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FiendishGhoul

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Everything posted by FiendishGhoul

  1. I didn't update my post because it didn't appear to have any traction, but you are indeed correct. SavrenX.
  2. I'll admit right up front that I don't know a whole lot about the newer specifics of Fallout 4's NIF meshes, but I will add that I am very familiar with NIF meshes in general, as well as tweaking properties and values in Nifskope (Oblivion, FO3, FO:NV, Skyrim/SE). That having been said, I am ready to tear out my hair over this damned generator mesh. Some background: I was building a settlement, added a turbine generator, and promptly noticed that the support legs were colored black and didn't react to light, like so: (Sorry for the bad screen shot) Naturally, my first thought was that some mod (I don't run too many) contained an error, either mesh or texture related, so I went through my modlist eliminating possibilities, while also referencing the vanilla mesh, textures, and BGSM, extracted directly from the default BSAs. As I'm examining the vanilla mesh, I see this: From the jump, things are looking not-right to me. First, the direct filepath for the BGSM, referencing c:\projects\fallout4\build\pc etc. I've always been given to understand that's a hard no. Next, the black specular and other settings. Additionally, there is no BSShaderTextureSet at all under the BSLightingShaderProperty (which may very well work, I don't know for certain). Now, I've Googled this and wasn't able to find much in the way of others having this issue, and I've looked at screen shots for some mods dealing with these meshes and in the images, they look considerably more correct than in my own images (although I at least saw one that looked suspiciously dark, in my opinion), but I guess my question is how is this mesh working properly at all, for anyone? Can anyone shed any light on this for me? Is anyone else having this issue?
  3. In response to post #24562744. #24562994 is also a reply to the same post. Uh, no, I'll stand up for the Nexus' users here (or maybe the moderators, not sure), because there's a big difference between saying that you've uninstalled or unendorsed or whatever, versus some of the really extremely virulent language I was reading over on Steam.
  4. In response to post #24562094. #24562579, #24562824 are all replies on the same post. Yeah, at least one of the comments I read over on Steam was beyond despicable and that's ridiculous. Feeling disenfranchised is one thing, but escalating to hideous threatening language is completely uncalled for. I'm glad the community here is showing, for now, that we're above such things.
  5. In response to post #24562404. #24562524, #24562599, #24562684 are all replies on the same post. Kudos to both of you, Elianora & Ramccoid!
  6. In response to post #24562434. Called it, for sure. I commented on that post, that all one had to do to see the havoc that for-pay modding can wreak, is to look at The Sims franchise and all the nonsense that sprung up there. Accusations and counter-accusations ad nauseum. Today, I see the same gold-plated wedge driven right into the Skyrim scene. Thanks Valve, thanks Bethesda.
  7. Wow, thanks guys! I kind of missed that people were responding to this until now! I will likely stick with the first version, then, especially given code that drithius suggested, which appears to alleviate the script overhead as well as avoiding extraneous additions. Thanks again. Once again, the Nexus forum wins out (with patience)!
  8. If I'm understanding you correctly, yes. Is this a new ammo, or are you attempting to alter an effect on an existing ammo?
  9. I will go ahead and suggest the same thing that I've seen suggested in other similar threads: if your companion is to have any "advanced" functions and dialogues, you're probably also going to want to look around for one or two other popular companion mods here on the Nexus that do things similar to whatever it is that you want your own companion to do and study some of their relevant dialogues and scripts. While the tutorial that Jokerine linked is very good for getting started, indispensable even, it stops just shy of more advanced functionality.
  10. I'm working on a relatively simple mod which adds a new melee weapon to the game. I would like for this weapon to be used by Raiders, Fiends, Powder Gangers and the like, as well as popping up infrequently in loot. Having exhausted Google search terms, I have come down to 3 principal methods for accomplishing this, but none of them are exactly perfect. I would like to know what the community thinks is the best method for mucking about with Form Lists and Leveled Lists in a way that presents the least invasive and most user-friendly means to accomplish this. Method One: A script utilizing NVSE and Lutana functions. The "pros" to this method are that all changes are held in memory as opposed to in save games, thus users can safely uninstall the mod at any time if they are dissatisfied for any reason without messing up their lists. The "cons" would be that users must have previously installed both NVSE and Lutana. Also, I'm concerned that this method leaves the quest script firing all the time (due to no call to StopQuest). If this is not the case, or nothing to worry about, or there is some method to disable the quest/script that I'm not aware of, please address this in your response if possible. Method Two: A script utilizing pre-existing non-NVSE functions. "Pros" to this method would seem to be no prerequisites to use, but the "cons" include changes to the lists being written to save games. Method Three: No script at all, just hammer in the changes to the Form Lists and Leveled Lists and instruct users that a Merged or Bashed Patch is mandatory. The "pros" for this method are- I don't know. Ease? The "cons" are that users must use Wrye Bash or some other utility to merge their Lists in a patch and those changes will be written to a game save (I assume). I'm genuinely very curious as to what some of the more experienced users here will say is the best method to accomplish what seems, at face value, to be a fairly common and ostensibly simple task, and, as always, there's also the distinct possibility that I am overlooking or otherwise ignorant to some very obvious thing that could simplify the whole process. Thanks in advance for any help you can provide! Edits begin: 3/26/2015 3:08pm EST Due to the apparent scarcity of response, I'm now considering a fourth method. Method Four: Create 3 different .esp files, each relying on one of the aforementioned methods, and leave it to users to figure out which best fits their needs. "Pros" to this method are that one of the the three will likely work right. "Cons" include having to support three different .esp files and the potential for user confusion. I'm still very concerned about my use of the NVSE functions, specifically whether or not my script will continue running in the background once every frame or whatever. I'd like to avoid that, obviously, and I'd very much appreciate if someone with more experience could tell me of a way to maybe, like, suspend a quest (as opposed to StopQuest, which I assume would prevent the script from adding the weapon to the appropriate lists every load as it's supposed to). 3/26/2015 3:39pm EST I seem to be noticing that the major concern with adding things to Leveled Lists appears to be with regard to ammo types, wherein overridden records can cause serious foul ups. I'm wondering if maybe my concerns are largely unfounded due to the fact that I'm merely adding a melee type weapon to inventory lists and perk form lists and such. Perhaps I'll just run with method 2, the old-school non-NVSE functions AddItemToLeveledList & AddFormToFormList in a one-time quest script and only worry about alternatives if some theoretical user complains. What I'm coming to think of as the "burn that bridge when I get to it" approach. Either way, I'm leaving all of this here in case someone wants to witness a real-time depiction of a person over-thinking a fairly simple issue.
  11. In response to post #23594244. #23594439 is also a reply to the same post. Glad to hear that it looks like a benign addition. On/off-topic, I think that I agree with Dark0ne (if I'm interpreting this post correctly), that a theoretical for-pay mod paradigm introduce a whole new level of difficulty to the communities of games affected. Anyone even passingly familiar with The Sims franchise, for one instance, and specifically the modding scene surrounding it, should know that this topic has always been an extremely contentious one and has had a tendency to blow up in ways both obvious and subtle. In any case, here's hoping that you (Arthmoor) are correct. *Edited for clarity (I hope).
  12. Looks like I have a case of not being able change my images too. This is my mod. The process goes like this: I have an old image that I'd like to change http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture1_zps4dd224c7.png So I delete it http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture2_zpsb5d4bba9.png Select the new image that I'd like to use http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture3_zpsb4396142.png Attempts to save tend to either fail outright OR display the old image http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture4_zps71537406.png Refreshing the page results in this error http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture5_zps8f079868.png And the image is unchanged http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture6_zpsc99979fc.png If anyone can provide any insight or assistance, I'd greatly appreciate it! Edit: The whole thing is the same for Hot Files image too, although I don't think that's going to be much of a problem in my case.
  13. I, too, have been having this issue. May I ask if you use SMIM? I feel like I started experiencing this after updating SMIM to whatever version included Brumbek's new smelter (although I haven't read any comments there from anyone expressing similar issues, so I question whether that's it or not). I know from previous enb experience that usually when these "blinding flash" issues crop up, it's to do with specular in the mesh or textures or something. I fixed a similar issue once in Fallout:NV, but I'm struggling to recall precisely what it was I did, in retrospect.
  14. So have it be an unused weapon that runs a script that removes itself and replaces it with the item you want. That's easy. Ok, now that is interesting. I'll definitely be looking into it. Thanks!
  15. I believe that the mine pickup is determined by its Default Weapon Source, which seems to be hard coded to weapons only. Beyond that, I don't see any fields in the GECK that allow for specifying pickups.
  16. I have taken a look at that mod and my initial idea (adding scripted objects to NPC inventories) is nearly identical to what is happening there. Assuming that I can't make any headway on having my cake and eating it too, so to speak, this is the likely outcome. I'm not sure that projectiles allow for scripts to be placed on them, but I'll continue to look into this. I'm also exploring some of the various scripting block options, but I wish that some of them were more well-documented. Additionally, I'm looking into something like a 0 force/ 0 damage null-type explosion and the use of a scripted Placed Impact Object, although I admit that I don't know much about that at all at the moment. Either way, thanks to both of you! The search continues...
  17. I am currently, and it appears that the only provision there is that the projectile is checked "Can be Picked Up". As I understand it, this would prospectively allow for my darts to behave partly as I would like them to (visible and retrievable), but would also leave them able to be retrieved essentially identical to how they were fired, creating near-limitless ammo. I had intended to have them retrievable as "damaged" items, converted in the players' inventory to crafting ingredients via script or somesuch, to limit my weapon's ammunition for both the sake of balance and to encourage further crafting.
  18. I'm currently revisiting my mod Goodsprings Schoolhouse Cellar, in the hope that I can work my brain around the notion of making its tranquilizer and poison dart ammunition retrievable by the player once fired, in the form of one syringe and one scrap metal or something similar. I've got a fairly workable idea involving effects and scripts going that would add a "damaged dart" to an NPC's inventory which would, OnAdd to the player's inventory be converted to the aforementioned components, but this does nothing to address darts fired into non-NPC targets such as walls or trees and similar statics. I've also attempted to reverse-engineer something akin to Fallout 3's Rock-It Launcher, firing something along the lines of miscellaneous objects, but that has it's own failings (namely, I'm pretty sure that the objects, my darts, would no longer behave as they are supposed to, sticking into their targets and so on instead of just dropping to the ground). Additionally, I've completely failed to achieve another aim of mine, which was to make the darts behave similarly to the way that arrows did in TES IV: Oblivion, being visible sticking out of architecture, trees, NPCs & whatever once they've been impacted (beyond the basic impact data, ie, semi-persistently). Optimally, my darts would behave thusly: when fired into an NPC, they would be visible on the NPC's person and retrievable (as damaged objects, preferably, as opposed to ready-to-fire-again darts) first hand. When fired into a porous static object (wood, etc.), they would be visible and, again, retrievable in some form. When fired at metal objects (walls, robots, so on), they would react accordingly and deflect, to be found nearby. Am I asking too much of New Vegas' engine here? Should I follow my current trajectory and simply make the darts retrievable from an impacted NPC's inventory and forget all about static and other impacts? Can anyone explain the differences between the way that arrow projectiles were handled in Oblivion (and possibly Skyrim, I have yet to play it) versus how they behave in Fallout: New Vegas? Thanks in advance for any assistance the community can provide!
  19. You are of course correct, nivea! I think my modding sense was just really off earlier today.
  20. Ahhh. Ok, well, I suppose that, upon further consideration, I should have mentioned that I use a Robert's male replacer and that in that mesh, it is pointing to a missing texture. So apparently, the problem lies in that replacer as opposed to the base files. Thanks for clarifying!
  21. I apologize if this is addressed elsewhere, but Google is not finding anything and I am nearly incredulous over this! Can someone please check their Fallout - Textures.bsa and tell me if they see a normal map for wastelandclothing05, ie, textures\armor\wastelandclothing05\outfitm_n.dds? Mine seems to skip from 1, 2, 3, 4, straight to 6, and it's blowing my mind at the moment! The mesh for that outfit calls on it, but I swear I'm not seeing it. I'm in the process of making a new outfit mesh which uses a modified version of that texture and I just realized "Hey! No Normal!", which is why I'm posting in Mod Talk at the moment. Again I apologize if this is in the wrong place/already addressed elsewhere, whatever.
  22. This is a new worldspace idea that I can totally get behind! (Full disclosure: I was a Central FL resident for well over a decade. Biased? Hell yes!) Anything that I can do to help, I will. I have a fairly good handle on GECK, as well as some modelling and texturing experience. Additionally, I know the geography and topography of FL very well and have a great love for the various cultural permutations of The Sunshine State. Some offhand suggestions: I'd have to say that most of the Vaults would probably have to be flooded and/or exposed in places. Also, many locations would have likely suffered massive (unrepaired) hurricane/tropical storm damage. At any rate, I would really like to see your idea come to fruition, so please consider me as part of your team if you'd like!
  23. Google is failing me at the moment, so again I turn to the depthless wisdom of the Nexus forums. Can anyone succinctly explain to me how the blood emitters (or whatever) work in FO:NV? Which is to say, what factor determines the resulting "squirt" of blood from the area of impact when a projectile makes contact with an NPC? Is it an element of one or more meshes, like a node attached to the projectile or something? Is it possible to omit this effect somehow? Thanks in advance for any help you may be able to provide on this!
  24. The original post has been updated to reflect the mod's release! Goodsprings Schoolhouse Cellar
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