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JuJooGuppy

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Everything posted by JuJooGuppy

  1. Ethreon - I never had issue having wall items snap to eachother, that works fine. Wall objects can snap to ground objects, too. But ground objects cant snap to wall objects (At least, I never found a way). I ended up just making them be wall objects, so they could snap to wall objects and to ground objects, which works, just wasnt perfect :P Zeras - I tried both properties together and separate :) I infact toyed with many different properties I found in FO4Edit, just to be extra thorough. Its all right though, my current solution is acceptable and quite usable. I really appreciate the replies, regardless.
  2. I haven't messed with armor objects yet, so not sure that I can find the issue. I will say, the smallest mistake in a nif can break it all. Infact, I had a model not showing up in game, spent hours trying to fix it, only to finally find that I had accidentally left an extra blank space at the end of the material path. a single space, at the very end, broke it. So, worth being extra vigilant.
  3. Likely the mod isn't fully installed, specifically the models arent installed. That would be my guess at least.
  4. They also fixed a EDIT: MANY lights I hadnt gotten around to fixing yet, so, hey, saves me the trouble, lol.
  5. Also of note, not long ago I was right up against the keyword limit so far as I could tell, I had to remove one to get one of my workshop menus to show up. Now, I edited OCD and Homemaker to work with this DLC, and have all the menus as far as I can see. So, I am really leaning towards it being fixed as mentioned. Will be doing some keyword overhauls just to check it thoroughly, so I wont say "yes its fixed" yet, but it seems that way for me thus far, but I could still be wrong of course.
  6. On a side note.. I did get a chuckle out of the Gunner Cage. Free guns and caps! Lol.
  7. Yeah, bugged me a bit, too. The teleportation tech in particular wouldve been game changing for the BoS in future conflicts. Teleporting power armor to the front lines is nifty :P
  8. SK = the mod Settlement Keywords. Though as mentioned, the keyword limit appears to be fixed. I forgot I could get the DLC already... I might have to use the work net to play with it tonight lol. Also, that is a bit crazy they conflicted their own DLC. Hopefully its officially fixed asap, rather than relying on community patches, but either way.
  9. My original intention was to introduce a menu for my specific mod, like OCD, that way patching only requires adding it to the main menu FLST, which is pretty quick and easy. Within I would break down the items into easier sorting without going over board. I personally thought that was the best / cleanest route and easiest to work with merging wise.. my gf however said she doesn't like that method, and rather have all the items in the same menus as all the other mods.. personally, I hate sifting through 100+ objects in a single menu, though. And adding keywords to other pre-existing menus, rather than just adding a new FLST to the main menu, makes it much more of a pain in the ass to patch, to me at least.
  10. So, the tesla / electric effect seen on the Tesla power armor, is not just a simple BSEffectShaderProperty. Thats only part of the equation, its actually an animation, which needs the BSEffectShaderPropertyFloatController. In cases like this, adding this with how Nifskope is currently (Incomplete), it really is often times much easier to load your mesh into a file that has the desired effect, and give the effect to that mesh, removing the old content in the process. I haven't toyed with that particular animation yet, but I am guessing that will be your best bet.
  11. I see talk of the fact that people are still playing Skyrim and such due to mods, which absolutely is part of it, but that doesn't benefit Bethesda in the slightest. They are not making money because you are still playing Skyrim. As pointed out, most of the sales are console, aka mod free. Thus mods have nothing to do with the sales. So.. lots of mute points, really. Again, it amazes me how entitled some people feel..
  12. Going to definitely mess with this later, but adding in a couple more menus seemed fine and I know I was up there close to the limits, so. I certainly hope its true, and people should be informed :)
  13. Where did they state they had updated it? I hadnt seen anything on it. Thanks for the heads up regardless. Glad to hear its at minimal been acknowledged.
  14. The keyword limit fix is already applied? I am not actually sure how / where that was viewable. If thats live, that's incredible news, and surprised its not posted any where..?
  15. I am fairly certain the Automatron Create a bot folder wasn't added via patch, as I started tinkering with modding before the DLC's got announced even, and I extracted all the game assets pretty early on. Its not IMPOSSIBLE I am wrong, but I am pretty confident there. ANd I realize the keywords reference stuff from the DLC02, that was my point, I was curious if they are there in the original game or if they got added in recently. Purely curiosity is all.
  16. Double edit: I wasn't wrong, the keywords exists, too, I just linked the FLST.. the keywords are there too now. I am just all sorts of fail today. While working on my mod, I noted some keywords that correspond to new workshop menu options that clearly arent current in game, and look to be part of the upcoming DLC.. so my question is, were these keywords in the original game, thus showing that the upcoming DLC content was either cut to sell later or cut due to deadlines? WorkshopRecipeFilterResource02Power03NeonLights "Neon" [KYWD:00249E4D] WorkshopRecipeFilterCages "Cages" [KYWD:00249E4E] WorkshopMenu01Cages "Cages" [FLST:00249E4B] WorkshopMenu01Power02NeonLights "Neon" [FLST:00249E4C] If they were in the base game, then this content was clearly cut from the game for one reason or another. Also of note, is that Automatron's content WAS cut from the game, or intended for the game originally and didn't make it in. Before the DLC even were announced, I had extracted all meshes from the game, and "Create-a-bot" is one of the folders where meshes are found. This also happens to be used by the Automatron DLC. Anyway, this is purely curiosity. I am not accusing Bethesda of removing content to cash in (Though its certainly not impossible, either.). I am just curious how long those keywords were present.!
  17. Everyone loves to throw around that with the GECK modders would do mods of so much better quality than the upcoming inexpensive DLC.. I am sorry, while I do believe the community is capable of adding the new functionality, and are quite talented as a whole, I would not assume they would outclass the professionals. And thats if modders were even able to get the creature capturing / fighting, or automatron assembly of ro-bits working as smoothly / properly. Again, not saying its impossible, at all. The community is amazing. But that doesn't mean this DLC is pointless. One could argue that the community could create a far harbor add-on too, but does that mean they shouldn't do it..?
  18. True. Its also very possible I am missing something obvious, I am still learning ( as we all are..). But so far, I have had no luck with getting it to cooperate, and I haven't found an example of anyone doing what I want to do with the mods I have tried thus far, but I plan to keep looking too.
  19. Well, I am curious what you adjusted to allow this, then. Any adjustments to the snap points themselves, whether its the base object or the object I am snapping to them, just results in a change in Z-axis behavior, regardless of which axis I was actually adjusting. I can achieve the non-precise rotation you describe for Z-axis, but changes to any other axis just results in yet more Z-axis adjustment, for whatever reason.
  20. Yeah, I can get a Z rotation around the snap point, I can even set it up to where you can manually control the Z rotation.. but rotating in other directions just hasn't worked out. Not the end of the world, just seeing if someone had crossed anything I missed.
  21. I found it really awesome that Deacon really does stalk you and learn about you. If you pay attention, you can see him hanging out in disguise watching you at key locations, its a nice touch there. FO4 is not without its pluses. It just needed more and better story content, and itd be by and far my fav from them.
  22. So, while continuing to use and mess with custom snap points, I ran into a different problem that I can't seem to find a solution to. When using custom snap points on workshop items, I can't seem to get X / Y rotation to work, no matter what rotation I adjust. Adjusting any of the angles will only result in Z rotation around the snap point. What I wanted to do is have these objects that on certain snap points snap vertically, but others snap horizontally, but I seem to be limited to whatever X / Y orientation that the model has by default. If anyone has successfully done this at all, please do let me know, id love to find a way to get it to work. Thanks for your time!
  23. It happens, you're welcome. Have fun.
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