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robotized

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Everything posted by robotized

  1. Look for Models. Lets take the vault suit for example. It has one armor addon under Models: AAVault111Suit [ARMA:0001F0E0]. This addon has index 0. The only sound options I see for the Armor are pick up and put down sounds. While in the Armor Addon there is an option for Footstep Sound. Check the AA for the vault suit, it has sound set to DefaultFootstepSetXXX [FSTS:0003E091]. Edit: I did a bit of testing. I got wrong some of the info about indexes. Will post again with updated info. On the bright side footstep sound works. But that's about it. Speed multiplier didn't change a thing. I guess it can only make movements faster, not slower. Will test this again. If it doesn't work, there are other options.
  2. I think you can do this entirely in FO4Edit. Here is a quick explanation. Duplicate the Armor Addon as new record. For the Armor Addon add new Footstep Sound. Find and select the one for Super Mutants. Add the new Armor Addon in the Armor records. Give it an index number, use 1 or greater. Usually 0 is for the default addons. Create new keyword(type: attach point) and add it to the Armor records(to the Attach Parent Slots). Create new Object Mod: Type -> Armor Attach Point -> the new ap keyword Add Full Name(this will be seen at the armor bench). Don't add anything else, even misc mod. This mod will be used to revert changes. Create new Misc Mod. Create another Object Mod, same type and keyword. Add a Full Name. This time add Properties for the actor value and for switching the Armor Addon. Looks like this FormID,Float ADD ActorValues SpeedMult [AVIF:000002DA] 0.1 Int SET AddonIndex 1 -> this should match the index you gave the addon in the Armor records earlier Add the Misc Mod (under Loose Mod) to the Object Mod. Better to have one if you are planning to add material/component requirements for the second Object Mod. Create Constructible Objects for both Object Mods, to make them available at the armor bench. No need for requirements for the first mod, which doesn't have any Properties.
  3. I don't think legendary effect is appropriate, rather should be a regular Object Modification, specific to the armor in question. Ok here's the thing. Footstep sound I've only seen as setting in the Armor Addon, but I haven't seen it as property in the Object Mod. If you want to switch between with/without the sound, then you will have to include Property in the Object Mod, to change the Armor Addons(represented by an index). Every Armor has its own Armor Addons(with different indexes), that's why it's best not to set the Object Mod as legendary. If you don't need to switch between with/without the footstep sound, then you can directly edit the Armor Addon records and add the sound. In any case, you will still need an Object Mod for the reduction in speed. Sprinter's legendary effect adds actor value SpeedMult [AVIF:000002DA]. The value used is 10. My guess is it has to be the same property, except the value should be less than 1 to reduce the speed, for example 0,10. I really haven't messed with footstep sound and this speed multiplier, so it needs testing. I'm just sharing what I gather from looking at the game files.
  4. Also uploaded as mod on Nexus: https://www.nexusmods.com/fallout4/mods/49358
  5. The damage to the health is done via a spell. There is a condition set for the spell, so it only works if the subject's health is above 20hp. If this condition is removed, the spell should continue to damage the player until hp reach 0 and he/she dies. Edit: Uploaded as a mod https://www.nexusmods.com/fallout4/mods/49359. I hope this will work for you.
  6. After a little digging, looks like RailRoad signs use the same material file. The most simple way is to enable Emittance setting for this material. Try this: https://drive.google.com/file/d/1fNq-Fm-KiN-tbuAypOROztVZ1Ulz8YVq/view?usp=sharing
  7. Hmm, that faction is actually used in the records of other unique NPCs in the game, from the farms around the Commonwealth. It's also referenced in several quests. I think it's related to dialogue. Maybe that's where Deirdre gets the vendor dialogue, so I'm thinking it's not a good idea to touch the FarmVendorFaction. Edit: Don't think too much about it. Who knows how much alcohol from tarberries they had, while creating this npc :smile: . The fix turned out great. You've got one optional file without the condition. That gives people plenty of choice how to use it in their game.
  8. Deirdre also has another vendor faction assigned - FarmVendorFaction. But the settings for the faction are different(like the buy/sell settings) and there is no trunk/locker attached at all. Some of Bethesda's files are a mess. There are a lot of left overs from making the game and a lot of unused stuff. Yeah, someone probably got confused in all the mess. I think your solution is the best option to resolve this.
  9. I haven't had the chance to look at the vendor trunk. I saw there's one, but the condition got my attention for being a potential cause. Maybe it needs time for the changes to take effect? Anyway, if you got her to sell stuff, that's great. You are welcome. Yes, you can release it as mod.
  10. Apparently I haven't played Fallout4 enough. I am out of the loop yet again(I hope I used this expression right). What can I say, I just have not interacted with this NPC much. According to the wiki, she's a broken merchant and you can't trade with her, also she can't go into bleedout state. After a little bit of investigating, I got to two conclusions. First about the bleedout, I think she needs to be either Protected or Essential. None of these flags are used in her records. Second, her inventory must be coming from the one of the factions - FarmVendorTheSlog. However, there's a condition set for the vendor. If I understand correctly, this condition checks if the workshop at the slog is owned by the player. The value is set to 0, so she is a vendor before taking ownership of the Slog, and after that she is not. The proper value for the condition should be 1, or maybe the condition should be removed. Try this: https://drive.google.com/file/d/1NPHG8wyUMYfGMpM8k-4QJUWlYG73lP4T/view?usp=sharing I've set Deirdre to be Protected(like Wiseman) and have changed the value for the condition to 1. Tell me if there is any difference.
  11. There is no issue with the mod. The first Unique Player mod, done by d_rail, comes with vanilla meshes and textures. They serve the purpose of a placeholder, so you know which files you need to acquire. What you experienced is normal. The mod is not compatible with CBBE out of the box. You need bodyslide files to create the body, copy the hand meshes and all the textures.
  12. Ingame body sliders work only if body and clothes are built with "Build Morphs" option enabled. This option is in BodySlide, to the left of the "Build" button. It's best to use it with Zeroed Sliders. In the game, when you are done editing the body sliders in LooksMenu, you can save the face preset. Any change to the sliders will be recorded in the file of the preset.
  13. Editing materials and textures is safe. Editing the nif in any way, even if only to switch to other material file or add alpha property, requires to generate precombined geometry and precombined visibility for the cell. If your nif file has a BGSM, open it and check Root Material Path(just above Emittance and Aniso Lighting). There has to be reference to another material for wetness. Looks like this: template/ArmorTemplate_Wet.bgsm In case there isn't, open Fallout4 - Materials.BA2, go to Template, you will find stuff like ArmorTemplate_Wet.bgsm, AsphaltTemplate_Wet.bgsm, etc. Decide on appropriate material. You will have to enter the path manually or by copying names. Edit: You can get some information about wetness material from this mod: https://www.nexusmods.com/fallout4/mods/23389
  14. I was curious so I did a few tries with this. Didn't work for me. In any case, adding the placed objects as reference aliases in the quest, was detected as edits to the cell, so there is still the need for generating precombines and previs. If I'm going to search for placed objects anyway, I'd rather make a quick edit to their Z coordinate, set the flag "Initially disabled" and remove flag "Respawn".
  15. As far as I know the game only supports DDS image format. And there are different types of compression. I don't know how or if it could be done to activate/deactivate. Restricting to certain cells is possible, but I think it's too much work and more complicated. You'll have to edit nif files(they contain meshes), assign new material files with new textures to the nifs, probably remove their collision. On top of that you will have to replace the objects in question with the edited ones and then generate precombined geometry and precombined visibility for the cells. So instead of using transparent textures, I was thinking of editing the placed objects. What I have in mind is to move them below the ground, set flag "Initially disabled" and remove the flag "Respawn". You will still need to generate precombined geometry and precombined visibility for the cells, but won't be messing around with nif files, materials and textures. Editing big objects, like a huge tree or sanctuary houses is not a good idea. They will appear when the area is looked from afar, because there are other low detailed meshes loaded. I think this can be generated as well, but I have even less experience with it. It's not a simple job for someone who has not touched modding. I'm sorry, I don't have any links with tutorials. You need to learn how to use the Creation Kit. Depending on how you want to do this, you may need to learn about other programs too. There are mods that make settlements clean. This mod author has a version of Sanctuary and Red Rocket. <- Edit: it's possible that his mods don't have precombines.
  16. There is a setting for Race in the armor and armor addon forms. For armor addons there's also setting Additional Races. I believe that if you switch player to new race, by default he/she will not be able to put on vanilla clothing, meant for humans and ghouls. Because the new race is not listed under the additional races.
  17. Ahem. I might be the author of one of those :teehee: Oops, must've slipped my attention. :laugh:
  18. There are a couple of mods that have the option to make the player dirty over time: https://www.nexusmods.com/fallout4/mods/14326 https://www.nexusmods.com/fallout4/mods/29171 Check 'em out if you want.
  19. I'm not that interested in the asian face parts, but I can see how using them can affect many NPCs in the game. You are on the right track. I think for the replacer you should also create new eyes. Copy as new record each of the vanilla ones for females. Then for each eye color replace the standard extra parts with Oni extra parts. If you decide to leave them with flag "Playable", then there will be more eye colors available in the list, but will be easier to switch. Give them proper names, so they are distinguished from vanilla ones(for example Oni Cute Hazel or something like that). Since the eyes will use the same texture as vanilla, they will benefit from any texture replacer mod. You can use LooksMenu face presets instead of plugins (but only if you create the eyes, like I described above). All you need to do is to edit the json file, replace the head and eyes face parts with those from the replacer plugin. Oh, and in my opinion it would be better if the plugin has ESL flag instead of ESM. I've already tried with one eye color and then replacing the face parts in a json preset. It works. If the original doesn't have a LooksMenu preset, use Face Ripper on its plugin and create a json from it. One more thing. The Skin Override is not very good for applying a face texture. It has a side effect of resetting the face parts back to first one/default. Like if the nose is set to Large-2, it will go to Prominent-1. I struggled with this problem, until I found other solution - to edit the HumanRace and add the textures as tints. Things got even better when I found out about the LooksMenu Tint API, so there was no need to touch HumanRace and create conflicts. You already got a tip about a certain mod that I made, for easier application of up to 5 face textures like tints. You can advise people to get Oni Face Texture and use it with my mod. That would be one less thing to think about, while creating the upgraded presets, one less reason to create a plugin. Edit: If you prefer to have the Oni face texture included, you can do it with Tint API too, then add it only to the face parts replacer mod (no need of including it with each of the upgraded presets). Keep in mind that the IDs for category and for the tint must be unique across mods using the Tint API.
  20. You are welcome. Well, I'm not best at explaining. I learn some of the things from trial and error too. I think there is a way to adjust the scope if you copy its mesh in the nif of the receiver. Requires some calculations though. Gonna post it anyway. First you have to take note of the coordinates of the BSConnectPoint::Parents for the scope( select the block, then look for the one called P-Scope in the Block Details below). Those will be marked as X1, Y1, Z1. Then you copy the mesh of the scope and move it to where you want it to be on the weapon. Take note of the coordinates, those will be X2, Y2, Z2. Next you have to calculate: X3 = X2 - X1 Y3 = Y2 - Y1 Z3 = Z2 - Z1 X3, Y3, Z3 will be the coordinates you want to input, to transform the meshes in the scope's nif file.
  21. You won't be able to edit the node. Transform works mainly for TriMorphs. But there is no need to move dots, only the meshes.
  22. You shouldn't adjust the scope according to the receiver's position. Instead use Copy Branch to copy TriShapes from recon scope, to the one used by the weapon. Adjust the recon scope's position in comparison with the other scope. Take note of the x, y, z values. Then edit the recon scope's nif file, transform all the TriShapes with the same values.
  23. Here is my theory. The main part of the gun is usually the receiver nif file. Open the file in NifSkope and select BSConnectPoint::Parents. You will see green circles with some lines(the lines probably representing x, y, z, not sure exactly). The center of those circles, where the lines meet, should be the connect points for scopes, projectiles and so on. The one on top of the weapon is probably for the scope. Now open the scope's nif and select the NiNode. Look at the 3d mesh, there will be a green dot somewhere. I think this is the connect point for the scope. Right click on each of the meshes of the scope and use Transform-->Edit. When you know where the connect points are, you will adjust the scope to better match the weapon.
  24. I think it's in this one https://www.nexusmods.com/fallout4/mods/37988
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