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About BlandSauce
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BlandSauce's Achievements
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10 minute basic job for an experienced modder
BlandSauce replied to jwood299's topic in Fallout 4's Mod Ideas
The request itself wasn't the problem. I only took issue with the "10 minute basic job", which is a problem I've seen many places, including for paid work. -
10 minute basic job for an experienced modder
BlandSauce replied to jwood299's topic in Fallout 4's Mod Ideas
In the future, I would suggest not telling somebody how long their work will take them. It may only take 10 minutes or shorter, but you, as someone who is "useless with modding", should not be the one to make that claim for work somebody else will be doing. This isn't just for modding, but any industry. -
Just another bit of info to maybe help. It seems that under BSLightingShaderProperty, SLSF1_Decal flag set in Shader Flags 1 affects alpha blending somehow. On some wall signs, I was having problems getting alpha blending to work right, and noticed that flag set on some armor. I added it to my signs, and the transparency started working just like I wanted. And it works with specular map. The problem for me is they're invisible in the build menu, but for armor, that should be fine.
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A question about OBJ and Nif files...
BlandSauce replied to Wolflady500's topic in Fallout 4's Discussion
People have been using the import functions of the Outfit Studio http://www.nexusmods.com/fallout4/mods/25/ I only briefly messed with it a week or so ago, and it seems to work, but added a whole lot of clothing-specific data also. -
LETTERS so I can write words on walls and doors
BlandSauce replied to BlindLookout's topic in Fallout 4's Mod Ideas
An update on this. So, after fighting alpha blending problems (and losing), I'm just going with no alpha blending and will figure that out later. http://i.imgur.com/pRJ9R0O.jpg Planning to have these (and the rest of the alphabet) up sometime tomorrow. They're sorted off in their own section, and it shouldn't be too hard to support other mods with patches. Just tedious. Any suggestions on the appearance before I get too far? First round is just these stencil letters in black, they're small enough to fit on fronts of shops. Next round will be extra colors, at least white, and maybe more sizes. -
Snap 'n Build Greenhouse has some nice concrete floors. The block is dark cinderblock on the side, and 4-square concrete on top. There's also the concrete floor without the block underneath.
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Simple mod to add description to gun mods
BlandSauce replied to donnylicious's topic in Fallout 4's Discussion
http://www.nexusmods.com/fallout4/mods/4760/ does it when you're in the crafting menu, but you're wanting it in the inventory list? -
http://i.imgur.com/TXy7Psq.jpg All three of those items use the same .nif file, and I have tested using bgsm files that are exact duplicates of eachother (literally copy/paste files, then rename). The problem seems to come from the material swap itself. If I have an object either not using a material swap, or using a material swap that replaces it with the exact same filename, I get like the A on the right. Swapping to any other filename screws up the alpha like the left two. It's otherwise properly doing the material swap, as you can kind of see the specular showing up. Also if I turn on "Alpha Test", they seem to work again, but then the alpha has hard edges, which I don't want. If anybody has any insight, it would be much appreciated. Thanks!
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LETTERS so I can write words on walls and doors
BlandSauce replied to BlindLookout's topic in Fallout 4's Mod Ideas
That's sort of the plan now. Each type of lettering is going in a separate .esp file. So I've got the snappable-to-special-signs in one, the wall-snappable (just basic sign style) in another, and now I've got a third I'll leave as a surprise. Most of it is done, or can be finished fairly quickly. The problem still is organization. I really don't want to deal with menu compatibility patches everywhere. Just thinking of only the wall-mounted lettering, a single group of them, all letters, numbers, and a couple punctuation, would you be fine with them all being grouped in with existing signs? So you'd have to slog through 36+ whatever else you already have. I'm still looking at other options, but if that's something that doesn't actually bother other people much, I might just do that for now. -
LETTERS so I can write words on walls and doors
BlandSauce replied to BlindLookout's topic in Fallout 4's Mod Ideas
I'm actually currently working on this. Something really annoying I've found is that if you make an item "snappable" to walls, like signs are, or what you're describing here, they can no longer snap to other objects. Other objects can snap to them, though. I wanted stuff to be nice and aligned, so my first set is a couple green highway signs that can snap to walls, and then lettering that can then snap to a grid on the signs. I was eventually going to have stencil letters, too (even have the specific font already picked out), and maybe they would be okay as only snappable to walls to look painted on. I still have to figure out how to organize all this mess in the build menu, too. :P -
I Need Help Getting The Alien Blaster
BlandSauce replied to stabcus's topic in Fallout 4's Discussion
So the ufo crash event isn't happening? I usually get it wandering around in front of Diamond City. Or is it possible it has happened, and you haven't found the crash site? -
I don't know how the options are layed out in Photoshop; I'm using GIMP, but I'll give you my settings there. Going off advice I found in an old thread (I think it was for Skyrim), for compression, I've been using either "BC1 / DXT1", "BC3 / DXT3", or "BC3 / DXT5" The main difference between those is on the alpha channel. If you're either not using alpha, or it's something that can have hard edges, use "BC1 / DXT1". The other two are increasing quality, but also, increasing file size. Other compressions might work, but I haven't tried any others except "None". I also have it generate mipmaps with default settings. Not sure if they're required, but all the default assets have them. EDIT: I took too long to type.
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Yes. Instead of modifying the record in the original mod directly, you would do a "Copy as Override" into your own new esp file. Then do the changes in there. You might need to account for the circumstances here they use the grouped method and add new items (that you do want) to groups that you've removed from.
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I don't know your familiarity with FO4Edit at all, but I wrote up a beginner guide a bit back. That should get you the basics if you don't know them already. You're now going to look under "Constructible Object" section and the "FormID List" section (of the relevant mod esp file). Depending on how the mod author set it up, and what your goal is, you have a few options. If you have a Constructible Object for just a single item, and it's an item you no longer want, you can either remove the Constructible Object record completely, or change the keyword to something not used by the menu system (that second one I haven't actually tested). Second is better if you think you might want that item back in the future. If the item doesn't have its own Constructible Object and is instead part of a group, you'll look in the FormID List. If you don't want anything in that group, you can do the same as above with the Constructible Object that points to that FormID List. If you do want to keep other items in the group, you can remove specific items from the FormID List by right clicking on that row and selecting Remove. Hopefully some of that made sense.