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Omny

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  1. Title says it all- I'm trying to do some modding with Nifskope and I want to know what the capabilities of the shader flags are so I can use them for interesting effects. At the moment I'm trying to see if I can make a texture appear visible even through solid objects, similar to the "Equal To" setting for Z Test Function in Effect Shaders on the GECK. Trouble is, even after years of messing with it I still only have a rudimentary idea of what maybe five or six of them actually do, while the rest are a total mystery to me. I tried looking up the definitions of some of them, but the most I found was this documentation on Nifskope, and much to my annoyance, almost all the definitions for shader flags listed are just... their name repeated, like so: Shadow Frustrum: Shadow Frustrum Tree Billboard: Tree Billboard Vertex Alpha: Vertex Alpha Like, okay... what the hell does any of that actually mean? This is the most useless documentation I've ever seen, who wrote this? I mean some of it seems self-explanatory, but I've been burned by assuming things before when modding. So does anyone know where I can find an actual explanation for these? Honestly, this is one of the most frustrating parts about modding for me: I want to learn more about what this stuff does, but half the time when I try to search for something, I either end up getting answers that are vaguely written, deleted, outdated, or have never existed in the first place. You would think that these modding tools that have been around for nearly a decade would be more thoroughly documented.
  2. I don't suppose Blender will suffice for this sort of thing?
  3. I want to make my own Effect shaders and particle effects, but I don't know where to start. I can't find any tutorials or guides online anywhere! I would have thought this would have been better documented by now, but nope. Membrane shaders seem somewhat straightforward; most of the controls and terminology are the same as New Vegas' GECK, but there's a bunch of stuff here that I'm not familiar with- what does "Ignore Base Geometry Texture Alpha" mean, for one thing? Particle effects are completely different now too; instead of being able to control their appearance via the Effect Shader window, they're a separate NIF altogether. But I don't know the first thing about making particle emitters in Nifskope. Again, no tutorials anywhere. But what really annoys me is that there is this window here on the right side of the Effectshader window that seems to be for previewing shaders, but aside from being able to spawn in different models, I can't get it to do anything useful. Like sheesh, I knew modding for Fallout 4 was going to be more difficult than modding for New Vegas, but goddamn
  4. I've been trying to look for a tutorial on how to edit effect shaders and make new particle effects. There was one on the list that seemed like something close to what I wanted but its a dead link now. Also, small side question: does anyone know how to make the preview window in the Effect Shader window work? I'm guessing it's supposed to be for testing shaders, but aside from being able to summon different models, it doesn't seem to do anything else.
  5. Is there a way to make the preview part of the Effect Shader window actually preview an effect shader? I tried loading up a few different NPCs from the list but there doesn't seem to be any "play" button or anything like that. Failing at that, is there a more convenient way to test effect shaders for Fallout 4 aside from constantly opening and closing the game? I did find one mod here: https://www.nexusmods.com/fallout4/mods/8374 but it's a plugin for 3DS Max, which I do not have (I have Blender).
  6. So I'm checking out stuff in the Fallout 4 GECK, but one thing that really annoys me is the window in the Model Data box is really small and it's hard to get a decent look at the 3D models. And what's most annoying is I can't seem to simply click and drag the corners to make it bigger like I could with the New Vegas GECK. Is there a way to increase the size of this window?
  7. With my Skeletonizer mod up and running properly, I want to take it to the next level and make Super Mutants skeletonize-able. I've already modeled, rigged and exported a super mutant skeleton model that works fine in-game, all I need to do right now is figure out how to make super mutants switch to that model upon death. This is where I hit a bit of a snag: this here is my script that fires the laser skeletonization effect (which is called by a previous script that detects what projectile someone is killed by). Here's my script so far: scn OMNYLaserSpellFXScript Float Timer Short DoOnce float fFloat begin ScriptEffectStart if GetIsCreature == 0 if GetIsID nvcrmrhouse == 0 PMS OMNYLaserSkellyGlow Set Timer to 1.4 Set DoOnce to 0 Endif elseif GetIsCreature == 1 if GetIsCreatureType 4 == 1 PMS OMNYLaserSkellyGlow Set Timer to 1.4 Set DoOnce to 0 Endif set fFloat to Rand 0.2, -0.2 Endif End Begin ScriptEffectUpdate SetVelEx 0 0 2 Set Timer to Timer - GetSecondsPassed If DoOnce == 0 If Timer <= 1.1 if GetIsCreature == 0 AddItemAlt OMNYLaserSkellySuit 1 EquipItem OMNYLaserSkellySuit 1 Set DoOnce to 1 Endif elseif GetIsCreature == 1 if GetIsCreatureType 4 == 1 ToggleCreatureModel "nv_sm_v2_2_base.nif" 0 ToggleCreatureModel "OMNYSuperSkelly.nif" 1 Update3D Endif Endif Endif If Timer <= 0 SMS OMNYLaserSkellyGlow Set DoOnce to 1 endif if Timer <= fFloat dispel OMNYLaserSkellyFXSpell endif End The trouble is, while it does technically work (the flames/glowing effects don't go off) and they turn into a skeleton, when I reload my previous save, the super mutant is alive again but they are still a skeleton. Which is kinda cool but obviously problematic for what I'm trying to achieve. For the record, I'm using Neil the super mutant as my test subject, hence why this script only looks for the one model in his model list. All that said, any suggestions? Alternatives?
  8. I've seen a few mods that reshape bodies as well as armors/clothing, but they don't always include all of them. What do modders use to reshape armors to their liking? Blender? Or perhaps some fan-made software similar to Skyrim's Outfit Studio? If there's a tutorial I'd love to see it
  9. I have a mod that applies an actor effect whenever certain weapons are equipped. I'm trying to figure out how to get my mod to stop announcing "X effect Added" in the notifications at the top left of the screen whenever it activates in-game. I'm looking through my scripts and stuff; I haven't set any "messageex" commands anywhere, and I'm combing through the GECK wiki for answers, but so far I can't find a solution to this annoying problem.
  10. Hey so quick question regarding the GECK: how seriously should I take the long list of warnings that appear in the message log when I open up the GECK? For instance, here's what it says when I open the GECK with the main FalloutNV.esm, along with the DLCs and Pre-Order Packs: The script function list doesn't have all the names filled in. Create D3D9 instance...SUCCESSFUL NiDX9Renderer::Initialize> Attempting to create rendering device NiDX9Renderer::Create> Using D3DFMT_X8R8G8B8 backbuffer format NiDX9Renderer::Recreate> Using D3DFMT_X8R8G8B8 backbuffer format HOT RELOAD: Scripts can now be edited directly from file in folder C:\Game Stuff\Steam\steamapps\common\Fallout New Vegas\Scripts HOT RELOAD: Error: Failed to get active mod HOT RELOAD: Compile from file error: Active mod was not found. (The operation completed successfully.) =========================================================== Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA QUESTS: Could not find previous info (010108DD) for TopicInfo (01011B23) in Topic "NVDLC01RadioElijahEnd" (01011B12). EDITOR: Editor ID 'WeapNVDLC00Faderator' (02000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE000'. EDITOR: Editor ID 'FadeToBlackAndBackQuickHalfsISFX' (0201013B) is not unique, previous object (01014085) is type IMAD. Editor ID will be set to 'FadeToBlackAndBackQuickHalfsISFXDUPLICATE000'. EDITOR: Editor ID 'WeapNVDLC00Faderator' (03000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE001'. EDITOR: Editor ID 'FadeToBlackAndBackQuickHalfsISFX' (0300C6DD) is not unique, previous object (01014085) is type IMAD. Editor ID will be set to 'FadeToBlackAndBackQuickHalfsISFXDUPLICATE001'. EDITOR: Editor ID 'NVDLC03TTankFloorPit01' (0400470F) is not unique, previous object (03009622) is type STAT. Editor ID will be set to 'NVDLC03TTankFloorPit01DUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankMid01' (0400470E) is not unique, previous object (0300961E) is type STAT. Editor ID will be set to 'NVDLC03TTankMid01DUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankInnerCeilMid' (0400470D) is not unique, previous object (03009626) is type STAT. Editor ID will be set to 'NVDLC03TTankInnerCeilMidDUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankInnerCeilCor' (0400470C) is not unique, previous object (0300961D) is type STAT. Editor ID will be set to 'NVDLC03TTankInnerCeilCorDUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankCeilingPit01' (0400470B) is not unique, previous object (03009621) is type STAT. Editor ID will be set to 'NVDLC03TTankCeilingPit01DUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankCeilingCor01' (0400470A) is not unique, previous object (03009624) is type STAT. Editor ID will be set to 'NVDLC03TTankCeilingCor01DUPLICATE000'. EDITOR: Editor ID 'Bld03CorIn01' (04003643) is not unique, previous object (03010719) is type STAT. Editor ID will be set to 'Bld03CorIn01DUPLICATE000'. EDITOR: Editor ID 'WeapNVDLC00Faderator' (04000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE002'. EDITOR: Editor ID 'z' (04009CD7) is not unique, previous object (03011E7E) is type REFR. Editor ID will be set to 'zDUPLICATE000'. EDITOR: Editor ID 'WeapNVDLC00Faderator' (05000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE003'.I've been basically ignoring them every time, but lately, I'm starting to wonder if they might be more serious than I thought. If it is something I should be concerned about, what's the first thing I should do about fixing them? Like all these "DUPLICATE" objects for example. Should I delete them or something?
  11. I'm working on a mod in GECK but lately this esp called "DEFAULT.esp" keeps appearing in my mod list as a master for my mod. Whenever I try to delete it and get rid of my mod's reliance on it as a master, it just reappears if I open the GECK and save my mod again. How do I stop this from happening?
  12. Never tried it myself but here's the first one I found after searching for "cleave" https://www.nexusmods.com/newvegas/mods/66187
  13. Well, it's been a couple of years, but I finally am getting back to work on this little mod of mine. Been putting it off for too long. I was working on a new version of it before, but after going back to it, it was just way too much of a mess to deal with so I scrapped the whole thing and decided to just start again on an updated version using the mod I currently have uploaded to the Nexus. I deleted all my currently installed mods, got a fresh and clean install of New Vegas, and re-downloaded just a few essential mods for this endeavor (namely NVSE as well as the JohnnyGuitar and JIP LN extender plugins), just to start with a nice blank slate. I've managed to remake a couple of my original goals, namely fixing the "Bloody Mess" problem as well as the "disappearing weapons" problem, but now I've hit another roadblock. Because of course I f***ing have. So, the mod goes like this... it starts with this script here: ScriptName OMNYSkellyQuestScript Begin GameMode If GetGameLoaded SetJohnnyOnDyingEventHandler 1 OMNYLaserSkeletonizerScript 0 Print "Welcome to the Bone Zone!" endif endWhich then goes to this script here: scn OMNYLaserSkeletonizerScript Float Timer ref rActor ref rWeapon Begin Function {rActor} set rWeapon to rActor.GetHitWeapon print "Skeleton Time!" if rWeapon.IsInList OMNYListOfLasers if rActor.GetIsCreature == 0 rActor.AddItemAlt OMNYLaserSkellySuit 1 rActor.CIOS OMNYLaserSkellyFXSpell print "Laser!" EndIf Elseif rWeapon.IsInList OMNYListOfPlasma if rActor.GetIsCreature == 0 rActor.AddItemAlt OMNYPlasmaSkellySuit 1 rActor.CIOS OMNYPlasmaSkellyFXSpell print "Plasma!" EndIf Elseif rWeapon.IsInList OMNYListOfShocks if rActor.GetIsCreature == 0 rActor.AddItemAlt OMNYShockSkellySuit 1 rActor.CIOS OMNYShockSkellyFXSpell print "Shock!" EndIf Elseif rWeapon.IsInList OMNYListOfFlames if rActor.GetIsCreature == 0 rActor.AddItemAlt OMNYCharredSkellySuit 1 rActor.CIOS OMNYCharredSkellyFXSpell print "Fire!" EndIf Endif end Each of those "OMNYListOf____" lists are Form Lists that contain all the various energy weapons that I want to have affected by the different colored effects. The snag I've hit is that for some reason the game refuses to execute any of this last script past the "print Skeleton Time" bit, not adding the skelly suits or activating the FX spells no matter what I do. Of course, this script was edited from the original version. It originally looked like this: scn OMNYLaserSkeletonizerScript Float Timer ref rActor ref rKiller Begin Function {rActor} set rKiller to rActor.GetKiller if rKiller.IsWeaponInList OMNYListOfLasers if rActor.GetIsCreature == 0 rActor.CIOS OMNYLaserSkellyFXSpell EndIf Elseif rKiller.IsWeaponInList OMNYListOfPlasma if rActor.GetIsCreature == 0 rActor.CIOS OMNYPlasmaSkellyFXSpell EndIf Elseif rKiller.IsWeaponInList OMNYListOfShocks if rActor.GetIsCreature == 0 rActor.CIOS OMNYShockSkellyFXSpell EndIf Elseif rKiller.IsWeaponInList OMNYListOfFlames if rActor.GetIsCreature == 0 rActor.CIOS OMNYCharredSkellyFXSpell EndIf endif end I changed it because using "rKiller.IsWeaponInList" caused a minor but annoying bug where the effect is decided on by whatever weapon the player is currently holding at the time rather than whatever weapon was used to kill the target (so if you threw a plasma grenade and switched back to a 10mm pistol, the plasma skeletonizing effect wouldn't happen). This is particularly annoying because that edit is more or less how it looked when I first attempted to make an updated version, but it doesn't seem to be working now. What the hell am I missing? I tried a few things, mostly changing the "Begin Function" to "Begin OnDeath" but that just made the following error appear in the console: Error in script 0B00137A (OMNYLaserSkeletonizerScript) in mod OMNYSkeletonizer02.esp Begin Function block not found in compiled script data Error in script 0B00137A (OMNYLaserSkeletonizerScript) in mod OMNYSkeletonizer02.esp Failed to extract parameter 0. Please verify the number of parameters in function script match those required for event.I tried looking up these errors but I couldn't find a single thing about any of them. Which is probably the most frustrating thing about this endeavor.
  14. Interesting. So, if I were to find this animation and apply it to a non-skeleton NPC, or edit their own death animations, they'd fall apart too? I had an idea to make a mod similar to my Skeletonizer mod for New Vegas, but in Skyrim. I imagine I could easily do something similar to the FEC mod (one of my favs and initial inspiration for Skeletonizer), but instead of simply falling down and turning to bones, it'd have them sort of freeze in place, turn into a skeleton, and then fall apart. I'd settle for just a skeleton if I couldn't get the falling-apart bit to work, but it'd be hilarious if possible. I haven't actually got Skyrim or any of my modding tools installed so I can't experiment with it right away (I uninstalled them so I could focus on other art projects without distractions). But when I have time I'll see if I can work on it myself.
  15. I wanted to try some experiments with modding involving skeletons, but the biggest mystery I have is figuring out how exactly their bodies fall to pieces when they die. I've looked through all the different files via the Creation Kit and SSEEdit: NPCs, keywords, scripts, spells/perks, animations... I can't seem to figure out how it works, or even what I should be looking for. Does anyone have an idea?
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