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EmissaryOfWind

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Everything posted by EmissaryOfWind

  1. http://www.nexusmods.com/fallout4/mods/9749/? These were made by editing the alpha channel on the texture of the coat
  2. Porting Bethesda assets from other games is an infringement of copyright and thus, against the Nexus' ToS, but if anyone is willing to remake the assets from scratch, they are allowed to do so.
  3. Sounds like either one of these: http://www.nexusmods.com/fallout4/mods/13743/? http://www.nexusmods.com/fallout4/mods/13561/?
  4. For something to be scrappable, it needs a scrap recipe. Look at what's already scrappable, and do the same thing.
  5. Nope, if you start it through steam without deactivating your mods, they will all still be active (except the ones that rely on f4se)
  6. Try this mod, you'll still need to use console commands on NPCs that aren't meant to be companions, but you can bring along as many as you want, if you don't mind never passing through a doorway again
  7. No need to create a different install, just make a separate test save, and make sure to deactivate your tests before playing on your main save. But in any case, the engine is extraordinarily resilient, I have installed and uninstalled wildly many mods without breaking my main save (much). Breaking your game isn't actually that easy, so don't worry too much about it.
  8. Yes, Block > Convert works to convert BSFadeNodes to NiNodes, but I'm unsure of the result, and it can't convert BSLODTriShapes.
  9. You can use OPALs (object palettes) to put a bunch of objects quickly, they're useful if you put many of a limited number of objects. See this tutorial from the Skyrim CK wiki, it works similarly in Fallout 4's.
  10. Yes, it's very easy. Just download Face Ripper and FO4Edit, open FO4Edit, select Fallout4.esm, find Danse and Pickman in the Actor (npc) records, copy both as override into a new plugin and save it. Take note of their ID (number), open Face Ripper, select your new plugin as source and destination, select Pickman's ID# as source and Danse's as destination, and click Transfer Face. It should create a new plugin, rename this, open it in FO4Edit again, and delete Pickman's record (this isn't necessary but I strongly recommend doing it).
  11. I am currently in the process of converting plants with custom meshes from Skyrim mods, and some of them use BSLODTriShapes, BSFadeNodes and BSLeafAnimNodes. How would I go about converting them? Are there any extra steps I need to take compared to, say, a piece of armor, to ensure it works properly in Fallout 4?
  12. You could create a faction that is friendly to the player and does not consider crime against itself as crime? (kind of the way companions never consider crime against raiders as crime, ie even if they're not hostile murdering a raider doesn't cause an approval drop)
  13. This might be dumb, but did you also recolor supermutanthead_d.dds? The supermutant_d.dds file only has the texture for the body, not the face.
  14. I am trying to make lights (static Blight shroom, among others) and I can't for the life of me figure out what determines the light output of the objects. The first thing I looked at was EffectShader properties in the nifs, but it only seemed to make the glowy parts glow brighter, not actually emit more light. In the CK, statics don't have a property for light emission, and lights don't have a mesh. Halp
  15. Provided you have the permission of the original author, you can also port assets added by mods. But for the vanilla assets, I'm afraid you won't be allowed to share on the Nexus.
  16. open it in FO4Edit, make sure it has no reference to the master you want to remove (the CK sometimes adds stuff you don't want it to), then right-click on the file name > Clean masters, and it should be gone.
  17. You should get permission from the author before using any mod that doesn't give explicit permission for you to do so. I think it depends on the complexity of the mod. There are some mods that really anyone could make in a few minutes. Acknowledgement of the people that inspired you is still a polite thing to do though. That's not how it works. If you use someone's work, you ask them first. If it's really that easy, then you redo it.
  18. Fallout 4 Seasons might be for you, I use the spring version.
  19. There's an object called blackplane that you can use for this, otherwise there are pre-made cave entrances that already have a black plane built in
  20. So as it stands, tint masks (eyebrows, makeup, dirt, face paints and face tattoos) are all embedded into the race record, which makes it an absolute mess, and a compatibility nightmare. Now, if you've played Far Harbor, you might have noticed that it added quite a few face paints. I took a quick look in xEdit at how it does this, but I don't fully understand. There is a record for human race, but it does not override the base record. If more experienced people could take a look, I would like to know if a) that method is usable to create stand-alone tint masks without conflicts and b) if it isn't, what method would work. I thought about making it a head part (like hair or beards), but they're not meshes, just textures, so I'm not sure how that would work.
  21. That's the only thing I know that might make it disappear under certain angles, it certainly wouldn't hurt to try.
  22. Make sure your NMM is up to date, go to the plugins tab, and check the mods you want to activate.
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