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vizex1

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  1. Here's what I do. First thing is I load up the MaleBody.nif/or femalebody.nif from the fallout 4 meshes folder into bodyslide(Loading the body first is important). Then I load up an outfit(or in my case i've been working with weapon model holsters, but i think it should work the same). Export it to a nif, and then open it up in nifskope. In Nifskope, what you want to do next is select the BSSubIndexTrishape BaseMaleBody:0 or BaseFemaleBody:0 and you want to "Copy Branch" The BSSkin::Instance. Afterwards, paste branch the new BSSkin::Instance into the BSSubIndexTrishapes of the outfit (replacing the original bsskin, or adding if not present). Doing this should sync up perfectly how you see it between nifskope and bodyslide and also with how it will be positioned in game so you get an accurate view of your adjustments before trying it out in game. Then after you finished adjusting the clothing, delete the BSSubIndexTrishape BaseMaleBody:0 or BaseFemaleBody:0 and you should be good.
  2. Found something that works! GetActorGunState https://www.creationkit.com/fallout4/index.php?title=GetActorGunState
  3. I have perk in the creation kit, and I'm searching for a condition when the player fires his gun. I could also use one where the target is hit specifically with a projectile. Does anyone know a condition that could achieve this? I've been looking through the list but maybe there's some way I'm not seeing.
  4. I was wondering if the length of a script matters at all. I have copied my entire script and pasted them in 3 different states, then I edited the states so that it will do it's thing but for different object depending on the state. I'm gonna guess it doesn't really matter, cause I'm guessing papyrus will completely ignore the inactive states. But now the page of script is longer. Does that matter in terms of like optimal performance? Or is the length of the script insignificant? Copying the whole script into 3 states was just the easiest for me and the least hassle, instead of figuring a way to rewrite the script to use states, since I originally wrote it without having any knowledge of states. Thanks.
  5. You can import any of the meshes by extracting the ba2 archive. Use BAE. Bathesda Archive Extractor.
  6. Well, I came up with an idea for a workaround. I'll just have to create a seperate set of BGSMs for the second armor meshes which had identical bgsms. Then I'll created a second set of MSWPs which refer to the new Bgsms. Then I'll just copy the script and make a version2script, and attach that copy to the second armor and rename the material swaps in the 2nd script to refer to the new bgsms.
  7. Actually maybe this is not the problem. I have the same script attached to two different armors. The properties are different though. If both pieces of armor are equipped at the same time, It seems that when the script makes something happen with the first armor the same thing happens with the second armor Even though the properties for the conditions are the different.??? Nvmnd, after reviewing my script i think the material swap IS the problem.
  8. I have this in an event in my script: MatSwap Swap1 = Game.GetFormFromFile(0x07006CA1, "Game.esp") as MatSwap SetMaterialSwap(Swap1) ApplyMaterialSwap(Swap1)It works, but it seems to be applying the swap to everything. So I tried to do this: Armor Property Arm Auto Const MatSwap Swap1 = Game.GetFormFromFile(0x07006CA1, "Game.esp") as MatSwap Arm.SetMaterialSwap(Swap1) Arm.ApplyMaterialSwap(Swap1)but I get the error 'ApplyMaterialSwap is not a function or does not exist'. Anyone know how to do this? In this: https://www.creationkit.com/fallout4/index.php?title=SetMaterialSwap_-_ObjectReference The guy wrote pretty much the same thing. He wrote this: weaponReference.SetMaterialSwap(myMaterialSwap) Is there something I'm not understanding? Help!
  9. Instead of editing your original post just post a new reply. That way people would know you replied. Hmmm... I took a look at your file. Are you following any tutorials? Also Do you have NifSkope? It will help you to use both when creating your outfit. If you've never done this before, try to start with a small practice project first, Then when you understand how to use outfit studio and nifskope properly you can make the bigger outfit. If you want, send me the original files your trying to combine so I can see what you are trying to put together. You can also make this outfit separate pieces that you equip together in-game instead of making it all one single thing.
  10. You need to paint the boneweight onto those shapes first. Or I think you can also copy the boneweights. But basically KneePad+HOstler ; CoudesPad ; Eye_low need boneweight in order for you to proceed. First select a shape(s) in the Mesh tab then go to the bones tab and select a bone in that section and start painting. Or you can go to the Meshes tab and try copying bone weights, but I don't have too much experience on copying bone weights. Maybe someone else can comment about that.
  11. Does anyone have any ideas how I could achieve equipping objects onto a power armor? Like a backpack, or any object or accessory?
  12. Thanks hereami and icestormng. Is this also true if an object is scrapped at workbench or unequipping the armor with the Ench->Mgef before removing the mod's esp? So does that mean the script is completely disabled? Like for example if there is any RegisterForRemoteEvents would they all unregister?
  13. I have armors in my mod that have a script attached to them. I want to give the player an option to enable or disable this script. Can I stop the scripts attached to the armors from running at all if an option is selected to disable it? The script is not really essential to the mod, I'd just like to have it as an optional thing, but it would be cool if I could have it as an option that could be disabled or enabled in-game.
  14. Hi, while I was testing out faster methods of making my apparel models, I had a similar problem where the model wouldn't show up in game even though everything looked right in nifskope and outfit studio. I managed to figure out why, and I remembered this post. I dunno if the solution is the same for you or if you already figured it out, but here is how I fixed it for myself. It turns out it in my case, in my apparel Nif, all of the BSSubIndexTriShapes had 0 Num Primitives, 0 Num Segements, 0 Total Segments. When I added the proper values it showed up in-game. This seems to happen when you convert a BSTriShape into a BSSubIndexTriShape directly in Nifskope. It will leave the values at zero. However, if you do the conversion in OutfitStudio it will add in the proper values for you. So I think it's best to do conversions in Outfit studio. Also if you need to know what the primitive values are you can just select all shapes in OutfitStudio and export everything into an OBJ, then load the OBJ in OutfitStudio and export it back into a Nif. Then take a look at the nif and it will have the correct values. After that you can either copy-paste the values into the old Nif or Just copy-paste all the skin and property branches into their appropriate BSSubIndexTrishapes in the new nif. Edit: If you need the primitive values there's an easier way to do it in OutfitStudio. Just open up the Nif in outfit studio, double click on a shape, in the Geometry tab uncheck Sub Index and then click OK. After that double click the shape again and go back to the Geometry tab and this time recheck Sub Index and click OK. That should have inserted the primitive values for you. And just repeat that for all of the shapes missing primitives. I don't know if this is the solution to your problem, but hopefully this helps you or anyone else who might be having a similar problem. Cheers!
  15. Awesome! Thanks for the insight! I appreciate it immensely! :D :dance:
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