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Everything posted by lilkandeekid
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How Do Doctors Work? [Modding Question]
lilkandeekid replied to FreedomsFlame's topic in Fallout 4's Discussion
You need something like Caprica Papyrus Compiler to work with scripts. Working with things like scripts for items is easy to do with just Caprica and using FO4Edit to work with VMAD parameters.Dont think F4SE has its normal addition of functions for scripting yet, so nothing that useful for modders (last time I checked), so probably only needed if you want to "hook" into some of the deeper game functions. As for doctors - I think JTL2 nailed it, the quest DialogueGenericDoctors "Doctor Dialogue System" FormID 0005F76B is linked to all the doctors threw the Faction DialogueDoctorsFaction FormID 0007925A. Seems this quest and its script are probably what you're looking for. -
What modeling software you are using? If youre using blender/maya or something else you can use the tutorial above to covert it to a .nif, 3DS Max 2016 does have a .nif plugin that simplifies the process - https://github.com/figment/max_nif_plugin/releases
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Add Multiple Effects in FO4Edit?
lilkandeekid replied to ThoraldGM's topic in Fallout 4's Discussion
No problem, love the idea of the mod, and from how it sounds im pretty sure it can done without the new CK :smile: -
Add Multiple Effects in FO4Edit?
lilkandeekid replied to ThoraldGM's topic in Fallout 4's Discussion
On the effects link, right mouse click and hit add- http://i1074.photobucket.com/albums/w409/SnowSharky/Untitled_zpsf4esxbiv.png -
How should I change laser weapons?
lilkandeekid replied to nightrifle1015's topic in Fallout 4's Discussion
I think you could - copy as a new record, the combat rifle, its ammo, and a laser projectile you want to use. Then link them together, changing the ammo's projectile reference to the copied laser projectile. The projectile attached to a weapons ammo controls muzzle flash, speed + arc of the bullet, the bullet (or laser in this case) itself, its damage, and pretty much all the other good stuff. -
Could a modder get rid of Shaun? [Spoilers]
lilkandeekid replied to Zaatch's topic in Fallout 4's Discussion
Me 100%, especially since I share the kids name but with a different spelling :pinch:- 25 replies
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Sadly no working plugin for blender to read FO4's .nifs yet (or probably ever). You'd have to convert it to a read able format first (.obj) with nifskope, then use something like outfit studio to convert it back to a .nif if you want to work with blender. Think 3DS Max is the only application with a working plugin.
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Adding music with Fo4Edit ?
lilkandeekid replied to OrganicView's topic in Fallout 4's Creation Kit and Modders
Think he is trying to avoid replacing the original tracks and add more tracks to the current list to expanded the music. -
I'd save yourself some time and effort, download 3DS Max 2016 (Which is free if you dont plan on using it to make money) and the .nif plugin at https://github.com/figment/max_nif_plugin/releases Then you can go straight from the modeler to nifskope without needing outfit studio.
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fallout4pref.ini information needed
lilkandeekid replied to 1JustDontCare's topic in Fallout 4's Discussion
Taken from http://www.nexusmods.com/fallout4/mods/1942/? -
Wyre Bash has basic support for FO4 last I checked - https://github.com/wrye-bash/wrye-bash/issues/251 As to how far that basic support goes, no idea.
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Add or remove weapon modifications anywhere
lilkandeekid replied to spanian77's topic in Fallout 4's Creation Kit and Modders
Awesome idea! You could try to make a miscellaneous item that upon activation puts you into the weapon workbench menu, not sure how well that would work since im not sure you could limit which mods are available. -
Ya I suppose for a few that have a pretty good idea of what they are doing, as F4SE is missing most of its function and has no current support from its dev team- Looking back at the WIP page http://forums.bethsoft.com/topic/1567034-wipz-fallout-4-script-extender-f4se/ I still think there's not much, if anything, many would find useful at this stage of its development. Really wish the changes in papyrus where fully known, been killing me :mad:
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Sadly F4SE doesnt have anything useful for modders yet. Papyrus is the scripting language, http://www.creationkit.com/Category:Papyrus has some good info for getting started. As for working with the .pex files, you'll probably need something like Caprica Papyrus Compiler to get them back and forth from a usable format.
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Awesome idea, but would probably be a huge undertaking to get something close I think.
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Ya its been around for a little while - Heres an post detailing whats up with it on steams forum http://steamcommunity.com/app/377160/discussions/0/458606877319507654/
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Adding music with Fo4Edit ?
lilkandeekid replied to OrganicView's topic in Fallout 4's Creation Kit and Modders
From a quick look at it seems "Music Type" (or "MUSC") contains a list of the tracks (Music Track or "MUST") that can be played during different situations. "MUST" look like they contain the link to the actual track, and some even contain conditions (like time of day) for when the track is able to be played, as well as additional links to other "MUST" Looking at FormID 0001ED25 "MUSzExplore" under Music Type, it seems to contain 25 links to "MUST" pallets, that contain links to other "MUST"s (this happens a few times with some lol), that eventually have tracks the get played during exploration of the Commonwealth. Seems if you worked your way down the hierarchy's you could pretty easily find where to do overrides and simply add new "MUST"s with your tracks to the list and they would be added in with the vanilla ones. This is my guess, I havent messed with sounds yet so maybe someone has a little more info. -
f04edit dropdown menu when editing plugins
lilkandeekid replied to link99303's topic in Fallout 4's Discussion
Click once to highlight, then wait a second and click on the highlighted spot again. Its easy to do a double click and get a pop up instead. -
WHat the Heck Controls Recoil?
lilkandeekid replied to SephDragoon's topic in Fallout 4's Discussion
"AimModelConeIronSightsMultiplier" maybe? Pretty sure its the accuracy modifier different scopes and sights mess with. -
Maybe an issue with the material file?! You should only have to write over the diffuse texture "_d.dds" for a simple retexture. How did you do the texture change as a stand alone mod?
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Help Saving Character's Face for Others to Use
lilkandeekid replied to 44Magfreak's topic in Fallout 4's Discussion
I think Face Ripper may be able to help you out. -
To what extent are you trying to recreate your character? If its just looks you'd like to copy, then using face ripper to help create a new companion should be enough, there's multiple companion mods that add new companions you could reverse engineer. Outside of that, I guess it depends on what all you're trying to do.