-
Posts
416 -
Joined
-
Last visited
Everything posted by robotized
-
Here you go https://www.nexusmods.com/fallout4/mods/45478?tab=description
-
Everytime critical visual effects with energy weapons
robotized replied to BigMac8989's topic in Fallout 4's Mod Ideas
Thanks for mentioning this. And I thought that magic effects and scripts had something to do with it. My next guess was a Global value, but that was wrong as well. Turns out it is just a simple Game setting in Fallout4.esm. I released a tiny mod, that could be used in addition to that one. It enables/fixes fire and cryo death effects for weapons with the respective legendary modifications. Also adds a critical effect on death for the Alien Blaster. https://www.nexusmods.com/fallout4/mods/45407?tab=description -
Adding mod items/looks to NPCs?
robotized replied to RogueNightingale's topic in Fallout 4's Discussion
As far as I know, LooksMenu doesn't work on settlers. I hear its because their faces are generated from templates. Yes, you can add clothes, weapons and items by editing the level lists. This is not as easy as it sounds. There are level lists inside level lists inside level lists. It could be confusing understanding how they work. Any edits to level lists work best from a fresh start. For testing purposes in existing saves, you can try spawning NPCs with console commands. Better Settlers mod already has option to improve the inventory when it comes to armor and weapons. There is also an option to work together and use the clothes from Eli's Armor Compendium. Better Settlers probably relies on the leveled lists of Eli's Compendium. I don't like how the level lists of that mod are done, so if that's the case, there is high chance a settler will spawn naked(wearing only gloves or a scarf). The reason is that there are accessories mixed with clothes inside some of the lists. This mod https://www.nexusmods.com/fallout4/mods/21248?tab=description adds a lot of faces and even randomizes bodies, including body textures and tattoos. It is quite a huge mod. It doesn't add anything to their inventory though. -
Yeah, a few times the magazine disappeared somewhere beneath my feet. I traced my steps from my first post and created a plugin. Then loaded the game, used command to add the magazine and fought a mirelurk hunter. I got 10 pieces of softshell meat. Lets hope this works for you too.
-
Ok, I was right. What exactly did I find out? Well, new level lists with extra meat will work before you pick the magazine. If they are added after the perk is applied, my theory is that the global variable is reset back to its original state/value. Forget about the second backup method, the first one will work if you haven't picked the magazine. If you have it already in your saved game, there is one thing you can try. Use console and type player.placeatme 185cd8 This will place the perk magazine below your feet, where you stand. Pick it up and then go kill some hunters.
-
If you look in the leveled list for extra meat, there is a some sort of Global Variable called ExtraMeatChance. The variable is set to 100. I've checked this in the CK as well. This chance is actually Chance None. Chance None 100 means that extra meat will not be spawned by default. However, the magazine adds a perk to the player with a script. That script changes the value for ExtraMeatChance with -100. I think that Chance None becomes 0, so with the magazine there is 100% chance for extra meat. Did you try the second solution I proposed at the end of my previous post? Edit: Wait, I have an idea about this. But I need to test it first.
-
Place Everywhere / F4SE - How To Install?
robotized replied to MagnumArts1's topic in Fallout 4's Discussion
It may be mentioned in the videos, but game updates break the script extender. Even if F4SE team updates it for the new game exe, some mods like Place Everywhere, will not work right away. Not until the mod author releases update for the corresponding script extender version. Most of the time this strategy works - set the game in steam to check for updates when you launch it. Then continue to launch the game only through the script extender. -
Place Everywhere / F4SE - How To Install?
robotized replied to MagnumArts1's topic in Fallout 4's Discussion
F4SE stands for Fallout 4 Script Extender. Here are some tutorials on the topic: -
Yes, the mod has modular install with fomod, so you can install only the old female body textures. But I see that the mod has only diffuse and normal maps, which means you have to copy the specular map FemaleBody_s.dds, usually in the folder Textures\Actors\character\basehumanfemale Then paste it in folder Textures\Actors\Character\OldHumanFemale and rename it to OldHumanFemaleBody_s.dds
-
Yeah, that bugged me as well. Turns out this NPC uses textures for old human female: Textures\Actors\Character\OldHumanFemale\OldHumanFemaleBody_d.DDS Textures\Actors\Character\OldHumanFemale\OldHumanFemaleBody_n.DDS Textures\Actors\Character\OldHumanFemale\OldHumanFemaleBody_s.DDS There are two options. Option 1: Get the body textures from CBBE and rename them, put them in that folder. The folder probably doesn't exist, so you need to create it. Or Option 2: grab and rename only the specular map from CBBE, get the normal and diffuse maps from a mod called Additional Body Textures.
-
Trying to Make Certain NPC's Recruitable
robotized replied to Manhattan2112's topic in Fallout 4's Discussion
Turns out kinggath, the creator of Sim Settlements, has a tutorial about this: -
Well, I don't know. Maybe with quests and scripts it is possible to switch the body. I think having perks and reactions would require a lot of editing to existing quests and dialogues. I am not that experienced, so I can't point you in the right direction. The goals you want to achieve, if possible, will require a lot of modding experience and knowledge. Since I don't know of a mod that would change the body as part of a quest, I mentioned what I am familiar with. Skin Override's purpose is to provide a way to switch body textures. The skin includes a body, so it can be used to switch between different body presets and even different body types - like have one skin use CBBE body and other skin use AB. AWKCR is not a hard requirement. If you don't use it, no need to make an outfit compatible with it. The armor record for an outfit has one or more armor addons. For example - if it has addons for main model and a hood. With attach point keyword, object modification and constructible object you can make a menu on armor bench, to switch between main model and main model+hood. The same way, it can be made to switch between CBBE model and AB model of the outfit. But if the outfit has a lot of parts, I mean already has a lot of addons, that will make the job even more complicated. About your last question, not sure, but you might be on the right track. Either a spell or an object effect(enchantment), depending on what the item is. Both of them contain a magic effect. Perhaps the magic effect can be made to reduce the player's health. And yes, a condition for one the specials is also possible.
-
Trying to Make Certain NPC's Recruitable
robotized replied to Manhattan2112's topic in Fallout 4's Discussion
Start by opening the Actor/NPC record. Add "workshopnpcscript" to Papyrus Scripts list. Go to the script's properties. You can use auto fill option to fill in the values for the script. Then change the first 3 to TRUE. Most of the options have explanation next to them, so you will know what they are about. The other thing you need is to add to the list of factions "WorkshopNPCFaction" with Rank -1. About this rank thing, I think it is -1 for NPCs who are not settlers by default. I don't know if this will work though. I mean if your character will be able to recruit them and send them to a settlement. For that you might need editing quests and dialogues(or created new quests), I'm not sure. This is where my little knowledge about it ends. Open Fallout4.esm in CK and look at more Actor records/forms. If you have that mod you mentioned, open its plugin as well and try to figure out what the author did. -
Request: Help making BOS Lab Coat Addon
robotized replied to GreyOfHearts's topic in Fallout 4's Mod Ideas
Use Transform Tool to get it down and adjust it. Remove the VTec Science Coat, export BoS Lab Coat as OBJ. Unload all projects. Open the VTec Coat, import BoS Coat from the OBJ. Import the original BoS Coat. Check Properties of the original mesh and copy the path for the BGSM material. Remove the original mesh. Go to Properties of the edited BoS Coat mesh and paste the material path. After that make VTec Coat a reference. Right click on BoS Coat mesh and copy the bone weights. Remove the VTec Coat. Export The BoS Lab Coat as NIF and confirm source of Cloth Physics(put a tick in the box and then press OK). This will give you the coat only. As it is, you can't use it as a NIF replacement of the Science Scribe model, because it doesn't have pants, nor any undershirt. I suggest you cut the undershirt part with the tie from the VTec Coat and get the pants from another outfit, that are easier to cut(like the Suit). Then put them together with the BoS Lab Coat.- 1 reply
-
- cut content
- scribe
-
(and 2 more)
Tagged with:
-
Leaving the quest completion aside, it is possible to change bodies ingame with LooksMenu's Skin Override. I don't know of a mod that will do exactly the job you want, at least not without putting some extra work in copying meshes and creating body slide files. I'd suggest, if you can, to do the Skin Override yourself. You can have multiple versions of the same outfit, but it will be pain in the a** to make it work. One of the conversion body slides can be edited to change the output folder. After that comes the hard part - making it work in a plugin. It will require creating new armor addons for the second body type, new attach point keyword in order to add a modification for switching at the workbench, and so on. The more modular and more parts the outfit has, the more complicated, difficult and time consuming it will be.
-
Well, I don't know all the mods. My first thought was about Valkyr, that you downloaded the wrong face texture, and also downloaded the body texture. But I'm not certain of this. Here is what I know. Messed up body textures for CBBE means two things. First is, for some reason you don't have the textures installed, the body is using vanilla ones. Second is, you have installed body textures meant for vanilla body. Textures required for body are: basefemalehands_d.dds basefemalehands_n.dds basefemalehands_s.dds femalebody_d.dds femalebody_n.dds femalebody_s.dds The default folder for these textures is Data\Textures\Actors\character\basehumanfemale. Check if you have them. Brown face usually happens when there is any kind of difference in texture resolution for the face. Here is the texture set and resolution for the face: BaseFemaleHead_d.dds -> diffuse map, 1024x1024 BaseFemaleHead_n.dds -> normal map, 1024x1024 BaseFemaleHead_s.dds -> specular map, 512x512 If you install custom textures and even one of them is different resolution, you will probably get the brown face. Example - you have vanilla or HD DLC, but install 2K face textures. Example2 - you have HD DLC, but install face textures with normal/vanilla resolution. This will lead to brown face, also all the paints, scars, tattoos, etc will not work. I don't have the HD DLC, I hear the difference is that the specular maps are 1024x1024.
-
What exactly did you install from the mod "Valkyr Female Face and Body Textures"?
-
Yes, I have some ideas. Requires some experience with FO4Edit. Open Fallout4.esm in FO4Edit. Go to Leveled Item category. Find LLD_MirelurkMeatExtra [LVLI:0008E3AF]. Right click, press Copy as new record.... Give the record a name like this - LLD_SoftshellMeatExtra5. Create new plugin, can be ESP with ESL flag. Give the plugin a name, I leave that one to you. Now go the record you created and change the "Reference" MeatMirelurk "Mirelurk Meat" [ALCH:000330FF] to MeatMirelurkSoftshell "Softshell Mirelurk Meat" [ALCH:00033100]. Then change the Count to 5. Next, from Leveled Item again, you need LLD_Mirelurk [LVLI:0002EF69]. And again you use command to Copy as new record in.... Give it a name - LLD_MirelurkHunter. When asked where to copy, you select your new plugin. Go to the new record. You have to do two things. First is to change Reference LLS_Mirelurk_SoftshellMeat_25 [LVLI:0002EF6A] to MeatMirelurkSoftshell "Softshell Mirelurk Meat" [ALCH:00033100]. Change its Count to 5. Second one is to right click on "Leveled List Entries" and Add a new one. For the new Reference you enter LLD_SoftshellMeatExtra5 [LVLI:FE000800]. Set Level and Count to 1. Important: When you have to copy a record and put it as an entry inside other record, you can use F2. So in the example above, select the record LLD_SoftshellMeatExtra5, press F2, then copy the record with its FormID(CTRL+C), then go to LLD_MirelurkHunter to paste the record as new entry for leveled list. Same thing applies for the Death Item below. Last thing to do is find all NPC records for the hunters: EncMirelurkHunter01 "Mirelurk Hunter" [NPC_:00064C5E] EncMirelurkHunter01AmbushLegendary "Legendary Mirelurk Hunter" [NPC_:002499F1] EncMirelurkHunter01Legendary "Legendary Mirelurk Hunter" [NPC_:0017E6D7] EncMirelurkHunter02 "Glowing Mirelurk Hunter" [NPC_:00142381] EncMirelurkHunter02AmbushLegendary "Legendary Glowing Mirelurk Hunter" [NPC_:002499F2] EncMirelurkHunter02Legendary "Legendary Glowing Mirelurk Hunter" [NPC_:0017E6D6] EncMirelurkHunter03 "Albino Mirelurk Hunter" [NPC_:00142384] EncMirelurkHunter03AmbushLegendary "Legendary Albino Mirelurk Hunter" [NPC_:002499F3] EncMirelurkHunter03Legendary "Legendary Albino Mirelurk Hunter" [NPC_:0017E6D8] You can select them all. It helps to arrange records by EditorID. Right click and use option to Copy as override.... For each of the overrides find "INAM-Death item". You have to edit and change that from LLD_Mirelurk [LVLI:0002EF69] to LLD_MirelurkHunter [LVLI:FE000801]. Save the plugin and start testing. I don't know if it will work right away on existing save, unless spawning hunters with console command. If by any chance you don't get +5 extra softshell meat(with the magazine), there is an edit you can do. For the softshell meat inside LLD_SoftshellMeatExtra5 set the count back to 1. Then in the list LLD_MirelurkHunter, for LLD_SoftshellMeatExtra5 entry set the count from 1 to 5. Save the plugin and test. Again, this is only if the first method doesn't work.
-
I know you said it's not an ENB, but I can't think of anything else that will create this effect. Maybe check again the ENB settings. I found this topic about ENB film grain effect: https://forums.nexusmods.com/index.php?/topic/5099765-what-setting-controls-film-grain-effect-in-enbs/
-
Newbie to FO4, got some modding questions
robotized replied to Michaeljcox24's topic in Fallout 4's Discussion
Many of your questions are related to CBBE. I suggest you start at its mod page and definitely watch the video tutorials by Gopher. They are very informative and easy to follow. Bodyslide usage is also covered. The links are on the description page. When you download a CBBE compatible outfit, you first go to Bodyslide and build it. Building means conforming the outfit to your favorite body preset(shape) and creating the model in the game's meshes folder. Whether it is craftable or not, depends on how it is made by the mod author. Most of the outfits are made craftable on the chemistry workbench, unless dependent on the workbench from Armor and Weapon Keyword Community Resource(AWKCR). Read the mod's description carefully, and that goes for all kinds of mods, not just the outfits. There are no pointers for level requirements. I don't know about cleaning mods in Skyrim. In FO4 you have to take good care of the load order of the plugins. Loose files always take priority over archived files+plugin. Check the pinned topics in the Mod Troubleshooting forums for more information about load order and what tools to use to help you with that. NMM is around, maintained by the community. Many people, myself included, still use it. Modding the game can become complicated, you've got to do extra work even to the extent of editing plugins and making patches yourself. What I want to say is that it is not an easy task, so be aware of that. -
Sorry, I don't have good source of tutorials. It is not as simple as just a flag/switch. It depends on what mods you want to add. Open Fallout4.esm in FO4Edit and find armor records for Vault Suit - Armor_Vault111_Underwear "Vault 111 Jumpsuit" [ARMO:0001EED7]. Lets use it for example. Check the Keywords and Attach Parent Slots. Concentrating on two things: ma_VaultSuit [KYWD:00204C22] <-- this is mod association(ma) keyword ap_armor_Lining "Misc" [KYWD:00022821] <-- this is attach point(ap) keyword The second one is actually the mod slot at the armor workbench. Since Bethesda used one attach point keyword for all kinds of armor linings, mod association keywords are used to separate the mods for vault suits, arm pieces, leg pieces, torso pieces. Next are Object Modification and Misc Item(misc mod or loose mod). Object Modifications use said slot, they contain a bunch of properties that increase damage resistance, increase weight and value, add various magic effects, add keywords for dynamic naming. Here the ma keyword is also used for the purpose I mentioned above. Misc Mod is the physical representation of the Object Modification, its 3d model is a small rectangular wooden box. As long as you have it in your inventory, you can attach it to compatible armors(which share the same attach point and mods), without the need to craft again and waste components. Each Object Modification needs to have its own Misc Mod. The only time Misc Mods are not necessary is when the mod does not require any crafting components. Take a look at one of the Object Modifications for vault suit linings - mod_armor_VaultSuit_Lining2 "Treated Lining" [OMOD:00204C25]. You can hold CTRL and left click on FormIDs to view them, try this on the Loose Mod for the treated lining and you will see what kind of settings and properties it has. No modifications will be visible on the armor bench without the Constructible Objects - co_mod_armor_VaultSuit_Lining2 [COBJ:00204C2B]. Inside the Constructible Object is set what's the mod you want to create, the perk and component requirements, how many instances of the mod to create. So, if you need existing linings, you just add the appropriate ma and ap keywords to your armor. Armorsmith Extended has its own ma and ap keywords and object modifications. It takes a different approach when it comes to linings and weave. Again, to serve as an example, open AE and view one of the vanilla outfits. The only thing that it doesn't have are mods for color/material swap. If you want to switch color, you need to create these on your own - ap keyword(if not using the ones from AE), material swaps, object modifications and misc mods, constructible objects. The ap keyword for legendary effects is ap_Legendary [KYWD:001E32C8]. You can add it as Parent Slot keyword to an armor, but you will need one of the mods form Nexus that makes it possible to craft/switch legendary effects.