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robotized

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Posts posted by robotized

  1. You need to edit the turret's weapon. Check the Damage section of the weapon form. You have to increase the value of the Base. If Base is 0, look below at the Damage Types. Like for example the laser turrets' Damage Type is dtEnergy, and the Value is the base damage, which you have to increase in this case.

  2. For anyone else having the problem, you need your mod association keyword on the weapon itself.

    That's only true if you added the Mod Association keyword to the object mod, but forgot to add it to the weapon. MA keyword won't do anything, if the weapon and object mods don't have the Attach Parent Slot keyword. If you have custom AP keyword, specifically created for your armor, it's not necessary to use MA keyword.

    The perfect examples for MA keyword use are in the vanilla files. Bethesda used same AP for all Misc mods, then added MA keywords to separate the mods for arm, leg and torso armor.

  3. If this is for CBBE, File->Load Project->CBBE Vanilla.osp, then choose "CBBE Vanilla - Raider Underarmor" from the list. Make whatever edits you want. Delete the BodyZap slider. Create new zap slider for the reference body, according to the edits you did to the outfit(skin that's not visible should be zapped). Change zap slider setting to be on by default. When ready to save, go to File->Save Project As...

    Change the Display Name to a custom one and press the button [To Project]

    Output File Name stays the same - RaiderUnderArmorF

    Output Data Path also stays the same - Meshes\Armor\RaiderUnderarmor

    All the file names and paths in the "Project" section below are already filled, because you press the button [To Project]

    Leave enabled the option - Copy reference shape into output

    Extracting as nif is not viable for bodies like CBBE, because you loose all slider data and without a slider set you can't conform the outfit to a body shape. To see your work in the game, first you have to open BodySlide, choose the slider set for the outfit, choose a body preset and press Build.

  4. When you ask a question on the mod page and someone answers, isn't that a conversation? I explained what I meant. Anyway, let's not get sidetracked. I checked "My Content" section too, I've got the same limitation. For some reason we can't go back before the 23rd November 2020.

  5. What kind of help do you need? Can you create all the necessary forms/records in a plugin? If it's just the projectile model, then you have to use NifSkope. Open the CannonBall.nif and the JunkJetShockFXS.nif. From JunkJetShockFXS.nif, right click on the NiNode and press Block->Copy Branch. In CannonBall.nif right click on the NiNode and press Block->Paste Branch. Then Save As new nif file, for example: CannonBallShockFX.nif. Put it inside folder Ammo\CannonBall\. Use original Broadsider projectile to copy from and create new form in your plugin. Replace the Model for this projectile with the new one: Ammo\CannonBall\CannonBallShockFX.nif.

  6. For my mod RailRoad Signs - Settlement Decorations I used NifSkope. "Copy Branch" option on the BSTriShape of the RR sign nif, then "Paste Branch" to the nif of a workshop sing very similar in size and shape - in my case I chose the No Smoking sign. And I think it has to be in the same position and orientation. After that I "Remove Branch" on the original BSTriShape of the No Smoking sign, so only the RR sign mesh is left in the nif. The collision should work for the shape you have copied. Note: While Copy Branch is used by right clicking on the BSTriShape, Paste Branch is used on the main NiNode, so the BSTriShape you copy appears right after the existing one.

    There is also a way to copy/ transfer the collision itself: Replacing Collision in NikSkope.

    Edit: Was tired when I wrote this. When you right click, first you select "Block" and then Copy/Paste Branch.

  7. You have to be careful, there are level lists inside level lists inside other level lists. Check "Referenced By" in FO4Edit or "Use Info" in CK for the form you have selected. If NPCs spawn naked, then there is conflict. Maybe not between level lists, but between clothing in the same level list(what biped slots they occupy). A perfect example for that are the level lists of Eli's Armor Compendium. There are accessories mixed with clothes in one of the leveled lists for wastelanders, resulting in spawning naked workshop/traveling NPCs wearing only scarf/gloves/goggles.

  8. Cheeks Gaunt, Eyes Gaunt and Cheeks Crease are already an option in "Blemishes" from the Extras menu.

    I have a mod that lets you apply custom face texture from the Extras. The sub-menu is called "Complexion", but you have to get the face texture from other mods. My mod also has sub-menu called "Age", from where you can apply normal maps, which are based on the ones from the vanilla game.

    https://www.nexusmods.com/fallout4/mods/42571

  9. I have wondered about the same thing. I can't tell you for sure about the "incoming weapon damage". As for the "incoming explosion damage", I'm fairly certain that it modifies only the explosion damage, not the damage from magic effects.

    Radiation exposure from environment is usually done through spell with magic effect. Try with "mod incoming spell magnitude". However this goes for all incoming spells. In the Perk Entry window, use a condition for the "Spell", not for the "Perk Owner". Here are the setting for this condition

    Run on: "Subject"

    Condition Function: "EPMagic_SpellHasKeyword"

    Keyword: "DamageTypeRadiation"

    Comparison: ==

    Value: 1.00

    This is why it's a good idea to use keywords in magic effects.

    When you choose "mod incoming spell magnitude" for Entry Point, you can use Function: "Multiply Value" to easily reduce magnitude by some %. For example if you want to reduce rad damage by 15%, then you set:

    Value = Value * 0.85

  10. I don't think you can edit bones like that. Instead I have other thing in mind. Use Outfit Studio, open the PA arm nif file. Use select tool to mask the pauldron. Delete the rest of the vertices for the arm. Rename the mesh. Remove all the bones from the project and export as nif. Do this for the other pauldron. Then open the nif for the PA torso. Import the nifs with the pauldrons. Weight paint the pauldrons' meshes with Tank_Armor bones. The weight paint must become red. Export the nif of the torso and try it in the game. If that doesn't react ok, go back to original torso nif, add the boneless pauldrons, do some weight painting this time with Chest bones.

  11. In the VATS Enhanced legendary weapon mod, AP cost is reduced through the properties of the object mod itself. This method works only for weapons.

    In order to use the actor value LGND_APCostMult [AVIF:001F1D63], you have to first add it to the player. That's done with object mods for armor. For example, they add 10 point for this actor value in the VATS Enhanced legendary armor mod. And then use this in the perk's entry point. Instead why not try with different function for the entry point - Multiply:

    Value = Value * 0.50

    I see Bethesda used this method to double the action point cost for another legendary mod(Stalker's). Not sure why in the case of VATS Enhanced they didn't just use Value*0.90. Still, I could be wrong about this.

     

    Edit: Make sure you clean up your plugin with FO4Edit, because it includes some overrides not related to Blitz. Unless that's intentional.

  12. Since Piper is vanilla companion, I think it's \Data\F4SE\Plugins\F4EE\BodyGen\Fallout4.esm\. Thats the path where both ini files should be.

    Your body preset must be converted for bodygen. You can do it by hand, or use a program:

    https://www.nexusmods.com/fallout4/mods/41781?tab=description

    Know that the program does not open files, you have to copy text to convert it. I think it supports converting from json face preset(if you have slider settings recorded there).

    Just get both ini files from a mod(if you don't have them already, with presets inside), like for example https://www.nexusmods.com/fallout4/mods/27890?tab=description. Edit templates to add your own body presets(slider settings), then edit the morphs to set NPCs that will use these presets.

     

    I can't explain to you in more detail, because I don't use bodygen. I only have some basic information.

  13. There are two bodygen config files - morphs.ini and templates.ini. You have to edit morphs.ini. According to Bodygen page:

    When targetting a specific NPC:
    Fallout4.esm|2F1E=Random

    • Bar separates Plugin name from FormID (without mod index)
    • This would mean only Piper would be generated with the "Random" template

     

    Templates.ini contains all the body presets and their settings for the sliders. "Random" is just a sample, you use something from your templates.ini file.

  14. It depends. If you use LooksMenu bodygen, I think you can set in bodygen's config files what body preset will be used for her NPC FormID. This body preset must also exist in said files.

    Other option is to do the same as Unique Player and Followers mod. Create new folder for her custom body. Copy hand meshes from body mod to that folder. Using Outfit Studio create slidersets for the body, destination is also the same folder path. In the plugin create new Armor Addons for hands and body. Change the path for the models to one that you created earlier. Create Armor form for the skin, using those Armor Addons. Replace the default skin with the new one in her NPC form.

  15. Override Piper's NPC form in new plugin. Use Face Ripper to transfer settings from preset to plugin. It will save it as a separate plugin. Open the new one and then override her outfit form, replace her coat with the Scoop Digger, add the gloves too. Check with FO4Edit if all the necessary mods are added as masters and for any errors inside the NPC form(custom Head Parts in particular, like eyes and hair, etc.). Not sure about the face, but the outfit will only work on a new game, it won't change on an existing save.

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