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I don't know how useful this is going to be in your case and I haven't tried it myself, but I'm gonna throw it out there as an option - Replace Any Actor with Any Actor by mod author SKK.
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How do I fix these bugged flashlights on a weapon?
robotized replied to leotheEliteMajor117's topic in Fallout 4's Discussion
Hm, so it's not from the light. There's one thing that comes to mind. You have to check it in the nif of the flashlight. Here is an example from the T60 headlamp: Check the BSValueNode and the parent NiNode(which contains the BSValueNode, in this example it's the AddOnHelper). If the scale is < 1 (like 0,90 or less), this could be a cause to somewhat similar effect in the game. Although if scale has been used, must be on purpose, probably to make the glow meshes smaller to fit to the mesh of the flashlight. -
How do I fix these bugged flashlights on a weapon?
robotized replied to leotheEliteMajor117's topic in Fallout 4's Discussion
Yes, I think this comes from the light. Can be changed in FO4Edit. If the weapon is using custom light, when you open the plugin, there should be Light category. You'll find the lights there. Select the light and then right click on the Flags(sorted), like this: A new window will appear. For the light of the weapon, it is probably set to Shadow Spotlight. I'm guessing the source of the light is close to some other parts of the gun and that's why it is projecting shadows. You have to disable Shadow Spotlight and enable NonShadow Spotlight. Don't touch other flags. If there are other light colors, you have to do the same for them as well. Exit and confirm the changes to the plugin. -
How to add partial transparency effect to any static object ?
robotized replied to Sven363's topic in Fallout 4's Discussion
To make object more glossy, open the BGSM and try with increasing the specular multiplier. Or you can edit the specular map, try with increasing its brightness. Specular maps should be saved with BC5/ATI2 compression method(or BC5 linear unsigned in paint.net). In paint.net add new layer to the diffuse map. Arrange the layers so diffuse map is first(above) and the new transparent layer is second (below). Select the layer with your texture(diffuse map) and from the menus open the layer properties. Reduce the layer opacity. Then from the menus again you merge the layer down(or flatten image). For transparency it's necessary to edit only the diffuse map. No reason to make normal and specular transparent. I wanted to show it better with screenshots, but I'm not in front of my PC right now, sorry. -
How to add partial transparency effect to any static object ?
robotized replied to Sven363's topic in Fallout 4's Discussion
Add NiAlphaProperty to the BSTriShape of your custom object and set the flags like this: You can either do it like shown(right click + flags), or double click on the number and enter 4333. After that, for the material of the object, change these options: Then to change transparency you have two options - edit part of or the whole texture(diffuse map); from the material file reduce/lower Alpha(you can see it above the Alpha Blend Mode). This example is for objects with BGSM material. If you decide to edit the texture, you have to save it with BC3/DXT5 compression or BC7(these compression methods include alpha channel). Edit: If the object is part of precombines, you won't see any changes to it in the game(from the edits to the nif), until you re-build the precombine geometry and precombine visibility for the cell(or cluster of cells) where the object belongs. I am mentioning this because you wrote in the title "any static object" and static objects are usually part of precombines. Such is the case for vanilla static objects. -
Everyone is red it is annoying
robotized replied to ThatOneOddSymbioteCosmo's topic in Fallout 4's Discussion
I also think what showler said, could be the case. I'm sorry, I haven't encountered this bug, I don't know a solution. I do have advice for the size of screenshots, if you are on Windows. You can use good old Paint to open the screenshot PNG. You can do two things - resize to smaller resolution(in case you are using something like 1920x1080) and save the file as a JPEG. Try only one, or combine both for the smallest file size. -
I have an old mod called Rad Ring - you can craft a ring, which constantly gives you +1 rad/sec damage while equipped. The radiation damage can be countered by resistance, damage shown is <1rad. Check it out, see if this could be of use to you. If you want to have rad damage, without equipping the item, then I guess you have to add a spell(or perk+spell) to the PC. The perk/spell should have condition to check if the character has the item in inventory. Perk/Spell can be added to PC via a Quest, but you may need a script for that, I'm not entirely sure about it.
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Is there an in depth guide to the Material Editor?
robotized replied to Crash180's topic in Fallout 4's Discussion
Try lowering the scale to reduce the effect from the cube map. If using BGSM, the specular map could be considered envmap mask - more smooth and shiny surface will be more reflective. So if lowering the mask scale doesn't work for you, leave it as it was and try lowering the Specular Multiplier. But I'm thinking it should have the same result, and is recommended if using separate custom material, only for the glass. Otherwise you will lose the effect of the specular on the rest of the mesh. I'm guessing last resort is editing the specular map itself. -
Is there an in depth guide to the Material Editor?
robotized replied to Crash180's topic in Fallout 4's Discussion
Non Occluder doesn't make an object see-through, but rather tells the game that this object is see-through, that's the best way I can explain it. If you are going to build precombined geometry and visibility for a cell and don't enable this setting for your window's material, then you'll get broken visibility when you look through this window. You need more transparency. By Alpha, do you mean in the BGEM? If so, raising it makes the texture more opaque. You should lower it - like 0.8 or 0.7 and so on. Or make texture more transparent. Does your BSTrishape have a NiAlphaProperty? Usually these are the flags/settings in the alpha property used for alpha blending: Edit: I must have forgotten my glasses . You DO want to make the glass opaque. In this case what pepperman35 said below, you could use BSLightingShaderProperty instead. -
Is there an in depth guide to the Material Editor?
robotized replied to Crash180's topic in Fallout 4's Discussion
I know about some of the settings. BGEMs are used for various effects, for glass or also can be used for glow. I'll start with the General settings tab. Offset/Scale UV - these are regarding the unwrapped vertices. You should rather make these kind of edits in Outfit Studio, NifSkope or other program. You don't have any kind of "preview" here and you won't know what changes until you see it in the game. Alpha - default 1. Reduce for more transparency or increase for more opaqueness, without editing the texture. Alpha Blend Mode - Standard is usually when you have alpha blending(semi-transparency). You should also have Alpha Property added to the BSTriShape in the nif(with appropriate settings/flags). Additive and Multiplicative are used in specific cases. Bethesda used Additive, when they did the glow for the Construction Protectron rotating light(Materials/Actors/CreateABot/ProtectronConstructionGlow.BGEM). They used Multiplicative for the chameleon deathclaw(Materials/Actors/Deathclaw/DeathclawChemeleonBlue.BGEM). Z Buffer Test - must be always on, otherwise you have loss of depth. Screen Space Reflections - I think it's used mostly for glass, if you have real time reflections enabled in an ENB or something. Decal - this is rather for BGSMs, when you have alpha blending. Use with Standard blend mode. Two Sided - self explanatory, you see the texture from both sides of the mesh, otherwise the back side will be invisible. Non Occluder - used for glass or other objects, through which you can see what's behind. Must be on if the object will be part of the precombines. Environment Mapping - used to create fake reflections for glass, puddles and so on. Environment Mask Scale - for controlling the reflections, if you want more or less reflective surface. Now on to the Effect tab. Base Texture - could be in color or could be gray. Grayscale Texture - here you put path for a color gradient. If Base texture is gray, you can use the grad to color it. Again for example you can refer to the chameleon deathclaw. I see for this purpose Bethesda enabled two more settings Grayscale to Palette Color(from General) and Grayscale to Palette Alpha(from Effect). Envmap Texture - path for cubemap. Must have this texture path if you enable Environment Mapping. Fake reflections come from this texture. Normal Texture - I think this works only if you use Environment Mapping. Bumps and cracks or whatever are mostly seen when you have reflections. Envmap Mask Texture - I think this has similar purpose as the glow map for the BGSM. The texture is in black and white, the parts in black do not receive reflections. Effect Lighting - not sure the exact purpose for this, but I think glass looks better with it. With this option enabled, glass changes during day and night time. If this is disabled or reduced via Lighting Influence(further below in the settings), the glass will stick out like sore thumb and even look like it's glowing at night. For glass I suggest to enable it, but reduce influence slightly, like 0.9 or 0.8. Base Color - default is white. It has influence on the base texture. You can color the Base texture if it's gray. This could also be used for emittance/glow. Base Color Scale - how much the color has influence on the Base texture or how strong is the glow. Falloff - I don't know what this setting does, Bethesda used it in some BGEM files, including for the glow of the Construction Protectron. This and anything else not mentioned, I don't know their purpose. And hopefully I'm not (too) wrong about the other settings I described above. -
I haven't tried addon nodes on component before. Didn't seem like something that would crash the game. So I became curious. You are welcome.
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I don't know. Download the attached file and compare it with yours. I added BSValueNode, gave it a name, changed the Value to 420 and enabled Addon in the BSX flags.
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No crashes for me. I transferred nuclear material from workshop workbench to my inventory, then opened the pip-boy and dropped 1 piece on the ground. It was emitting green light. Component_Nuclear.nif
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LooksMenu Overlay Categories, possible? Not? Already done?
robotized replied to AnonyGirl's topic in Fallout 4's Discussion
I think the Sort option inside overlays.json can be used across mods. Lets say you have mod A, B and C with overlays. You want overlays from C to appear first in the list, then from mod A and finally mod B. You start by opening overlays.json of mod C. Find the very first overlay and copy "sort": 0 . Use Replace function of the text editor and replace all with "sort": 1 . Do the same for the overlays.json of mod A and B, but use "sort": 2 and "sort": 3 respectively. This is applicable when every overlay in the json uses same sort number, which is the case most of the time.- 1 reply
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