout Animation Kit, HKXPack, this (for Skyrim 'cause I was desesparate) with the HavokBehaviorPostProcess.exe thing and a dozens of .bat files, nothing works.
  9. I was looking for the same thing and found your post and I must admit that it would be great if someone work on this. I haven't touch the GECK (Creation Kit) since Fallout New Vegas but if someday I manage to create mods for Fallout 4, I might work on that. I think that you should begin to extract the most interesting audio files. With ressources available there's more chance that this mod will see the day.
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