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KaelVirum

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  1. Thank you so much! I wish I would have known that I needed to press ctrl + F-4 when exporting from the CK. Yesterday would have been much more productive. I just wish that RaceMenu worked for me like it does for everyone else. That seems to be the easiest way of getting the .nifs. Again, thank you very much! EDIT: Ok, so I was able to get the .nif of the head but the only texture I got with it was the skin texture. The hair, eyes, and facial hair just look weird. How would I solve this?
  2. Hello, I'm trying to create a custom NPC using RaceMenu not to create my own follower just to create the NPC and have him in my game. The reason being is that today is my Step Dad's Birthday. He passed away 8 years ago and I would like to add him to my game so that I can just go visit him sometimes. Now, my issue is that RaceMenu is not exporting the .nif of the Character Face I've created, either through pressing Z on the slider screen or F-5 on the Sculpt screen. I understand that this may be because I've not installed SKSE properly but it didn't really give install instructions but the ones it did give I followed exactly as it said. I was able to get the [CharGen].npc from typing "savepcface [name]" in the console. I was even able to make the npc file in the creation kit. Problem would seem to be solved here, however, the face I was able to create with RaceMenu isn't exactly what my Step Dad looks like so I would like to be able to get the .nif so that I may alter it in a 3D modeling program and make it more suited to my needs. Here's the problem with that. Once I made the npc then highlighted his name in the actor list in the CK and pressed F-4 it said it was exported but there isn't a file anywhere on my PC named what I named the npc. I've even searched my computer with my search function for the file name and just the .nif extension and nada. Can anyone help me? I would be greatly appreciative.
  3. Since you did use the other mod author's work instead of starting over from scratch yourself then it would be a good idea to ask for their permission.
  4. This was posted in a different thread of similar topic. It may help with this endeavor.
  5. Ok, I may well be mistaken about how many textures there are total, it is not unheard of, however, I do seem to recall coming across a texture called DLC01WastelandRobotKit_d.dds that I believe has all the textures for the Wasteland Armor pieces, at least for the Assaultron, anyway. Not sure if it works for the others or not. And that's why I said there should only be four or five textures total, not thinking about the other "Robot Kits" there might be. So while, yes, I see you found a lot of textures for Robots, and indeed I have quite a few of them as well after I went looking, Most of them seem to be for the different weapons and parts you can add to the base robot, not the armor that you add to said robot.
  6. You need Nifskope for that. A BA2 extractor wouldn't be a bad idea, either, so you can extract the models from the game.
  7. I am digging into how to add custom voices to the game at present and when I know I will at least make a text tutorial explaining how.
  8. Actually, you wouldn't need to recolor hundreds or thousands of textures to accomplish this. There are what, four, robots you can build? There are only four textures, total, for all the robots. I've looked into this already and found out that each robot has one diffuse texture for all of it's possible parts. It is also in grayscale so that other colors my be applied to them without actually recoloring the textures yourself. If anyone knew how to alter the grayscale to include more colors then I think it would be fairly easy.
  9. I don't think that's the case. Because that still uses the same magic effect as before, and tells the quest script that makes the dialouge to use whatever the original voice type is. with that setup, where do you go to imput new voice files? If you watch the video that I posted on the first page that will explain to you how to add custom voices, complete with recorded lines, to the game.
  10. I've just released my first mod ever. Ever wonder why we couldn't use any of the plethora of Stoves or Grills that are seen in the game? I did and this is the first step of my answer to that. More Cooking Stations adds up to four cooking stations to the Settlement Workshop. Included are the Post War Kitchen Stove, the Post War Grill, the Prewar Kitchen Stove and the Prewar Grill. You can download each set separately or both at the same time, there are optional files to suit your tastes. Future versions will include a sprinkling of random Stoves and Grills throughout the Commonwealth for your adventuring pleasure so be sure to check back for an update. Thank you for your time! I hope you enjoy! More Cooking Stations http://www.nexusmods.com/fallout4/mods/15514/?
  11. Are you playing on PC or Console?
  12. True, I didn't think about that. I will begone from here now.
  13. Open your Nif in Nifskope and click on the part of your mesh, it's listing on the left, you want to be see-through. Then right click>Block>Insert>Bethesda>BSEffectShaderProperty. That's what the glass on the PlayerHouse_KitchenStove.nif uses to be transparent.
  14. Do a quick search for a Fallout 4 Material Editor. You should be able to find what you need to edit and create BGSM files. Though, you will still need to create the .dds textures as well.
  15. Porting is generally considered a no-no since you're taking assets from one game and putting them into a completely different game. Even though Bethesda owns both games there's still copyright issues to take into account. But as long as this is for personal use I can't really say much.
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