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Everything posted by robotized
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Adding explosive effect to a melee weapon's power attack
robotized replied to DyslexicSwine's topic in Fallout 4's Discussion
A few months ago I did a patch for the Ballistic Fist. Only way I know of, to attach explosion to melee weapon, is with a script. Add Enchantment to the weapon, add script to the magic effect. Since this is weapon enchantment, the explosion will spawn on every hit. Set a condition for the magic effect inside the Enchantment, I think there's one which detects power attacking, but have not tried it personally. The problem with the explosion is, it will damage the user as well. Maybe make the explosion with small radius. Or the other option is make the explosion do zero damage, instead add Enchantment to the explosion. The Enchantment will have a damaging magic effect with condition to work only for hostiles. Regarding the script, I have one in the Ballistic Fist Patch - No Ammo Requirements. The script spawns invisible marker at the target actor, spawns the explosion at this marker and then deletes the marker. The reason for using a marker - there is also variable in the script, which can change the vertical position of the marker. This way I elevate the explosion so it doesn't spawn where the target's feet touch the ground. But don't set it too high as it will look weird for creatures like the bloatflies(much higher than their bodies). -
If you know how to add object mods, one way is to copy what they did for Sprinter's Legendary Effect - mod_Legendary_Armor_Speed "Sprinter's" [OMOD:001F1C2F]. It's not necessary to use the same attach point keyword and all the properties, because they are specific for the legendary effect. I guess you could directly use it - add the ap_legendary keyword and then include the omod in the object templates. This will make the armor piece legendary and unscrappable. I think another way could be by adding Enchantment to the clothing with magic effect. The magic effect will change the actor value SpeedMult [AVIF:000002DA]. I'm not sure what flags need to be enabled in the magic effect, maybe Recover. In the enchantment try with setting magnitude to 10.
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Army / military fatigue alterations
robotized replied to Danstronghammer's topic in Fallout 4's Mod Ideas
https://www.nexusmods.com/fallout4/mods/40315 This mod may have some of the things you are looking for. -
You are welcome. Anything editing HumanRace will have conflict with LMCC. Skeleton file path happens to be in the race records. And because the mod is loaded after LMCC, there are no menus in the Extras. If the DFS mod was before LMCC in the load order, then it would have been the reverse - LMCC menus working, but not the custom skeleton. I'm puzzled though, why Skadi FHSM has conflict? She is supposed to be standalone companion(at least judging from the link you posted). There's other mod, where the FHSM replaces Cait. Were you rather referring to the Cait replacer? Edit: If the answer to the last one is yes, then you can also use FO4Edit to resolve the conflicts. You can still use one of the unique follower plugins, in FO4Edit remove the override of CompanionCait from this plugin.
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Ok, just went back to reading your load order. Sorry for second post, I wanted a fresh answer for this one. I haven't used this mod myself, but I'm ready to bet discretefemaleskeleton.esp is the source of your problem. This image from the mod page is probably taken from the records of HumanRace, because the skeleton settings are there. And when I checked the mod's download page, there's a DFS version compatible with LMCC. So I guess you should be using that one instead of the one you have currently installed. Just in case, read the mod's description, to avoid other surprises :wink: . Hope it's not too late to save you some trouble with using FO4Edit. Also I should have given better advice - instead of expanding Fallout4.esm, should have told you to expand LMCC.esp, because you are going to be looking for mods conflicting with LMCC. Still useful in my opinion to keep FO4Edit around, for such occasions.
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When you open FO4Edit, by default all active mods should already be selected. You just press OK and wait for it to load everything. Then you expand Fallout4.esm, find Race category, expand it and select HumanRace. In the right side of the program's window you will see if other plugins edit the HumanRace. A quick example with LMCC: Screenshot If you have a plugin after LMCC that edits HumanRace, take note of the mod and search on Nexus if there is patch for it to work with LMCC. Without a patch, LMCC menus will be missing from the extras.
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Why the heck are you using all the plugins from Unique Player? You should be using just a couple of them or only one. Exmaple: if you are playing with female character uniquefemaleplayerandfollowersdlcnohancock.esp -> includes character, all followers from base game and dlc, but not Hancock. The plugin names are self explanatory. Decide how you are going to play and what you are going to use and remove the rest. Also why are you using both realhdface.esp and realhdface tex.esp? According to mod description you should install only one of the main files. Head over to https://www.nexusmods.com/fallout4/mods/36376?tab=description and read description carefully, then go to sticky post to check some info about brown face bug. Who knows, you may find a solution there. Fo4Edit is your friend, learn to use it. Open the program, leave all mods selected and go to Fallout4.esm->Race->HumanRace. If there's a mod after LMCC that makes changes to HumanRace, that's your culprit for missing LMCC menus in the Extras. If using 2K face textures, you have to install patch for LMCC, otherwise even if the menus are there, non of the tints will work. The 2K textures patch is optional file on the LMCC download page.
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I think F4SE is mentioned, because it is tied to the game version. At the time when I started modding, Bethesda had already released the latest update, where the version of the plugin's header was changed. I was really confused about this change, I kept recommending the Version Check Patcher on my mod pages. In my opinion, if the mod runs on older game version, it should also run on the latest. I mean, we have a ton of old mods, which still work with latest game exe. Also some of my latest mods I have tested and released with the plugins having the old header version. The other way around is not valid, mod plugins with new header version is not compatible with older game versions, unless you do one of two things: - use Version Check Patcher or - edit the file header with FO4Edit and manually change the version from 1.00 to 0.95 This may not always work. There is one more thing you can do as last resort, alongside one of the above - use FO4Edit to renumber the FormID's in the plugin.
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Find BGSM material for the eyes. Open it with Material Editor. Click on the middle tab called Material. Then find Root Material Path. Example - the body bgsm has this path: template/SkinTemplate_Wet.bgsm Eyes usually don't have anything set for Root Material Path. If you find a path there, remove it.
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mod that causes burnt skeletons instead of goo piles?
robotized replied to StormWolf01's topic in Fallout 4's Discussion
I know of only one mod, which overhauls the critical effects on death: Cross Crit Gore-verhaul by Niero -
[Script] Need help with explosion/Magic Effect
robotized replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
So recently I've been doing some experiments with Object Effect for a weapon. The magic effect was used to run a script, and the script to spawn a harmless explosion at the target - just for sound and light effects. The Archetype and flags of the magic effect seemed to matter somehow for the execution of the script, judging from the fact that the explosion didn't get applied all the time. Best results I had with Archetype->Script and flags - Hostile, Detrimental, No Duration. Magnitude, Area and Duration for this magic effect - leave all at 0. -
Bodyslide help! Installed for fallout 4, it seems "empty"
robotized replied to Novastar18's topic in Fallout 4's Discussion
In my experience, many people do not read mod description, which has essential info about the mod(I can give you some examples from my mods if you want). Even the download section of BodySlide is very informative in my opinion: So my guess is that the BodySlide files from CBBE are not installed in the same folder as the BodySlide program. Open the CBBE mod archive and go to \00 Required\Tools\BodySlide\ Inside there are all folders and files, which CBBE installs for BodySlide(nif, xml, osp files and so on). Just compare if you have all the files properly installed into the folder of the program. If they are not installed or installed elsewhere(or maybe BodySlide is the one installed elsewhere), then all the drodown lists will be empty. And this has nothing to do with the game path. Setting the game path just tells the program where the Data folder is, so it will send the meshes to the right place when conforming outfits and body to a preset. -
I don't have as much experience in race and actor creation, but here's what I think. SKK_Ghoul -> Body Data -> Skin -> SkinNaked SKK_EncActor -> Traits -> Race -> SKK_Ghoul SKK_EncActor -> Traits -> Skin -> SkinNaked(same as the Race) or NONE(if NONE, should inherit the Skin from the Race)
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I've been doing some experiments. I looked at examples from the PA effects script. I got the script to this form: Explosion Property ExpShell Auto IdleMarker Property ExplosionSpawnMarker Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ObjectReference marker = akTarget.PlaceAtMe(ExplosionSpawnMarker) if ( marker != None ) float fXPos = marker.GetPositionX() float fYPos = marker.GetPositionY() float fZPos = marker.GetPositionZ() + 4.0 marker.SetPosition(fXPos, fYPos, fZPos) marker.PlaceAtMe(ExpShell) marker.Delete() endIf EndEventThis is only useful if for some reason you want to elevate the explosion a little bit above ground. 4 is just an example, you can increase it as you like. While increasing it will make the explosion look better, if it's applied let's say on a Mr Handy - it will be placed closer to the body, not below its thruster. Strangely, at the same time it will look quite off/elevated when the target is a bloatfly. ============================================================= Edit: Here is a bit of an improved version of the above, where you can define the value of the variable: Explosion Property myExplosion Auto IdleMarker Property EmptyIdleMarker Auto Const float Property markerZOffset = 4.0 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ObjectReference marker = akTarget.PlaceAtMe(EmptyIdleMarker) if ( marker != None ) float fXPos = marker.GetPositionX() float fYPos = marker.GetPositionY() float fZPos = marker.GetPositionZ() + markerZOffset marker.SetPosition(fXPos, fYPos, fZPos) marker.PlaceAtMe(myExplosion) marker.Delete() endIf EndEvent
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How to block Ripper (bleeding) damage?
robotized replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Well sometimes you don't have much choice, you have to work with what Bethesda left. If the magic effects had a keyword, you could have used that in condition EPMagic_SpellHasKeyword. That's how I fixed the Tesla T60/Voltaic perk to increase energy damage from magic effects. But of course there were damaging magic effects, which did not have the necessary keyword, so I had to override those as well. So, yeah, bodgy... What's "bodgy" btw? And thanks. Good to know GetIsID could be used like that. -
I've never used this feature, haven't done any kind of edits to characters. But I was curious so I gave it a shot. Managed to put a beard on Wiseman :smile: . Some beards have extra parts - hairline. I used BigBeard07 and its hairline. I duplicated both beard and hairline and created new forms. I set the valid races to be HeadPartsGhouls. Then I opened the new beard and deleted the existing extra head part and added the duplicated hairline there. Went to Wiseman's actor form, Character Gen Parts -> Base Head Parts, selected Facial Hair. From the dropdown menu below the Base Head Parts I chose the newly created beard. Then Clicked at Preview -> Head. And Wiseman's face appeared with a beard. Some of the things that the preview does not show are the color of the hair and the eye color. Every time you change a head part, you have to click on Preview->Head in order to update the preview window. Not seeing the color doesn't mean that it's not going to change, but you'll have to test it in the game to see how it looks. Keep in mind that the mesh of the head and head rear for male ghouls is different than human one. That's why hair styles and beards may not look good(not fit well on the head) with some clipping issues. Not sure why they did that, since the ghoul and human female head meshes are almost identical, minus the missing nose. If you want to add Scars/Face Details/Skin Tints to ghouls. Right click on Scars(on the black bar) -> Add -> choose a scar from the new window. Select the newly added scar and go to Face Tinting Color(it is above the Base Head Parts) and increase the Value to make the texture more opaque(meaning 1.00 to make it fully appear). Same goes for the Face Details. These are all updated on the preview window. For the Skin Tint, you just select the Skin tone and instead of Value, you use the dropdown menu called Preset. Skin tone is updated on the preview window too.
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I've been looking for something like this. Thank you for the info littleerve. For that last bit, to avoid any confusion: ... -> Spell -> Fire and Forget/Contact Magic Effect -> Script For the script I just did the following: Explosion Property ExpShell Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.Placeatme(ExpShell) EndEvent
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You can directly edit one of the plugins, but you'll have to add the other one as master to it. Or a patch plugin is also an option. Lets say you have the plugins in this order WeaponMod1.esp -> has the ammo craftable WeaponMod2.esp Open them in FO4Edit. From WeaponMod2.esp, expand the Weapon category, right click on the weapon form and use "Copy as override into...". Create new plugin, choose third option <newplugin.esp> with ESL. Then give the plugin a name. By copying the weapon form, the patch plugin will have WeaponMod2.esp as master. Right click on the patch plugin and use option "Add Masters" and choose to add WeaponMod1.esp. The patch plugin will have them both as masters, but you need to do one more thing regarding that. Right click on the patch plugin again and click on "Sort Masters", which will sort the list with masters according to your load order. Go to WeaponMod1.esp and expand the Ammunition category. Right click on the .22 ammo form and choose "Change FormID". Press CTRL+C to copy the ID and then Cancel, because you don't want to actually change it, just copy it. Go to the patch plugin and select the weapon form, which you previously copied as override. Find the DNAM-Data and at the top you'll see Ammo. Right click on current ammo and Edit. Press CTRL+V to paste the copied FormID, confirm with ok. And you are done. Exit and save the patch plugin, test in the game.
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No problem at all. I think there is way to add items to the inventory without doing any overrides. Create new quest. Add new Reference Alias. Then open the alias. Use conditions to define who is the alias(Find Matching Reference). With conditions you can include all npcs, which belong in certain faction. Or you can use Unique Actor and choose for example just Kessler. And at the bottom left you will see the Alias Inventory, where you can add items. I haven't done this before, so I don't know if it will work or if there's more to it. And regardless how you add new weapon, don't forget to add the corresponding ammo as well :wink: .
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Did you say "outfit"? And there is your problem, only apparel goes into the outfit form, not weapons. To change the weapon in CK go to Actor, find and open the one you want to edit. Then go to "Inventory" tab. Select the level list for the weapon, in the Object below choose different level list or a custom one that you have created.
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Anyone know what's causing this dithering/pixelated effect?
robotized replied to Exo40's topic in Fallout 4's Discussion
I think this is the result when God Rays are set to lower quality. I have Volumetric Lighting disabled in my game. If I enable it and set God Rays to low, I get the same thing as you. If I set God Rays to ultra quality or just turn off Volumetric Light, this effect is gone. -
Nanosuit 6.2 Pipboy Custom Texture & White Color Problem
robotized replied to Katzerin's topic in Fallout 4's Discussion
The following files are installed by the nanosuit mod, at least judging by the archive preview: If you don't have any other mods regarding the pip-boy and you have uninstalled nanosuit, then there shouldn't be anything in those folders. I think Textures/AnimObjects/PipBoy/pipboyscreen_d.dds is the diffuse map that changes the pip-boy background. About the pip-boy color, the settings are probably inside ini file somewhere. I recommend the Fallout 4 Configuration Tool. For me it's been great help for invalidating archives and changing around graphical settings. There is UI page where you can customize colors. Edit: Or maybe there is an ini file in you Data folder, installed by a mod, which overrides the color settings. Not sure about that, but doesn't hurt to look around. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
You are welcome. -
Way to repair--specific--power armor piece?
robotized replied to DynV's topic in Fallout 4's Discussion
To make a patch in a separate plugin instead of editing the original: Open the mod in FO4Edit, go to Constructible Object and right click on ARDLC01_T51_Torso_R. Choose "Copy as override into...", then select what kind of plugin you want. I recommend <new file.esp> with ESL, should be the third option. Then you have to give it a name, example - AR_DLC01_T51TorsoRepairFix. After that it's the same as I described before, with the difference that you edit the constructible object in the patch esp. -
Way to repair--specific--power armor piece?
robotized replied to DynV's topic in Fallout 4's Discussion
This is mentioned in the Bugs section of the mod, but I guess the mod hasn't been updated. The Constructible Object is pointing to vanilla T-51 chest piece instead of the custom one. Open AR_DLC01.esp with FO4Edit. Expand the Armor category, right click on ARDLC01_T51_Torso and choose Change FormID. Copy the ID then press Cancel. Expand the Constructible Object category and select ARDLC01_T51_Torso_R. Right click and Edit the Created Object, paste the copied number an confirm with OK. Exit and save changes to plugin.