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Everything posted by robotized
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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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- help
- mod support
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Can't tell you anything on creating collision. If objects and bullets go through, then the part where the glass was did not have collision to begin with. If you want this part of the door to have collision, use the nif of a similar door, which doesn't have glass - for example PaintedWoodDoor01.nif. Put the BSTriShape of your edited door there instead. Some doors have door knob animations as well. And if you are making a workshop door, make sure you use the nif of one, because it contains connect points for snapping the doors in place.
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If editing in Blender is messing with nif structure, then use original nif. From edited nif copy branch on the BSTriShape of the door and paste it in the original. Then save the original with different name - this will be your custom door. Nif of doors have animations - sequences for opening /closing of the door. BSTriShape of the door must go under the NiNode that is animated. I'm not sure how important this is, but I'm guessing if you copy a new BSTriShape and remove the existing one, you have to make appropriate changes to the NiDefaultAVObjectPalette. The name is entered manually, for AVObject you enter the number, which is in front of the BSTriShape. I'm by no means an expert in this kind of editing, so hopefully I'm not wrong about these things. Also for simple edits, maybe you can consider using Outfit Studio, because I think it doesn't mess with the nif structure. Like if you want to remove vertices from a mesh. Speaking of, when removing part of the mesh, it leaves a hole, but the collision is still there so in the game bullets will not go through. In NifSkope you can assign new material to the BSTriShape and edit the UV if necessary.
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Hello again When you export a nif with physics, OS should warn you about it and show a small window with a message: In this window, below the text is the path of the model itself. You just have to put a tick in the small checkbox in front of the file path, in order to select it and then confirm with pressing OK.
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How do I make the Hooded Rags Hoodless?
robotized replied to JakR4t's topic in Fallout 4's Discussion
You are welcome and best of luck. -
How do I make the Hooded Rags Hoodless?
robotized replied to JakR4t's topic in Fallout 4's Discussion
No problem. Btw you were referring to this outfit, right? If yes, the hood is actually a separate mesh inside the nif(body_cloth:1). You can select it and press Delete and it will be gone without too much hassle. Then export the nif. Well, unless you are editing a CBBE version of the female outfit, it's a bit different there. You should watch some videos then, on how to open, edit and save body slide files. If you want the cap gone as well, this job is done in a plugin with an override of the Hooded Rags armor - remove the AAClothesResident6Hat [ARMA:0019DB8E] armor addon from the Models and disable Hair Top and Hair Long biped slots. -
How do I make the Hooded Rags Hoodless?
robotized replied to JakR4t's topic in Fallout 4's Discussion
You are welcome. If the hood has separate mesh and its own texture, then it has its own material too. Open the material(BGSM) with Material Editor and reduce Alpha from 1 to 0. This will definitely make the mesh invisible. I did a quick test, it's working and is not required to add alpha property. -
How do I make the Hooded Rags Hoodless?
robotized replied to JakR4t's topic in Fallout 4's Discussion
If the hood is a separate mesh, check what material it uses. If it's the same as the rest of the outfit, then assign new material. For the new material try with Alpha set to 0. I'm not sure if it's required to have alpha property for the tri mesh in the nif. If the hood is part of the outfit, there are two things you can do. First, just delete the hood from the mesh. In Outfit Studio use masking on the hood, then invert mask and delete vertices. Or second, add alpha property for the tri shape(mesh) of the outfit. Open material and enable Alpha Test. Edit the texture and delete the part with the hood. Make sure the texture has alpha channel, I think when you delete something, the background should be transparent. Save the texture with BC3/DXT5 compression and enabled mipmaps. Setting for Alpha Test Reference in the material could have influence on the transparency. Note: Some operations are done in NifSkope, like adding alpha property to a mesh. -
Need female body texture overlays for LooksMenu
robotized replied to AnAtheistBear's topic in Fallout 4's Discussion
When you said "distribute", I hope I didn't misunderstand something. My mod does not distribute overlays, it is meant for applying the overlays yourself, to PC and companions. If you are asking about mods with EVB female textures, I know about a few. 4K HD EVB Skins - just upscaled EVB textures. NUCLEAR Nude (Enhanced Nude) Katrin EVB and CBBE WEARABLE body underwears - same author also has Enhanced Nevernude mod. EVB Refreshment - 4K Skin Texture for EVB - Mesh Seam Fixes and Dismemberment Valkyr Female Face and Body Textures - this is for vanilla body, I'm guessing it will work on a nevernude EVB body. Edit: The Wandering Scavver- Face and Body Textures VANILLA EVB CBBE - there are a two options for vanilla nevernude body, which means it should work with nevernude EVB as well. -
Need female body texture overlays for LooksMenu
robotized replied to AnAtheistBear's topic in Fallout 4's Discussion
One of my earlier mods can be considered sort of a framework, to apply body textures as overlays. This means you have to download skin mods, extract the necessary textures from their archives and put them in the appropriate folders. To use the overlays you need Main file + Update 1.4 + JSON fix. https://www.nexusmods.com/fallout4/mods/43165?tab=description Of course overlays are not meant for body textures. They have their own little quirks, but they don't require a body source and are "persistent" (compared to the skin overrides). -
IInserting new looks menu Overlay
robotized replied to 69sexykenny69's topic in Fallout 4's Discussion
Try with this: [ { "id" : "69sexykenny69_mystique", "name": "$mystique", "slots" : [ { "slot" : 3, "material" : "overlays\\<69sexykenny69\\mystique.bgem" } ], "playable" : true, "transformable" : false, "sort": 0, "gender": 1 } ] Also try with renaming the translation file to Mystique_en.txt. Upper case M, to match the name of the esp. The content of translation file should remain as it is.- 2 replies
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- looks menu
- overlay
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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.