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falloutkid12

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Everything posted by falloutkid12

  1. I haven't updated my game yet but, didn't they "fix" all of their CC mod assets from being saved to your drive?
  2. Thank you for your help! I'll try reworking the script and get back with some results! EDIT: After watching a few video tutorials and getting further acquainted with the Papyrus language, I managed to get a working script/perk! Again, thank you for your help BigAndFlabby! (here's the script, if anyone wants it)
  3. I'm trying to make a perk (really just another rank of Pain Train) that prevents your power armor pieces from taking damage by adding the keyword "PowerArmorPreventArmorDamageKeyword" to actors that have said perk. AFAIK, you cannot add keywords to actors using spells/ enchantments, but you can using scripts. Thing is: I'm very new to scripting. I know the basics: What are objects, events, functions, syntax, parameters, etc. What I don't know is how to write the script and implement it so that when an actor gains the perk, the game adds the keyword to actors. I'm also aiming for maximum compatibility, i.e. every NPC/actor that has this perk will attain the keyword, no "player-only" shortcuts. I do have a base script, though it probably means nothing when compiled and added to anything.
  4. I'm trying to make a perk (really just another rank of Pain Train) that prevents your power armor pieces from taking damage by adding the keyword "PowerArmorPreventArmorDamageKeyword" to actors that have said perk. AFAIK, you cannot add keywords to actors using spells/ enchantments, but you can using scripts. Thing is: I'm very new to scripting. I know the basics: What are objects, events, functions, syntax, parameters, etc. What I don't know is how to write the script and implement it so that when an actor gains the perk, the game adds the keyword to actors. I'm also aiming for maximum compatibility, i.e. every NPC/actor that has this perk will attain the keyword, no "player-only" shortcuts. I do have a base script, though it probably means nothing when compiled and added to anything.
  5. Is each save file 6Gigs?, or is the sum of all save files for that one character 6Gigs? If it's the latter it's understandable (my newest character that I made ~2 weeks ago would take up over 2Gigs, had I not deleted older saves.), but if it's the former, you may have some serious save bloat.
  6. I think it would be perfectly legal, since Tale of Two Wastelands does the exact same thing using Fallout 3 assets. I personaly will make mods for myself (I'm not uploading them though) with assets on MY PC if I like them. I may have over 1TB of free space on my Hard Drive but if they keep adding more content (and more assets), I too will run out of space eventually. And hey, if you want Black Power Armour, before you buy check out mine: Spec Ops Paint Job Shameless plug I know, but it's free. Yeah 'cause I mean, you're not paying for the assets; they were included in the FREE MANDATORY Update that everyone had to download if they wanted to play Fallout 4. When you buy a CC mod, you're just paying for the plugin that adds the items to the game. It's like if your friend wants to sell you his key to his car, but he lives with you and the dumbass put your name in the car's papers. Why would you buy his key, when you can just go to your parents, who drive the exact same car, and get their key for free? Better yet, why not just take your parent's car? (Which has more features and is better maintained than your friend's junker.)
  7. I just created my own version of their Fallout 3 Gauss Rifle using their assets, it works in game, all of the animations, models and textures work fine. Technically, since everyone has access to these assets, I think I should be allowed to post it. Bethesda gave all of us the files for the CC mods in a free update, and so long as I do not re-upload these assets, I think everyone can use them in their own projects. If Bethesda wants to complain, then they can blame themselves for being stupid enough to dump all of their garbage in my data folder and expecting me not to use it. You want to build a Creation Club and make us pay for it in Hard Drive space and money? Alright, just don't complain when people make their own, free version of your CC mods using your assets that you gave them in a free update.
  8. I'm currently remaking their Gauss Rifle using the assets in the bsa. I doubt I can upload them, but I'll post a screen shot if I can get it working.
  9. Check your data folders guys, I think Beth. just screwed up big time. I can open them w/ a BSA extractor, they show up just fine in nifskope/ photoshop, no plugins tho. I guess that's why the update was over 2Gigs.
  10. Nevermind, turns out RS Children was the real culprit.
  11. Simply put; my game suffers severe performance drops in certain locations when using an ENB. I'm not talking about the usual, "my framerate dips when I look at a certain direction". Instead, whenever I enter specific locations, notably Dragonsreach, Solitude, and Proudspire Manor, the game keeps a steady framerate for a few seconds. Afterwards, the framerate slowly begins to drop as low as 5 FPS. It doesn't matter where I look or where I go. I originally thought it was a mod that edits these locations, or something like SMIM or texture replacers but disabling them does nothing. However, uninstalling ENB fixed this problem. Specs: i7 4790K @ 4.0GHz ASUS Strix GTX 1070 8GB RAM Windows 10 64bit The ENBs I've used were : RealVision ENB (Vanilla weather) UNBLEAK ENB and T.A.Z Visual Enhancements I followed the installation instructions for each of them, making the necessary ini tweaks. (which, when reverted made no difference in solving this issue.) They all have this issue for me. These are the enblocal settings that I use for all ENB presets Any help with this problem is appreciated.
  12. Anyone know what the directory where the weapon sound files are located and their file names? I'm trying to replace the assault rifle firing sounds with the ones from Ground Zeroes, but it appears that they've changed the name and/or directory of the sound files from GZ to TPP.
  13. http://i.imgur.com/RBHpszs.png This is on an: i7 4790K @ 4.4Ghz MSI GTX 770 2GB 8GB RAM @1600 Some crappy Seagate SSHD 1280x720p, High Quality Preset. Just what is this garbage? Draw Calls nearly reach 20K while looking at the ground in downtown Boston. I look slightly to the left or right and the calls drop down to more reasonable numbers, but when I look in this direction, whether straight ahead, at the ground or the sky, the call count goes through the roof. I have a ton of mods installed, but disabling all of them doesn't do anything, so it's not a mod. Could this be a faulty driver? or just Bethesda's wonderful, "Memory and performance optimizations."?
  14. In order to get my feet wet with the new GECK, I've created a super simple mod that makes the 3rd rank of Life Giver heal rad damage, like the 2nd rank of Solar Powered. The problem is, I can't get it to work at all. I've tried Editing the 3rd perks effects, adding the AbFortyfyRadRate and AbFortifyRadsRateMult exactly like in Solar Powered, minus the conditions. No dice, I can't get even the simplest of edit to work. If someone could tell me an alternate way to do this I would appreciate it. BTW, can someone explain what the difference between the AbFortyfyRadsRate and AbFortifyRadsRateMult effects?
  15. There's a number of things that could be wrong with you nif files, just watch the video and edit your files in Nifskope.
  16. Can't you just rip the animation you want, rename it, and replace it? I down't think you need edit the animation at all.
  17. Apparently disabling the world borders via the fallout 4 ini seems to disable weapon debris. I guess that's one reason not to disable the world boundaries. :happy:
  18. I'm having some trouble getting the weapon debris to work. Each time I load up a save the Particles render just fine in the area I load in, but once I travel about 25-ish meters away from where I loaded, the particles stop spawning. The ones that have already spawned remain, and If I shoot the same objects that produced them, more debris spawns, but any object including the ground that is a certain distance away from where I load the game just refuses to spawn debris when I shoot it, only decals are drawn. I use ballistic weapons (explosive weapons don't produce debris), have several mods installed, and I'm also using reshade for sharpening. I have an Nvidia GTX 770 2GB and an i7 4790K. The weapon debris worked fine back when they were in Beta, but now they don't. Any help is highly appreciated.
  19. Short ver: Let's say I wanted to add recievers to the minigun, a weapon that doesn't have recievers by default. How would I add a "Reciever" category to the minigun, and how would I add several recievers to that category? Long ver: I've tried dissecting other mods that add brand new weapons and weapon mods, but I still have no clue how they set mod categories(ie. Barrel Mods, Recievers, Magazines, etc.) on their weapons and the OMODs that show up for each category. I know the process involves using keywords in some way(like ap_mod_barrel, ma_Xgun, etc.), but have no idea how keywords work. So I guess the real question is, how do keywords work, and how would I go about setting up a new category for attaching mods to weapons,(and armor too, i guess.), as well as assigning OMODs to that category?
  20. I've been using the geck for a while and i have been making mods. Some mods i really like but i think that they should be sold by merchants instead of being found dropped on the floor. So i want to put my mods on shops but i dont know how. :wallbash: If anyone can help please post a response. all answers are welcome.
  21. Maybe you forgot that u cant look down the sights of a gun in Fo3. :wink: Or if you have a mod that lets u use sights reinstall it again. Maybe thatll work if not sry mate. :ohmy:
  22. I have the same problem except my meshes wont show up at all in the geck. :( But to answer ur question, u may be deleting the animations in nifskope (blocks that say "bip0 leg" or "bip 3 clavicle".) To fix it just load a new armor and star over, this time don't delete the lines pointing to body parts. Hope it helped. :)
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