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Everything posted by UnknownZombie
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Body zaps not working in game
UnknownZombie replied to UnknownZombie's topic in Fallout 4's Creation Kit and Modders
I ended up just getting frustrated and mashing the stuff I want to wear into a single outfit and giving it the vault suit body slot (33) and zapping it in appropriate places. At this point, having swappable outfit pieces that didn't have clipping skin wasn't worth the headache it was giving me. -
Body zaps not working in game
UnknownZombie replied to UnknownZombie's topic in Fallout 4's Creation Kit and Modders
The vault suit uses slot 33. Using that slot makes the shirt remove my boots and some jewelry. I just want this shirt to use slot 38, like the other shirts I have, and I want the zaps to work. If the zaps aren't supposed to work on slot 38, then I guess I'm going to have to just use Outfit Studio to mash all the stuff I want to wear into a single outfit and put it on slot 33. But I really didn't want to go that route because I want to change now and then.. FWIW, I noticed this happens if I wear the shirt with high heels: -
Body zaps not working in game
UnknownZombie replied to UnknownZombie's topic in Fallout 4's Creation Kit and Modders
Slot 33 is full-body outfit, so having a lone shirt on slot 33 sucks. Using slot 33 unequips almost everything else I wear so then I'm just wearing basically nothing but a shirt. 38 (u right arm) is the slot that most of the other shirts I have installed use, so that's why I chose it. I tried slot 36 (u Torso) with this shirt but zaps still weren't working. -
I have a shirt that I've used outfit studio to apply some zaps to the CBBE body, and to and also "uniboob" it. The zaps are always reflected properly in bodyslide, and I am building the shirt in bodyslide with the zap checkbox applied. But once I get into the game, the zaps don't work. I can see skin coming through the shirt in places where it is supposed to be zapped. The one thing I've found that changes this is if I set the shirt's slot to 33 (body) the zaps will suddenly work. Obviously, setting a shirt to slot 33 is a terrible option (and is one of the problems I had with the shirt to begin with). Are zaps supposed to only work with armor attached to certain body slots? I assumed a skin zap should just work... I zapped some outfits for Skyrim a few years ago and it was an easy process then.. I certainly don't remember banging my head on a wall for a couple of hours like I have been here... Anybody have any tips? Or are zaps only work with armor on certain body slots?
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Optimizing textures, is it doable?
UnknownZombie replied to momafcrs's topic in Fallout 76's Discussion
I hope this is doable.. I'm using a GTX 970 with 4 GB of VRAM and this game just fills it right up and settles at about 4.2 GB total usage.. Makes the game turn into a lagfest. With this same computer I had no problem playing FO4 with high quality textures and high-res retexture mods. The difference in medium to high texture quality is massive, and using medium texture quality is just a terrible experience that makes everything in the game look like it is covered in vaseline. I honestly lose my desire to play the game when I open my pipboy and the textures on it look like total ass.- 10 replies
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I like the new layout, it's really nice. Keep up the great work
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I've read several times that settlements where you've built and manned an artillery gun should generate artillery smoke grenades in the workshop. I've never seen this happen at any of my settlements, even ones that have two guns. Is that just misinformation? Do I really have to go all the way back to sanctuary or the castle every time I need more?
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I have the same issue.. I put some robobrain treads on one of my robots and it sounds like a dumptruck driving around. It's so f*#@ing loud. Even the protectron legs sound louder than they're supposed to be imo. I was excited that the robot I made looks cool and I wanted to travel around with it, but for the amount of noise it makes I'll take a f*#@ing pass on that and stick to Cait.
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Wow, I didn't even realize that was something that happened to posts on the mod comments page. That pretty much makes reading the mod comments page in a logical order impossible. This is it. To be perfectly honest, my issue isn't really just about reading a mod's forum thread from cover-to-cover in a certain order (though it would be nice, and it still feels like a strange issue). The real issue is searching mod forum threads for solutions when you have a problem. I'm a big advocate of RTFM, and as such anytime I have issues I try to see if there is any knowledge already available about the issue before just pestering the mod author straight away. I don't want to ask a question that the mod author has already answered a few times before. Not being able to search posts in the mod page comments means that you have to come to the forums to do searches. Trying to follow fragmented discussions that may or may not pertain to the issue you're searching to learn about is just made much harder by the way the reply/quote system works on the forum side. It can even possibly mean that the solution to a problem you have is impossible to find by searching.
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Oh, so that's the issue.. I try to read the posts on the forums instead of the mod page, because on the mod page they're sorted newest-to-oldest which I have a hard time following... But in the forums quotes are a pain to follow. So I guess it's a "pick your poison" kind of situation? Could there be a sorting option for posts on mod pages?
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I have a problem reading messages with quotes, not figuring out how to make posts with quotes. The post you just made where you quoted me looks exactly like I would expect it to; my text that you quoted is visible in your post and so it's easy to follow the conversation. I don't know what's different about the post you just made from other posts on the forums... But here is an example screenshot I just took of what I am talking about where there is simply a post number: http://i.imgur.com/XdQh1TA.png
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Is there some setting that I can change that will show the actual post that someone has quoted, instead of a post number? I looked in my forum control panel, but couldn't find any setting that relates to this. Perhaps I just overlooked it? If not, I would really like this to be something that a person could have as an option. I find it very hard to follow conversations by just seeing that someone made the post "In response to #123456." I realize that I can click on the post number to be taken to the post that was quoted, but that isn't a very good method. It breaks your stride while reading. I also frequently have to use my cell phone for internet, and it can take a bit for the browser to "load" the position of the page the quoted post is at.
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PlaceAtMe and calling placed item
UnknownZombie replied to UnknownZombie's topic in Fallout New Vegas's Discussion
Yeah. I ended up scrapping this idea for what I was trying to make it work for, though. I was attempting to use it on an activator to PlaceAtMe an object that my follower would be instructed to throw a grenade at. However, it took too long for the PlaceAtMe object to "fade in" to the game world, and the UseWeapon would never be accomplished. In the end I resorted to abandoning PlaceAtMe and using SetPos on a diabled ObjectREF to the same location as the activator, and then calling the follower to UseWeapon at it... The whole process was a real head-scratcher for sure, but I've got to say I'm pretty excited I got it working. Its funny to me that when I started this mod I really had no intention at all of doing anything other than creating a laser weapon with some DT so that it would be less disappointing to play an energy weapons character... And here so far I have had so much fun modding and coming up with new ideas and challenges that I just am surprised at how far it's come. One thing has just led to another: I made the weapon, then figured I may as well make a NPC to give me the weapon, and after that figured I might as well get that NPC to follow me... and it's just kept going from there. To the point where I have an almost completely fleshed out story for my follower, made a house for her, created special grenades to use with her.. Who knows what's next! P.S.: This is what I was working on, if you're interested in seeing: http://www.youtube.com/watch?v=qQ7lRsecPAk -
PlaceAtMe and calling placed item
UnknownZombie replied to UnknownZombie's topic in Fallout New Vegas's Discussion
Sorry, I edited the script later. I didn't cut/paste it and was typing it out off the top of my head just as an example of how I thought it's supposed to work and the DoOnce slipped my mind at first. You did answer my question, though. That set ObjectREF PlaceAtMe should set the reference and place the object at the same time. But the real reason the script was probably not working is.. The script I was actually using was being called in an OnLoad block in an activator. However, I neglected to associate a mesh with the activator. So, nothing was loaded, thus the script wouldn't run. Just a silly oversight. -
I'm not quite getting the hang of how PlaceAtMe should be used. I understand that using PlaceAtMe creates an object which has no reference. I also gather that you can define a reference for it using REF, in some form such as: scn SummonObjectThenActorShootsThatObjectSCRIPT ref ObjectREF int RunOnce begin GameMode if RunOnce == 0 set ObjectREF to PlaceAtMe ObjectToBePlaced 1 PlaceAtMe ObjectToBePlaced 1 set RunOnce to 1 endif if ObjectREF.GetDestroyed == 0 ActorREF.UseWeapon ActorGun ActorREF ObjectREF 5 endif end However, I can't seem to get this working. I think that once ObjectREF is defined as it is above what is supposed to happen is that ObjectREF should point to the ObjectToBePlaced that was summoned with PlaceAtMe. Is that correct?
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Scripting Help like Lucky 8ball
UnknownZombie replied to secksegai's topic in Fallout New Vegas's Discussion
You could add the snow globes to the same script even. Make a perk for each snow globe depending on which globe you want to raise which stats. Then you can just rework the script to something like this: (Note the new condition to specifically check if # of berets in your inventory is actually zero now, since we had to change the ELSE into a ELSEIF) scn Magical8BallSCRIPT begin GameMode if Player.GetItemCount HatNCRBoonesBeret != 0 if Player.GetHasPerk Magical8BallPERK == 0 Player.AddPerk Magical8BallPERK endif elseif Player.GetItemCount HatNCRBoonesBeret == 0 if Player.GetHasPerk Magical8BallPerk != 0 Player.RemovePerk Magical8BallPERK endif elseif Player.ItemCount SnowGlobeNameOne != 0 if Player.GetHasPerk SnowGlobeNameOnePerk == 0 Player.AddPerk SnowGlobeNameOnePerk endif elseif Player.ItemCount SnowGlobeNameTwo != 0 if Player.GetHasPerk SnowGlobeNameTwoPerk == 0 Player.AddPerk SnowGlobeNameTwoPerk endif . . . elseif Player.ItemCount SnowGlobeNameLastOne != 0 if Player.GetHasPerk SnowGlobeNameLastOnePerk == 0 Player.AddPerk SnowGlobeNameLastOnePerk endif endif end You don't have to worry about removing the perk the item is taken from your inventory, since the bobblehead perks from FO3 were permanent. Unless you want to, that is.. If you want to have the perk removed if you lose them from your inventory (either by just dropping it or either by turning in for quest to get caps), then just work the IF/THEN blocks similar to how they are in the beret section (if getitemcount == 0, remove perk). Another route maybe is not having the perk removed unless you turn the globes in for caps (that way you can sit them in your house and still keep perks, but lose perk if you turn them in for money). For this just make an IF/THEN block that checks to see if the quest for turning in that particular snow globe in has been completed. P.S.: If you were wondering what the nested IF/THEN blocks inside the ELSEIF statements are for, they check to see if the player has the perk yet. If not, it adds the perk; if so, it ignores the instructions. This prevents the script from munching on CPU time by constantly giving the player a perk they already have. -
Scripting Help like Lucky 8ball
UnknownZombie replied to secksegai's topic in Fallout New Vegas's Discussion
Create a Perk. Give it an ID Magical8BallPERK Add a Perk Entry that increases Crit Chance by 5 Add a Perk Entry that increases Perception by 1 Make a new Quest and give it a name and unique ID. In the Quest Data tab check the boxes: Start Game Enabled Script Processing Delay Click OK to save the quest. Reopen it, and on the Quest Data tab click the " ... " button next to script. Type out something like this: scn Magical8BallSCRIPT begin GameMode if Player.GetItemCount HatNCRBoonesBeret != 0 if Player.GetHasPerk Magical8BallPERK == 0 Player.AddPerk Magical8BallPERK endif else if Player.GetHasPerk Magical8BallPerk != 0 Player.RemovePerk Magical8BallPERK endif endif end And, as far as the question about removing a trait during recreation: I'm not sure, sorry. -
Question about perk ranks
UnknownZombie replied to UnknownZombie's topic in Fallout New Vegas's Discussion
From looking at perks with ranks, such as Action Boy/Girl, these perks have no conditions. This leads me to believe that a perk's rank is determined only by how many times it has been placed on the player. I think that the effect I'm looking for will be accomplished if I set all entries to rank 1, and apply more stringent conditions. Like: If I set the condition for the first level of DT reduction to check that the player's level is between 3 and 9, and set the second level of DT reduction to check that the player's level is between 10 and 24, etc... It should automatically set the value of DT according to proper player level, as desired. Or, that's the theory... I'll have to test it to be sure. -
Say you create a perk that has four entries. One entry modifies item damage, the other three modify DT by different amounts. The item damage modification entry is marked as rank 1 and has no conditions. One entry modifies DT by 2. It is marked as rank 1 and has a condition of GetIsLevel >= 3 Another entry modifies DT by 6. It is marked as rank 2 and has a condition of GetIsLevel >=10 The last entry modifies DT by 10. It is marked as rank 3 and has a condition of GetIsLevel >= 25 If this perk is placed only once upon the player, using these settings, how would this perk be handled? Will the ranks of DT modifications be automatically progressed once the player reaches specified levels? Or must the perk be reapplied after reaching these specific levels to set the proper rank? Also, will the damage modification persist through all three ranks, or must a new entry for it be made for each rank?
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This definitely does work. Thanks for pointing it out!
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I see.. Thanks, I'll give this a shot.
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I'm not sure they really do. I ran this same block on a NPC that was a companion, and still got spammed with the message they were being given a perk. If they were actually retaining the perk, the message would only appear once.
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Is there a way to add items to a NPC's inventory and prevent them from performing a re-evaluation of their gear? I'm looking for a way to drop things in a NPC's inventory during combat without having them put their weapon away and draw it again. And also maybe as way to avoid enchant stacking from the stats on the gear they're wearing during ordinary trading through the companion wheel.
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Is there a way to view shaders in the geck?
UnknownZombie replied to TallgeeseIV's topic in Fallout New Vegas's Discussion
An in, seeing results while working on area lighting? If so, press F5 to redraw the render window. -
I tried changing the color of the texture from white to blue, and editing the .nif to point to the new textures. When I made a new projectile in GECK and gave it my new .nif, it still came out red.