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skubblebubble

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Everything posted by skubblebubble

  1. same. attacks disabled. I've had over 2000 def in some places and it doesn't seem to matter. (it is spectacular to watch though, especially at night) Note: rocket turrets while fun, are not good around settlers (who are absolute idiots). :D
  2. heh. bacon, maplesyrup, and beer for ingredients. Now THERE is a stimpack! :P (ok, I'm gonna add that one to my canadian mod) :D Which herbs did you have in mind? (easy enough to change the ingredients to craft anything)
  3. In CK under the Scripts tab for your armor, you need to add MS04_SilverShroudEquipped Just click the ADD button and MS04_ in the filter and it will find it. (just checked in CK) Not sure if you need the AAClothesSilvershoud* armor addons or not (probably not), but the script for sure.
  4. For the Oillamp they are are the various BSTriShapes. Expand them, and some link to textures, some are flat out emittance. Fireflamebasic01grad.dds is under the first ninode (Low_Lantern005), BSOrderedNode-BSTrishape LampGLow001:2[5] - BSEffectShaderProperty BSTriShape txt flame001:0 [10] has the FireFlame.dds but as a greyscale texture. The "simple" lantern is anything but simple when looking at for the lighting. and no, nary a .bgsm to be used. The textures in this case, are hard coded into the nif. (bstrishape txt Low_Lantern005:0 [14] This is for LightOilLampON.nif btw LightOilLamp.nif has none of this. uses the same base textures hard coded though. LightOilLampOn_HandleUp.nif is just the lighton above, but with the handle up. Changing the lighting .... have fun. The emittance values are in the varous trishapes, and there are several. You're going to have to test to see which one does what. So nope, not as simple as just editing a .bgsm (btw, I just checked all of this in nifskope right now as I typed) :smile: EDIT: try changing the color for the various emittance values. As you go through nifskope you'll see them. I'll fiddle with them later myself (as I'm now curious)
  5. Ok, being able to walk through stuff... ayup, I'd call that a glitch. Haven't seen that before. Sounds like something is removing collision from things. Which mod, I have no idea. At this point, personally, I'd be disabling all the mods (all of them), and testing a new game/char. (actually I keep a save of one char right after finishing with codsworth, no mods enabled. I hate redoing the opening bit) Get sanctuary as a settlement, check things, if all good, start re-enabling mods, and see when/where it breaks. The part above about categories is a good one too.
  6. Try the 'other' site. This is one of the topics they generally do.
  7. Loot is fairly good, but not perfect by any means. NMM can export your load order, as well as make profiles. You can just make a say, test1 profile that is a duplicate of the main one. (or more than 1 copy) Fiddle with load orders there. Now after running LOOT there are a few things: Check the info from the mod pages about specific load orders, I know of a couple where you do have to load abc etc in a certain sequence, but only those 3 or 4 mods. Abernathy may have had something from the disabled mod. (what kind of "glitching"?) BTW, I've totally trashed my FO4 install more than once and had to start all over again. Good news is, as long as I get the same mods back in, savegames are fine. Of course after a while, it gets tough to remember what order to actually install things. (was brutal in Skryim) Hmm, now there's a suggestion for the new mod manager. Remember what order/dates mods were originally installed. Once I fire up the other machine, I'll check and see if anything keeps backups of the load order. Something makes me think there is, but I may be mistaken.
  8. Do you want them to actually DO anything, or just be decorations?
  9. Try the *other* site. They have that and more. :cool:
  10. I like it. I play as me when doing a male char, female is just a kill them all, do the paperwork later. (or me, if I was a gurl) :P As for storyline, well, that's coming later in a mod. :D
  11. You would think that after 200 years, they'd have some things cleaned up, and some kind of order going. However, that wouldn't be what people are expecting in the game. Most still want it looking like the bombs fell not long ago. Also, with raiders, mutant critters, etc, that would put a crimp in rebuilding, at least slowing it down. We still have rad storms, annoying, but how bad have they been over the last 200 years? Could be they are now down to nuisance levels vs brutal amounts. We just don't know. I would expect that established settlements would at least pick up the trash in their areas (Bunker Hill for example). Still using scavenged stuff, but a bit of cleanup would be good. As for washing, since clean/purified water is apparently so scarce, bathing takes second place. (thing WW2 subs in this respect) One reason I'm using as many pre-war models as I can in my mods is, the Player IS pre-war, so IS thinking about say, washing up, fixing things and then PAINTING them so they look a little better. (settler scrapes the rust off, another paints.) I would like it so that eventually Sanctuary is at least partially repaired. (holes in roofs patched, falling panels fixed etc) Oh, and yeah, clean up the garbage in the houses. (I mean how hard is it to sweep the leaves outta the house?) Same for dragging dead bodies/skeletons out and dumping in a pit.
  12. Actually, you will still see the mod list in the game menu. If using NMM I'd avoid even going to that selection in the game though.
  13. You got the textures right. If you want it to actually GLOW though, you have to check the "Emittance Enabled" and then choose the color. Emittance Multiplier for just how bright. (glow to highlight or glow like a beacon kinda thing) BTW, you linked the same mod in your OP. So, we have original deathclaw, and green glowy deathclaw. Now we have mod 1 blue glowy deathclaw. Now we have mod 2 blue glowy deathclaw. If you want mod 1 to use the info from mod 2, then you change the swap for the blue glowy one in mod 1. So if it's deathclaw used say quantumblue.bgsm for the swap, and you made a myownblue.bgsm, just tell that deathclaw nif to use it for the custom swap. If you want both, that's different.
  14. It really would be much easier to install NMM and let IT do the mod installs, particularly if there's a FOMOD involved. Sounds like there are multiple .esp files, which generally means multiple texture/mesh/material etc files. The FOMOD installs it based on what you choose, and is designed to be used with NMM.
  15. I'm adding a buncha stuff to my exports mod, and can easily drop those in. (I skipped'em today) Of course, by the time this update is done, most of the stuff will also have something on it to make it canadian. (even just a little maple leaf) :) Of course, I'm also looking at what one could actually DO with some of the items. Gurney: snooze cart: table (well, sortakindalike) :) So many items, I'm probably gonna have to bite the bullet and incorporate SKE into it. While I could add my own section to the menus, I'd rather not. (bad form and all) hmmm..... I just had an idea on that...
  16. Make a new .bgsm file and point it to your 4 .dds files. eg: glowclaw.bgsm (material editor) Now, make a new MSWP record in CK. say glowclaw In there, tell it to swap the original .bgsm file for the new one. Now, make your new glowy deathclaw critter. Where it shows the model (nif) to use, select edit, then tell it to do a material swap and choose your new one. If you're just editing the basic one, same deal, except instead of a new deathclaw, just tell the old one to do a swap and use the glowy .bgsm.
  17. Containers are kinda their own thing that way, and is kind of a red herring for what you want to do in this case. Keywords in that panel have a buncha uses: eg: workshopcanbepowered means it can use power if avail, but another spot must tell the item it needs that power. No, there aren't the keywords you mentioned. To add the gurny, since it is a static, you'll have to make a usable version. No keywords are needed EXCEPT in the actual recipe. Those tell the game where to put it in the craft menu. eg: for the bathroom hooks I did, I have them use the Workshopworkbenchtypefurniture (so when you open the workbench, it's under furniture), using the recipe filter WorkshopRecipeFilterFurniture02Misc means it shows up under the misc section. While you can add new categories, it's frowned upon as there is a limit in the game. (that's what SKE was designed for, to give a framework to work with for new goodies) So, for your gurney: Make a new static for one of the 2 gurney items (or both) Make a new transform for them. Make a workshop recipe to actually make them. That's it. Then you get the items showing wherever you put them. Making them actually do something, is another issue. (as in say, sleeping on the gurney) But for decoration? Just follow the directions.
  18. player.setav STRENGTH 1; player.setav PERCEPTION 1; player.setav ENDURANCE 1; player.setav CHARISMA 1; player.setav INTELLIGENCE 1; player.setav AGILITY 1; player.setav LUCK 1 put that into a text file in your fallout 4 folder. (say zerostart.txt ) Then, in game, open the console and type bat zerostart and hit enter. All your special points are now 1. Now you have to choose at levelup: perk or special. You'd have to get to level 21 to be where you would normally start.
  19. Loot is an installed prog, so it's wherever the installer put it. I run it from NMM. BS2 and FO4Edit can be anywhere. (mine are under an updates/fallout4/FO4Edit and whatever bsa folder was created on extraction) As long as the game is installed properly (and legit), they should find it.
  20. Well, it shouldn't be my mod. I just added a couple things to each of the stores. My mods generally don't care where they go in the load order. I *tried* to set them up that way so far. Other than that, I'd say yes, run LOOT and see what it does to the load order. It's generally pretty good.
  21. That vid pretty much covers it. It's not hard to make things constructible. One thing I'd suggest is make up a naming convention for your items. makes it easier to find later on. (I use 000BB_ for all my items, so I can filter everything.) Now, it is a bit trickier to make something constructible that wasn't usable at all before. (eg: bathroom hooks, the bathroom radio etc) Same principle, but a few more steps.
  22. If you only want one or two items out of each one, you're probably better off making your own mod, but... If you've already used the mod to add items, either making your own mod, doing a merged patch etc, you will LOSE whatever is already in game. (caps, base mats are fine, new items etc, gone) So you'd be looking at starting a new game. That said, pulling items out of each mod into a mashup of your own would work. If it's just a retexture of an item, then make your own, and use that texture. If it's a new wall/mesh, same deal, make your own version of it using the same meshes etc. You'll have to extract all the meshes/materials/textures first of course. If anything is using scripts, well... much harder. If using SKE or the like, um.. Obviously, you CANNOT upload your mashup/custom mod without permission from everyone who made the original items, but you can do the above for your own personal use. Plenty of tutorials on how to make items, merge mods etc. how mod files work: Masters (.esm files) Loaded first always. These get used by other mods as pre-requisites. Mods. (.esp files) Load order can be important. (will come back to this) replacers: texture replacers just drop in replacement textures that override other mods as loose files. The game loads, esm, esp and their archive files (.ba2 files). Archives are just that. textures, materials, meshes etc, archived into a couple of files. Loose files: in your /data/whatever, these override the archives. Perfect example is using CBBE to batch build meshes for outfits based on some body types etc. This drops replacement meshes throughout your data structure, and can cause problems later in the CK. (as it did for me). Easy to fix though. Coming back to mod files. .esp this is the record file of new items, changed items etc. Tells the game what the thingie is, and what materials, meshes, textures, scripts etc to use. Archives are the actual files to make the records work. Mesh (.nif) the 3d model of the item. Material file (.bgsm) tells the game what textures and attributes to use. Textures (.dds) the actual texture (skin) to put on the model. A rather simple one is the police uniform one I just did. Original mod is loose textures. I made new outfits using those textures, so that loose files would not be required. So, for say, SWAT armor: Make a new armor (ARMO), Armor addon (ARMA), and material swap (MSWP) record. Used the same meshes (mostly in the mod). New swap record tells the game what to swap what with what. Original with the new .bgsm (which uses the new textures, the entire reason for the mod) eg: SWAT Armor for the record name: then says to swap the original .bgsm with my new one. The ARMA is where we tell the game to actually use that swap file. (edit the mesh used, and you see options for material swaps. Can select the new MSWP we made in here) This tells the game to do that. The ARMO is the actual new armor record, making it a different item than the original. We could have just been changing armor values, etc. Then of course, making a crafting recipe, so we can make the item in game. Thems the basics. Doing the above for other crafting items are the same principles, but different records. Furniture, activators, containers etc. Save the mod often!!!!!!! What you want is doable, but it's going to be a lot of work. Not hard work, but tedious if you have a lot of items and a lot of mods. (been there, done that. tis how I learned) :)
  23. I'm going to look at this next week. I like the idea. Should be doable even with my limited texture/mesh skills. :D
  24. You can tell steam to backup it's files to a storage drive, then restore from there. My lib is way too large, (almost 1tb), so I just reinstall the lot on a wipe/new machine. (click top item in lib, shift click to bottom one, right click, install, say yes to all the EULAs, and then come back in a few hrs) :) Other option, yes, you can just drag the Fallout 4 folder to a storage drive, then copy it back when reinstall done, and validate files. That may work. (it should, but no, ain't gonna test it) :P I KNOW you can drag it off and back without wiping, it's how I do backups before trying silly things with mods. (eg Fallout 4 copied to Fallout 4 clean)
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