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robotized

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Everything posted by robotized

  1. Keep an eye on this mod author: https://www.nexusmods.com/fallout4/users/30022030?tab=user+files Go to HK USP mod page and watch the video. It says that dual weapon and shield are coming soon. There might be dual pistols at least. But don't expect it to be like a dual wield system.
  2. No problem. Here you go: No SPECIAL on armor and clothing
  3. Wait a sec. Some clothes have object effect attached to them. Like you said - under armors. I don't want to edit Armor records for the clothes, in case of mods like AWKCR and Armorsmith Extended. That will require patching. Maybe if I edit the object effect/enchantment and reduce the value to 0. Edit: Yep, that works. Keep in mind, some clothes are unique - companion clothes, silver shroud costume. Do you also want the legendary effects, that boost SPECIAL, gone? This will affect all armors - like leather, metal, combat, etc.
  4. +1 to SPECIAL are Legendary Effects. There are two ways to do this. 1. Remove Legendary Effect omods from script inside LegendaryItemQuest. With this, hopefully, the game will not spawn Armor with legendary effects, that boost SPECIAL stats. 2. Edit omods for those Legendary Effects, remove Properties that add the values. The game will spawn items, but they will not show as Legendary and will have no effect on the SPECIAL stats. omod = object modification I can do both. I just have to know the version of your game's executable. Is your game up do date?
  5. That's also interesting. It is visible in inventory and you can equip it. It adds to the damage resistance, but not as protection for the head. I guess it won't be compatible with mods for locational damage. It will be compatible with other accessories. I think similar results can be accomplished if you change slot for AA and Armor of Army Helmet to 46-Headband, like the first mod that Storm suggested. When equipped, it will add damage resistance for the head. It will conflict with accessories that use same slot. With Headband slot or without a slot, the biggest drawback is that the helmet will be invisible for all NPCs. There is no Property that can change the biped slot in the Object Modification, sorry.
  6. Combat Stalkers by SKK50
  7. Found the problem. Everything I wrote is valid. It's the Addon Index of "AAHelmetArmy" that's stopping it from working. You've got to change that index from 0 to 1. Then scroll down to find Object Template->Combinations. There you have to add new Property, which looks like this: Int SET AddonIndex 1 However, I didn't realize this sooner, but with this method the character will become bald on top. This is due to the fact that the helmet takes slot 30-HairTop. So it is not a good idea to make helmets invisible. Edit - Some information about Armor and Armor Addon: Armor will always use AA with index 0. If you have more than one AA, set Indexes to different numbers. You have to specify, which is the default AA, by using the templates. This is when you want to replace one model with another. You can have two or more AA, that share the same index. In this case the AA must have different biped slots. Biped slots for Armor must be changed accordingly(combined slots from AA). This is when you want to combine different models, like outfit and gloves or something else.
  8. Hm, now I'm curious. I haven't used ACO mod yet. Should have worked, in theory. I gotta test this, follow my own instructions. Maybe tonight.
  9. I assume you want to use ACO's framework to make the helmet invisible. Copy as new record "Dank_AA_Invisible_Torso" from Armor Addons(AA) of ACO plugin. Change the name in the process, something like "Dank_AA_Invisible_Helmet". When copy, do it to a new plugin. Select the plugin and right click, use Add Master and select ACO. Change the biped slot of the new AA to 30-Hair Top. Now go to ACO plugin again, copy with override Army Helmet to the new plugin. In the new plugin, edit Army Helmet by adding a Model. Set Armor Addon to "Dank_AA_Invisible_Helmet". Then set Addon Index to 77. Next, add new AP slot. Set this to the keyword from ACO - "Dank_ap_armor_Appearance". Exit FO4Edit and save the new plugin. Test it and tell me if it worked.
  10. Scrap Everything can clean up some skeletons and dead bodies. Check if it has the same functionality as Scrap Dead Things. You won't need ScrapDeadThings if Scrap Everything can do the job. Also Scrap Everything must be LAST in your load order, unless in the case of Better Settlers. I think there is patch for Scrap Everything Ultimate and Better Settlers Mortal. You should look into this as well.
  11. DEF_UI needs patching in order for HUDFramework to work with it. I think it depends on your screen's aspect ratio. Visit HUDFramework's description and files section for detailed information and patches.
  12. The top looks like it's from Vtaw Wardrobe 2. I don't know about the skirt, haven't used this mod. Check it out for yourself and also this author's other work. You may be able to find it.
  13. Ah, yes, I see. Btw, don't worry about baldness. If the mod is missing, it just defaults to the first vanilla hairstyle. A little side tracking: In my mod Ghoul Skin I included option without hair. I added new head part with Type:Hair and Flag:Playable, nothing for Model. I called it "Not A Single Hair". At first I was tempted to use "Not A Single Hare", because for some reason the old Bugs Bunny cartoons crossed my mind :D .
  14. I don't know much about Extended Facial Sculpting. Maybe it can help with this?
  15. Bodyslide and Outfit Studio Documentation Check the video links, the guides by Nightasy/Brain Poof. How to make armor mods (FO4Edit) Because you mentioned saving and getting it to show in game, I assume you want to create a new outfit.
  16. Load all your active mods in FO4Edit. In the upper left corner you can see FormID and an empty field next to it. Type CEAC4 and press Enter. This will select the Armor records for Hazmat Suit. Look at he right part of the screen, the view tab, where you can see fallout4.esm and all the plugins that edit the hazmat suit. It shows also what they change. Take a look at the BOD2-Biped Body Template. These are all the slots that the outfit takes up. For vanilla and AWKCR, the hazmat suit takes slots 30 to 49, with the exception of 32-Facegen head. For Armomsmith Extended(AE) this is 33,34,35 and 46. Vanilla + transparency for the glass of hazmat helmet = invisible head, visible eyelashes only. Vanilla + AWKCR + AE + transparency for the glass of hazmat helmet = visible head and hair, also can wear glasses and other accessories. Maybe the default slots are used, but the glasses that you equipped don't take slot 47-Eyes. What slots does the hazmat suit use in your game? Edit: Or rather is it changed by any mod? Edit: Can't think of anything else. It's likely related to the body slots. Either it is using vanilla or a mod changes those, but not quite like AE does. And at the same time you have mod that makes the helmet see through, like real glass. One of or a combinations of slots are making the face invisible.
  17. I mentioned in other topic, I skip this part with a save game at the elevator. That's the reason I don't remember seeing this. Without presets, their list is working, it's just empty. Without the esp, SLM 14 is working, but there are no custom menus. Must be other missing file, or something with the Script Extender(not running through its loader maybe, if present at all). Anyway, I hope ElSploush gets to the bottom of it.
  18. Rogue Prototype I haven't tried that one, only the standalone version of the visors. Contains a few outfits, some seem to have different color options and emitting light. Synth Swap Equip synth/robot parts like clothes. Android - Synth Girl 2.5 Bodysuits Bodysuits with visual effects. iSynth 2.5 - Android Customization Some synth/cybernetic like body skins for applying in LooksMenu.
  19. Last couple of times I've been relying on a save just before the elevator. I exit the vault and save the game, then I install most of the mods. LM can be opened anywhere at any point in time, so it's not necessary to use it at that part of the game.
  20. Thanks for filling in the gaps. <- Edit: I mean the information. I was tired and running late for bed. Hm, that part about presets being greyed out was odd. I figure is either missing files or not launching through the script extender. I wanted to see if it was the latter, but I guess I have one too many mods that depend on it. My game wouldn't run with normal startup. I don't remember seeing any huge gaps. Sure, neck and hand seams are normal, depending on light and angle. Is that during the "mirror" scene when you start the game? Yep, it can be a nightmare alright :smile: .
  21. Never had those problems myself. Maybe check if everything is installed properly. Open the archive of LooksMenu and compare it with the files in your Data folder. As for CBBE, just unequip any clothes through the Pipboy, before you open LooksMenu. If that doesn't work, build the body in Bodyslide. For outfit/body choose "CBBE Body", then choose a preset, press Build. Are tattoos created as Overlays for LooksMenu? Read tattoo mod description. If yes, when in LooksMenu go to B)Body->R)Overlays and then use "R" again to open the list with installed tattoos. All hotkey buttons are right there on the screen. Is that shortcut starting the game through the Script Extender? If not, LooksMenu will not work.
  22. T-pose happens in LM before you exit the vault, with or without Start Me Up. If by camera breaking, you mean that it doesn't zoom on the face, that also happens. After the elevator, everything will work normally.
  23. Looks more like you have CBBE for body. The mesh for rear of the head is actually using the body texture. CBBE has different textures, so rear of the head is grabbing something from the part where the leg is. CBBE.esp only fixes this partially, for the player character. You should get CBBE Head Rear Fix. Be careful though and backup the body textures first. That mod changes the folder for the textures. Classic ghouls replacer says in the description that it's using completely new mesh and race. In that case it could also be a fix for your problem.
  24. Bodyslide settings can be included inside a face preset. I think for the face presets this function is called Body Morph. By default CBBE should have ingame sliders, CBBE.esp must be present and active in the load order. This tool https://www.nexusmods.com/fallout4/mods/41781 can be used to convert settings from xml bodyslide to face preset body morph. But you need to manually open files(xml and json) and copy these settings to/from the tool. Important for ingame sliders to work are two things - in bodyslide to enable option Build Morphs, and build the body with Zeroed Sliders. The beginning of a face preset file with body morphs should look something like this: { "BodyMorphs" : { "7B Lower" : 0.5027941465377808, "7B Upper" : 0.5027977824211121 }, "Gender" : 1, "HairColor" : "Fallout4.esm|19EE5E", "HeadParts" : [ "Fallout4.esm|1E55C4", "MiscHairstyle.esp|0008B0", "Fallout4.esm|04D0E9", "Fallout4.esm|0CFB4E", "Fallout4.esm|0CFB3F", "Fallout4.esm|11CCBC" ], This is just an example where I set only two of the sliders to 50%.
  25. As we know Overlays are mostly used for tattoos. But most of them are black color, because they are done with BGEM files. They have perfect blending. Overlays with BGSM on other hand have horrible blending when it comes to transparency. So I did a few tests and here is what I found. I will not go into too much detail for the "how". Some result can be accomplished with help of Skin Override. For this purpose I created bodyslide with 2 bodies inside the nif. One of them is the main one. The other, for decals, has slightly increased mesh to cover the main, and added alpha property with flag 4333. For the decal body I change material to diffuse texture with full transparency, with ticked settings "Decal" and "Decal No Fade" and "Skin Tint" removed. This nif file will be armor addon for the body. Armor addons have options for skin texture and material swap. For skin texture I set the regular body textures. I create material swap with 2 material files - old one is with the full transparency texture, new one is the replacer with transparent tattoo texture. In game when I equip the new skin, the main body has the body textures, the decal body has the tattoo textures. Limitations: The body is replaced when equipping clothing, so for outfits showing skin, the tattoos will not be seen. This is valid even if I add the decal body to the bodyslide files of the outfit. Swapping materials with Skin Override won't work for the decal body when it's part of the outfit. Since Skin Overrides are essentially body replacements, you can't get more than one tattoo, unless you merge them beforehand in one texture file. This is probably the biggest limitation, which requires a ton of work for making a variety of things to apply. No skin color for any kind of markings, blemishes and scars. Normal/bump map may not look good, perhaps because of transparency and because it is not part of the body's normal maps. <-Just needed right settings in gimp normal map plugin. What else can this be used for and in which situations: Will work mostly on naked body or when equipping something different than body slot 33. May have minor clipping issues, because of the increased mesh of the decal body. Can be used(possibly with bump mapping) for scars, pubic hair, stockings, dirt and grime. For tattoos with color, anything texture related that you don't want taking up slots(or rather prefer it is part of the body). Anything with semi transparency, because that doesn't work for BGSM files with Alpha Test enabled. I have tested even tan lines. With reduced alpha % it can work, only for lighter skin colors, because of the turned off setting for skin tinting. There are no issues with regular tattoo overlays, these are applied to the main body. What about the skin textures? Well you can set different ones in the armor addon for the Skin Override. I have also tested Overlays for switching body textures. Seems to work without conflicts with tattoos. I know Skin Overrides are supposed to be used for that, but this time they have different purpose. And with Overlays, the tattoos/markings can be combined with all kinds of body textures. It's not your typical way of using LooksMenu tools. Just sharing some information and discoveries. Edit: Possible solution for clothes showing skin is to make the decal body part of femalehands.nif. As I said before, minor clipping issues are expected. Would look weird for bodysuits/vault suits(full cover clothes that don't have a reference body underneath) - tattoos will pop out through the cloth. In conclusion, this would have very specific usage, but it's not very practical. It was a fun experiment.
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