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About Jkroovy
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Ahhh i misunderstood some things! thanks for your quick reply :blush: So far the limit seems pretty random from bone to bone, though the bones labeled with _skin_ in their name seem to cover a larger area most of the time. Talk about random bones appearing... didnt realise till i tested and bits started floating around... i had about 5 extra ones to clean up :pinch: And dont get me started on forgetting the little important steps, every other mod i upload seems to have old file paths or something (for at least a few hours until i fix it) haha. MarchUntoTorment - Bodyslide/Outfit Studio works with most things it just depends what your trying to do, it doesn't like some .nifs, and if your messing with the power armor frame you will need to use the IsPowerArmorFrame keywords in f4Edit for it to appear, those keywords are then applied to an armor (maybe other things) as well as the Frame ARMO and when you get into a power armor frame *ping* it appears as the one the keywords tell it too. Thought id mention this as it took me a good week or so to realise when i was making my (unfinished) power armor frame mod, Less Metal More Meat, you might want to check it, hope that helps a bit :smile:
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Okay so ive been working on making weapon apparel parts for Visible Weapons compatibility, all was going fine but now I'm onto a sword and i cant get the meshes to hold the weight painting. So i followed your little guide up there for bodyslide to make sure and its still not taking the weights, i do have a workaround though, only one shape at a time will hold the weight painting so i can export it piece by piece and then rebuild it in Nifskope, but some of my weapons have more than 30 different shape meshes in them and using this process would take me ages. Looks like you two might of wrapped this post up but any advice? Maybe the bones have a limit on how far they can reach and that's what my trouble is? And as a side note i have managed to get a few parts of my weapons with only 1 bone assigned to them working fine. But some bits don't like it so i guess you must be right :wink: *EDIT* Got it figured, rebuilt the whole Armor Model from its source parts and it works perfectly now. I guess the .nif was corrupted.
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I dont know enough about scripts to really delve into the mod, i was trying to apply effects to the player through the weapons mods that the armor would then pick up and conditions would dictate which bits it can have based on keywords, perks or spells, ive got this to work from weapon to weapon but from weapon to armor... nothing will work, have given up on it for now and im going to just cover up most of my weapons with a sheathe/holster and give a couple of craftable options that the player can relink :mellow: Im still playing with the .nifs... about to test some mod meshes, Registrator2000 recommended i tried using outfit switcher as a sort of workaround but i havnt had time to try it yet.
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Visible Weapons is pretty cool and i can make all my weapons work with it nice and easily... my only problem is the weapon modifications arnt showing up no matter what i do. Ive tried many different ways of changing and conditioning mods that get auto-applied to the Weapon Model Armor and change its AA Index, all the mods work on their own, but i cant get them to change along with the mods that are applied to the Weapon itself :confused: Also once the visible weapons .esp is active i cant apply mods to the Weapon Model Armor manually in the workbench anymore, which was my backup plan. Im wondering if anyone has a means of conditioning their Weapon Mods alongside the Armor Mods? Or could someone of amazing awesomeness send me a screenshot of a workbench compatible moddable Weapon Model Armor in FO4Edit, i might be missing something :tongue: I want to avoid making a whole bunch of copies of the Weapon and linking them to a different Form List with a different Weapon Armor Model for each combination of mods, this would mean having a dozen or so cloned weapons in a workbench for the user to be able to control which mods are appearing on their Weapon Model Armor. My next tests are to try and mess with the .nifs and see if i can get the actual weapon mods to apply onto the Weapon Model Armor instead of changing the AA Index like before... Although even if that works i dont know if that will help if i still cant condition them properly. So yeah the question also still stands... Visible Weapons - Has anyone found a way of making the weapon model change depending on the actual weapons modifications? And i wonder how easy it'll be to get them into Leveled Lists and onto NPCs... Grateful for any replies. Jim
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I think you will be wanting to use the Bool-Set-HasChargingAttack, and then I think its Int-Set-Fullpowersecs ive done some testing but id need to be in fo4edit to give you a more exact quote of the properties, my memory isn't amazing haha. I'm doing the last tests on a weapon that has a charging reload and charging attacks depending which receiver it has, sounds like it might work a lot like yours does :smile: I'll get it uploaded and try give you some more info on the whole charging attack thing *Oh and the property might need an animation keyword too go with those two properties as well
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Weapon mods framework and naming conventions
Jkroovy replied to TrickyVein's topic in Fallout 4's Creation Kit and Modders
Yeah now we are talking about it I think I noticed the Machete has one or two mods with the WEAPON string as well, and I was under the wrong assumption that the mods themselves held the animation nodes but it must at least be partially held in that WEAPON data as you say, and the proper nodes for animating must in the weapon .nif from whence it came :3 ive tried everything else haha I just dropped that animated mod from this new weapon, though it might be worth trying to apply it to the L.A.E.P instead cos I think it still has all the anim nodes for all the laser guns. I guess maybe the WEAPON strings must be read by the game at the same time as the animation nodes we apply, or maybe the keywords get applied on top of them and then if the shoe doesn't fit the anims don't work. Ive been distracted from my other mods this weekend, working on making all weapons destructible, got it all working great! but one thing stops it being playable... weapons will not take damage while equipped, they seem to be able to take some explosion decals while equipped but wont take damage, I checked out the BPDT records and obviously there is the Weapon body part, I messed around with it a bit but I cannot find a way to relate it to anything except explosions and decal data. Ive thought of making a special gore effect for it but I don't even know where to begin for that. Maybe id need to copy some power armor body parts data or something, they explode n stuff. I tried making dummy weapons with the SM suicider bomb weapon but they wont even appear in the inventory, I tried making grenades into dummy .nifs but it turns out that only the projectile is targetable in or out of VATS, and the projectile doesn't seem to be anything special in fo4edit so I figure its something in the .nif that makes it targetable, was maybe going to trying making a dummy .nif with the projectile later and see if it equips as a weapon and is still targetable. Whats really frustrating is that there is even a "vats targetable" setting under "destructible" in fo4edit but that must just be leftover Bethesda business because it doesn't seem to do anything. Ive tested all the grenade and mine weapon type keywords trying to get this to work, and ive played around with the unknowns in the DATA and they seem to mostly control basic animations and reloading data. I wanted to ask if you knew what other things I could do with the Bool - Set on weapon properties? The Has and Is keywords are used with it to overwrite the laser muskets charged reload in the legendary automatic OMOD and can be used to override the gauss rifles charged attack and I assume any other weapons that have charged reload or charged attack. There are repeatable single fire keywords too but they wouldn't work for me, though I didn't test them much. But so far its been possible to make any gun weapon and some melee weaps have charged attacks and reloads this way. I wonder if there is more that can be done this way. And finally ive just noticed above your DP it says ... Eulalia! .....sounds familiar... isn't that the warcry of salamandastron? ;) Hope you had a good weekend! :) -
Weapon mods framework and naming conventions
Jkroovy replied to TrickyVein's topic in Fallout 4's Creation Kit and Modders
A statement on my experience and what ive learned about weapon .nifs and their mods incase it helps :) The CPA's and CPT's in the nifs and the "ap_" connecting keywords in fo4edit seem to have no relation to each other, ive mixed and matched alot of them and made my own and it seems to work fine. You can even change and move the CPT's in nifskope and have random parts attaching happily to the wrong connect points wherever you want. Thats how i manage to get around BSX flags that give me an arrow to the knee, im about to upload a new weapon mod in the next few days which ive done this with, i cant seem to get extra animations (eg, spinning barrel) to work through doing this. I think (could be wrong ofc) Dummy .nifs are literally just an empty place to build the weapon if it has specific options available or different receivers, so that everything gets applied as a omod so its more creative also if the .nif your trying to put on as a mod has the [WEAPON} node in nifskope it crashes if you use multiple instances of it. And to be fair anything with any extra data or string data has caused me problems too, and BSX flags seem very hit and miss with what will work and what wont, atm all i can say 194 BSX flags are the easiest to work with and their shapes seem to go into most other .nifs without crashing (even if they dont always work) At a guess the Null muzzle must be coded into or uses the IsNullMod keyword? (i think thats what its) some of the No Scope options have standard dummy nifs as well (unless its abandoned bethesda records ive been seeing in f4edit) but you can still change the CPT on those .nifs As an after thought if you look at the laser gun mod tree in f4edit and in-game i think it was once 2-3 weapons thats been combined into one for the sake of modifying it. Let me know if ive got it all wrong or this helped ;) -
[LE] Finally figured out Nifskope mesh transforms!
Jkroovy replied to Perraine's topic in Skyrim's Creation Kit and Modders
3 years later and after 1 hour of googling found this essential information, many thanks :)