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DeathMotif

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Everything posted by DeathMotif

  1. I suppose you could try attaching the script to the weapon itself, check for the desired receiver mods, and use a recycling counter to increment every time the weapon is fired. I haven't done enough scripting to know if papyrus supports modulus arithmetic. If it does, then you can use counter mod 3. Whenever it equals 0, you'd trigger your debug. The problem with this being the eventuality that you overflow the variable (unlikely, depending on the refire rate of the weapon). The safe way to do it is to reset your counter variable after triggering your debug.
  2. This is primarily the reason behind Bethesda's Creation Club. Because they are curating it, mods, vis a vis DLC, can be accessed on the PS4. However, this is only the curated ones. "Wild" mods will not be able to add new assets.
  3. In a word, yes. It is rather trivial to do so in FO4Edit. Simply add a master. In creation kit, first do what BigAndFlabby said. This will only allow you to load masters. In order to make those masters linked to your esp, you first have to edit something from each of the masters required and then save the file. Personally, I prefer to make all of my mods in FO4Edit. I only use the CK to place things within the world and finalize the mod. It makes tracking down wild edits easier.
  4. Hi there. Here's a new tutorial on working with UVs I think might be helpful for fellow modders out there working with UVs. Enjoy!
  5. If you absolutely have to use the UVs from one mesh with the UVs from another, there is a way to do this, but the more different the meshes are, the more work is involved. Here is a video link that recently came off for constraining the UVs from on mesh to another in Blender. Pay particular attention to the eighth example.
  6. I see what your problem is. It looks like you are trying to apply a material to the wrong mesh. The UVs don't match. Sadly, there is no easy fix for your problem. Either you must edit the UVs to the correct values, or you need to use the correct mesh.
  7. You do not require an author's permission to make a mod using their assets for personal use. You only require their permission when publishing the mod for other's use. This is true regardless of how your mod uses their assets. Edit: you're probably ok if your mod is a compatibility patch between mods. Just make sure to inform the authors of the patch, and give them acknowledgement of their work with your mod.
  8. In short, the answer is "yes". However, working with power armor can be tricky as key portions of it are hard coded into the game. That said, power armor comes in two varieties: furniture and race. As furniture, you'd activate it and thereby trigger a script that triggers an animation to allow the player to enter the power armor. What you want to do is create a new furniture that has a different script that triggers an ambush. When a player "enters" power armor, their race is promoted to "power armor race". What you'd need is to somehow assert an invisible type of npc to take the place of the player when the ambush event is triggered. Take a look at Power Armor Autopilot for examples of how this may be done.
  9. First, this is the wrong forum for this question. The mod help forum would be better. Second, a google search usually yields good results: http://www.nexusmods.com/fallout4/mods/7132/? Just use the process in reverse. Keep in mind that you only need compatibility with the base vanilla form. You don't need the extra steps for using sliders. They're for tweaking CBBE settings.
  10. Well...crap. ​I have discovered a limitation/Bethesda oversight of the game. The ColorRemappingIndex is a global value to the game object instead of being a value attached exclusively to the material. I suspected this, but have now confirmed it. I had wanted to be able to use different index values for different mesh targets, such as the Vault Suit color, trim color, and decal number, but alas, this is not possible. Changing the index for one changes for all regardless of the material. Bad Bethesda! You should have known better. Anyone have any suggestions how this may be overcome?
  11. First of all, I personally wouldn't use the CK to create my naming rules. Frankly, its use in this case is too cumbersome. I find FO4Edit to be a better option for this kind of mod work. Second, use my mod (in particular, look at the Proto Vault Suit add-on) as an example for how you can use naming rules. Though by no means is my way the only way, nor necessarily the best way. In either your weapon (as is your case) or armor object, make sure the INRD (Instance Naming) record is pointing to the correct rule for your object. This rules set is where the magic happens when applying mods. In your various OMODs, you make connections with your naming rules by using those keywords, typically using the "dn" prefix to indicate that it is for dynamic naming. You do this by creating a keyword property in the properties list of the OMOD. Under the Instance Naming Rules, in your naming rule, you use those keywords inside a Ruleset. These rule sets operate like an "exclusive or" conditional. That means that the active ruleset will apply the first rule that meets the specified conditions presented in the list of keywords. For this reason, order is important. You can also apply two or more keywords in the same rule. When used this way, the rule treats all keywords like an "and" conditional, and will only apply the rule if both (or all) keywords are present. My mod has an example of this. You can also have more than one ruleset to make more complex naming rules. Again, look at my example for details. That's about it. Once you understand how naming rules are made, and the objects that apply them, it's pretty simple. Edit: if you are still having trouble after this, I'd need to see a copy of your mod in order to determine what's going wrong.
  12. Not sure what's going on, but I decided to clean up my file by copying everything into a new ESP and changing the FormID pointers to the new FormIDs, and now everything is working. Some weird coloring issues I didn't expect. The texture is greyscale, yet the texture comes out looking white instead of grey. At any rate, here's a link to the file: https://drive.google.com/file/d/0Bw1Bvs9c7EkwWVJpQWNQaUx4UFU/view?usp=sharing ​I'd love to know what (if anything) I'm doing wrong, and how I can improve this. ​For the record, anyone is free to look at this file for reference. It requires AWKCR. To make the suit, build the appropriate workbench. Modify it as normal. Edit: I should also note that this is far from complete. I have several attachment points included with the clothing. Some of them will be removed. Others have yet to be implemented. More importantly, I have not created the instance naming rules yet, so you won't be able to tell one color variation from another if you make multiple suits.
  13. Ok. I give up. VIitS, do you have any idea how to do this? I have tried every combination I can think of. I have Grayscale To Palette Color set in the BGSMs. I have GreyscaleToPalette_Color set in Shader Flags 1 in the NIFs. My OMODs have a ColorRemappingIndex property with the appropriate float values for the color palette. I'm able to construct the mod in game. As far as I can tell, everything is correct. However, the color values of the texture are not changing. I'm out of ideas.
  14. One thing I'd like to see is layered materials to build up more complex textures. I can do it now, like I did with my resubmission of the Kerrigan Bodysuit, but it requires duplicating meshes. So, great. I can layer a secondary color and a glow effect on my model, but at the cost of increasing my poly count for each new texture. Not very efficient. If only I had access to the source code, I could probably whip up my layered material idea pretty quickly. Not only that, but if done correctly, I could envision animated textures (similar to apng) for more specialized effects. I digress.
  15. I hear you Vlits. I'm more comfortable coding...C# in particular. I could probably write a wrapper around key systems to add functionality faster than it would take me to learn Papyrus and figure out how to get it to let me script a solution for a problem. Like you said, I have too many other projects going right now to bother. So not going to happen. I wish there was a single place for comprehensive tutorials for the CK, XEdit, and Papyrus. It'd be nice to be able to learn what everything is in <insert BethSoft game title here>. My biggest dismay is in learning precisely how limited Fallout 4 remains despite quite a few improvements to the engine. I'm a game developer, so I know a few things about engines and scripting. It wouldn't be very difficult to add many of the features that would make modding FO4 much better...like furniture modding. Maybe in the next engine...
  16. I thought those were flash files. Been a long time since I did anything in Flex and ActionScript. Thanks for confirming my suspicion.
  17. For the record, this is the method I use for crafting my armor mods. I create them using the Armorsmith workbench, and mod them using the armor workbench.
  18. That's probably true. That's one of the reasons I use AWKCR's Weaponsmith (and Armorsmith) workbench to apply my mods. I haven't really given the area too much exploration as I haven't felt the need to mod weapons yet, but it may be as simple as an game engine limitation on the workbench you have chosen. Is there a reason you aren't using the Weapon bench for attaching mods? That's probably your problem. Use the chemstation (or Weaponsmith workbench) to craft your base weapon, and then use the Weapon workbench to mod the weapon. That's your best bet.
  19. Personally, I'd rather have something like reviving at the institute with you standing up inside the "synth bath" at the institute (provided you've progressed that far). This would be lore friendly, and it would be consistent with the content in the game. Besides, Father would really hate to lose his father/mother. Otherwise, you could have the character revive inside Vault 111 in his/her cryo pod. That would still tie in to the Institute, and it would further play on DIMA's question regarding the possibility of you being a synth.
  20. It would help if you provided more details on how you have things implemented. Only then can we provide you with a response that is something other than generic. Edit: Let me do a little research, and I will get right back with you.
  21. Agreed. This is precisely my process as well. I also tend to prefer the use of FO4Edit as the CK has the annoying tendency to hide information I'm looking for. I generally give up and ask after spending a day or more on the problem as waiting longer is generally a waste of productive time. Others may have already encountered the problem and have uncovered solutions for them. However, asking the question doesn't mean I stop researching the problem. Indeed, I keep pressing on as I may yet discover the solution for myself. ​In fact, here's a couple of interesting pages I have uncovered since asking the question: https://translate.google.com/translate?sl=ja&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Ff4mod.hatenablog.com%2Fentry%2Ftextures%2FColor_Palette_1&edit-text= https://translate.google.com/translate?sl=ja&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Ff4mod.hatenablog.com%2Fentry%2Ftextures%2FColor_Palette_2&edit-text= ​Nevertheless, I thank you for your help. At this point all that's left for me is experimentation. Now if only I could find a solution to the problem of mod swapping textures on power armor frames (why didn't Bethesda make furniture use OMODs?!). I have all but given up on that one. Too much of it seems to be hard coded.
  22. I see. I have found the ColorRemappingIndex in the appropriate OMODs. However, I am uncertain how they are being applied. What do the floats for Value 1 and Value 2 represent? Percentages? How do they relate to the palette? Last question, how do I make a custom palette?
  23. It's in the OMOD. Not all OMODs for a given object have a custom mesh. Case in point, receivers. Some weapon's receivers use the same mesh for all the receivers. A prime example of this is the 10mm pistol. All its receivers share the same mesh. Now, in the case of OMODs that have different or unique meshes, sometimes it takes the workshop a while to load everything to make them visible. This is due in part to two issues. The first issue is simply the workshop system's overhead by itself. My team is presently working on an overhaul of the workshop, and there are certain processes that run which could be much more efficient, particularly ones updating the status of settlers. The second is the number of mods modifying workshop functionality (expansions, etc.). If your OMOD has a custom mesh, it may simply be lagging behind the workshop system while it finishes updating and loading assets in.
  24. More accurately, these keywords are used in conjunction with instance naming rules for dynamic naming. These rules are what allows mods like Valdacil's Item Sorting to work. You attach the keywords to objects that you want to have dynamic naming, and a reference to the instance naming rule that applies the dynamic naming. Fallout 4 then does the rest by making the magic happen. Edit: they can also be used in scripts, but that has nothing to do with the naming conventions. I can just as easily use "SomeDumbKeywordName" as a keyword, and use it in a script. the "dn" prefix indicates that its purpose is for dynamic naming. ​As for the rest of the keywords you posted, there's no formal convention requiring one to adhere to naming rules. So you have to see how it's being used to determine its purpose.
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