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Decals on walls/ground are not the same as decals on armor. Decals on armor are a mesh alongside/on top of the main mesh of the torso(or wherever the decal is placed). This mesh should have its own material and textures. If you want to switch to different decal, then you can do it with material swaps and object mods. I don't have CC content so I can't tell you anything about the X02. If the torso has decals, then find the nif for the PA torso piece and check out the meshes that it contains.
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https://www.nexusmods.com/fallout4/mods/69508?tab=description For this patch I used MCM hotkey to execute console commands and switch between two values of a Global Variable. It was my first time doing MCM menu, I looked at other mods for example. I don't know if I did it the right way, but it works. I'm sorry, I don't know how to display the text ON/OFF.
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Impact landing without wearing Power Armor
robotized replied to Womfer's topic in Fallout 4's Mod Ideas
Not exactly what you are looking for, but the mod advertises having impact landing TALOS Exoskeleton Redux -- A Power Armour Alternative -
Well, yes, I figure it's like this, considering the example(template/ArmorTemplate_Wet.bgsm) is used for a lot of armors in the game. But I didn't mention the wetness templates with the suggestion to edit them. Rather to use one of the templates and not mess around with settings.
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Uugh, nope, doesn't work. I was curious, so I gave it a try. The only way to have some semi transparency in the preview - remove alpha property for the mesh, in the BGSM use default(Unknown) alpha blend mode and just reduce the Alpha. But you know, when you drop it, the mesh will look like ...um like a lot of dots and will flicker a bit.
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First time I did a settlement decoration mod, I encountered similar problem. RailRoad Signs - Settlement Decorations At the workshop menu preview the signs were invisible. They appeared after I enabled Alpha Test in the material file. Not sure if you can use Alpha Test option together with alpha blending, but you can give it a try at least.
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Isn't wetness controlled with separate materials? Usually if the path to this material is missing in the BGSM, the items don't get wetness effect. When you open the BGSM, under Material tab it is found just below the wet settings, it's called Root Material Path. For example for armor is used template/ArmorTemplate_Wet.bgsm. You can find the rest of the wetness materials inside Fallout4 - Materials.ba2, in the Template sub-folder, as in the example they have _Wet at the end of the name.
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I don't know if this is what you are looking for, I haven't tried this mod: Far Harbor Evergreens - A Pine Tree Retexture
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How to attach BSSkin::Instance in Nifskope
robotized replied to GeminiVoid's topic in Fallout 4's Creation Kit and Modders
I know I'm going in the opposite direction, just wanted to mention about removing the skinning again. So doing it in NifSkope, you have to disable "Skinned" flag from two places: BSTriShape/BSSubIndexTriShape -> Vertex Desc -> right click and Vertex Flags BSLightingShaderProperty/BSEffectShaderProperty -> Shader Flags 1 If both are not removed, you may get crashes when you put the nif in the game. -
How to attach BSSkin::Instance in Nifskope
robotized replied to GeminiVoid's topic in Fallout 4's Creation Kit and Modders
I've only removed skinning a few times with NifSkope, never added one. For copying of bone weights I use Outfit Studio. In OS right click on original mesh and set it as reference, the name becomes green. Then right click on new mesh and copy bone weights, use default settings. There are move, scale and rotate options in the right click menu, if you have to adjust the position of the new mesh to somewhat fit the original one. Set reference on original mesh again, so the name's not green anymore, or perhaps delete the mesh if you don't need it. Export as a nif file. -
Broken Grenade Arc (stops after ~ 1 ft)
robotized replied to jkruse05's topic in Fallout 4's Creation Kit and Modders
I've seen it before. Check the Projectile. Usually this happens if the Timer of the explosion is set to 0. Even if not using Alt. Trigger, set the timer to something > 0, for example 2.5 like the frag grenades.