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robotized

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Everything posted by robotized

  1. I think it's in this one https://www.nexusmods.com/fallout4/mods/37988
  2. If there's a BGSM, why don't you try to edit the material. Usually that's where you add the glow texture and enable emittance and glow map settings.
  3. If you want to change clothes on the npc in question, then yes, it's too much effort. Or other option, as Indarello mentioned - BodyGen. It randomly generates bodies for npcs from a list of bodyslide presets - templates.ini. But you can use the base FormID of your npc to give it a unique body, inside other file - morphs.ini. Bodyslide presets can be converted to bodygen settings and added to the templates for more variety, or to use as unique body for a certain npc. You only have to build the default body with zeroed sliders and option Build Morphs turned on. Same is with all the clothes and armors. Whatever you put on your npc, it will conform to the body preset you have assigned to that npc.
  4. I did a quick test with a small mod I worked on before(with perks and spells). There is a way without script. Use Perk to add an Ability(Spell). The magic effect inside the spell will be configured to damage the action points. So inside the spell you can set a Magnitude, which will be the amount of AP that are drained. And inside the spell again - a condition check if the player is attacking. By adding the perk to the player, it worked, but there was a problem - the AP drain did not register 100% of the time. Also the AP amount will be fixed, unless it's possible to set different amount through the help of conditions again. I'm guessing conditions can be used to check what weapon is equipped. The conditions seemed to only work inside the spell, not for the perk or magic effect. Since there were problems and limitations, I don't know if this will do the job for you. Decided to mention it anyway.
  5. This info is right on the spot. I'll just add something about creating a new slider set. Requires to have CBBE installed. Open Outfit Studio, go to File->Load Project and select CBBE.osp. Then go to File->Save Project As... https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Saving-a-project Change the Display Name to what you like, then press button [To Project]. This will create new file in SliderSets, new folder in ShapeData and nif file inside(these will be the source for the body of your character). Only other thing you need to touch is the Output Data Path. This is where the body will be created, after you build it in BodySlide. In the same folder where the body will be, you have to put nif file for the hands. Go to Data\Meshes\actors\character\characterassets and copy the FemaleHands.nif, which is installed from CBBE. The Output Data Path is the same as the one in the Armor Addon. If you want to use custom body texture as well, you can do that in the esp, for the Armor Addons.
  6. Use FO4Edit, load both your mod and the override esp. Select the NPC form in your mod, hold CTRL and select the NPC form in the override esp. Right click and choose "Compare Selected" from the dropdown menu. Look for what's different, drag the fields from the override to your mod. Things to look out for: Head PartsHair ColorWeightTexture LightingMorph KeysMorph ValuesFace Tinting LayersFace MorphsIf your custom preset is using non vanilla hairstyle,eye color or something else, you might need to add the appropriate mods as masters to your mod. In ACBS-Configuration -> Flags there is an option called: "Is CharGen Face Preset". I think with this flag is enabled the editing of the face in the game, by using LooksMenu or other means. When you copy from one form to another, there is no need to drag every row. Like for example the Head Parts, you select and drag the empty row just above all head parts, this will copy all of them. Edit: The part where you have to select the forms is only needed if their ID is different. Otherwise when you select one, both will be displayed side by side. It may help to use option "Hide no conflict and empty rows", to see differences better. Since I have not used Face Ripper that much, I hung on the part about the override esp. It will be faster to save the preset directly in the plugin.
  7. I don't know what this layer's for. I don't think there is one in the non dlc version that I've tested, but what's important is that it's working for you. The timer is matter of testing and preference. If you shoot straight, might seem long. If aiming higher and timing's too short, might explode in mid air. You gotta find the sweet spot. Other thing you can tamper with is Speed. Don't go overboard with that, because the projectile will miss the targets.
  8. Yes, that's it. Alt. Trigger must be enabled with a timer(2.5 seconds for example) and the projectile type set to Lobber. On one occasion when I experimented with custom grenades, wanted to make something like the molotov, to explode on contact. Beside the trigger on impact, I had to copy the collision from the molotov projectile, because otherwise it was bouncing off of enemies. But in this situation it's not necessary to copy collision to the egg projectile, it will work as it is.
  9. I tried with the file, where I copied collision from the frag grenade projectile. Thought that it will bounce off. But that didn't happen. Either the collision copy isn't working, or there is more that needs to be done beside that. Damage health by % sounds like a great idea. Scripting sure does allow to do so much more. There are two reasons I tried to research that route(killing the crabs). From personal modding interest and because I thought the crabs won't de-spawn. At the end, the decision to include it is yours. I don't want to be chased down by various organizations for protecting the post-apocalyptic mutated wild life :D . Maybe instead of additional barrels, just put it as an optional file. It will save you some work from creating and editing more forms.
  10. In NifSkope open one nif. Go to bhkNPCollisionObject->bhkPhysicsSystem. In the Block Details below, right click on Binary Data and select "Export Binary". Save the file as txt. Then open the other nif, do the same thing, except select the option "Import Binary" and select the file that you saved previously. That's one way to copy collision, if both nifs have one. If I remember right, I think it's recommended that the objects are close in size and shape. Should have saved that link with the tutorial, I forgot where I found it.
  11. I tried to copy collision data in NifSkope from the frag grenade to the egg projectile. I don't know if it will work when the objects are different in shape and size. Backup the original file and try with this one: https://drive.google.com/file/d/1YF_S67bv3fX5hs5I6d0VfNQmT_-lwTOW/view?usp=sharing See if it will bounce off before exploding.
  12. One more thing about this method of killing the crabs, because tougher ones will have more health. You might need to add the same magic effect multiple times, only with different values for the magnitude and more conditions(maybe for level or some other way to distinguish the different types of crabs). Or another option is to create more Spells instead, one for each type of crab. The purpose is crabs with less hp don't die too fast, crabs with more HP don't die too slow. I didn't explain this whole thing in too much detail though(in terms of actual settings), because there is no reason to use it, since they actually de-spawn. There is another interesting thing I found out, gonna drop this info for eventual future use. You can duplicate one of the vanilla explosions to create a new form. Then add a placed item for the explosion - the egg ammo. This custom explosion can be used in the destructible data. So the end result would be - the crabs leave eggs when they die. Hope this will make you less sad :wink: .
  13. Have not considered fast traveling. I just assumed the crabs would stay there and roam around the last spot. I had to switch to different save game, to have more locations available. Spawned a few crabs at Egret Tours, went to Sanctuary. Fought some attackers there, then I traveled to Egret Tours, the crabs were gone. I have not touched any cell respawn settings, but you are right about leaving the area. What I had in mind is making magic effect, that damages the health. Putting the magic effect in a Spell, setting up a magnitude(how much hp to drain) and a condition(spell would only work if the npc is out of combat). Then put the Spell in the NPC records of the crabs, under Actor Effect. In the NPC records add Destructible Data. In the destructible data put a tick for "Disable", which will make the crab disappear when hp reaches zero. Optionally you can set an explosion, when that happens. It seems to work. My only concern is if the destruction data somehow locks/makes fixed the HP of the NPC. I have not dug too much into that. Anyway, no need to overcomplicate things, since the crabs disappear when you fast travel. If it ain't broken... :) .
  14. Have you thought if the crabs should de-spawn? Because I have an idea(rather on how to dispose of them), but only if you're thinking of adding that option to the mod.
  15. At first glance seemed that the Constructible Object is duplicated. I understand what you wanted to do. But you can have one Constructible Object with two conditions. In this case you have to use(enable option) "OR" for both conditions. That way it will check if the player has either AquaBoy or AquaGirl.
  16. You are welcome to use them, rename them, edit them as you see fit to achieve your goals. As for the dlc dependency - just don't let anything I said have influence on your decision.
  17. Open the egg and fatman barrel in separate instances of the program. First go to the nif for the mirelurk egg. Expand the NiNode, right click on BSTriShape and choose Block->Copy Branch. Now you go to the fatman barrel nif file. There is a second NiNode within the first one. Select that NiNode and rightclick, choose Block->Paste Branch. You should have two BSTriShape. Select the one for the egg, right click and choose Transform->Edit. Use the options that appear on the screen to move and resize the egg to get closer to the mininuke. The options I used are: Translation Y = -8.00 Rotation Y = -90.00 Scale 0.4700 Some values are edited manually, not through the arrows. When ready, press Accept. Select the mininuke TriShape and rightclick, choose Block->Remove Branch. Use Save As to save the nif under different name. Scaling is optional, I did it to make the egg not clip through the Fatman. I also edited the fatman ammo nif file, which is used for the ammo and as projectile. The process is the same, except there is no second NiNode, you use Paste Branch on the main one. Since I scaled down the barrel and projectile, I edited the nif file for the mirelurk egg explosion. There are a lot of TriShapes inside, I just used Transform on each mesh and scaled it by 0.50. That way the broken egg parts don't look so big. Here are the files: https://drive.google.com/file/d/1qYFvApgxzbINXcKlU1K17ZRwCsbs6c85/view?usp=sharing
  18. Yes, I used NifSkope. It will fix the problem. But it won't be easy if you have not used the program before. I didn't experience anything goo-like during my test. I can try to guide you or share the files that I edited.
  19. It's not the animation. What program did you use to edit the nif? If you used Outfit Studio instead of NifSkope, that could be the problem. I did a quick test, created a plugin and edited nif files, everything worked fine for me. Sorry I can't test yours, I don't have the DLCs. I don't know about the goo. I have some doubts about this ImpactDataSet inside the Object Modification. Maybe remove the property and then test it.
  20. I think all the material setting are inside the nif file. There are at least 3 tri morphs for the body. The grey texture is somehow colored with a palette texture, and there is another palette texture for a flashing effect. I can't understand much about these settings. Better take a look at the nif.
  21. I also didn't know that at first, it's useful. Most of the damaging magic effects in the game are just reducing health. Whats important in these magic effects are the keywords(used in determining who is immune and for various conditions) and the resist value(type of resistance to counter the effect). What you describe is a Hit Shader, but this one I think it's really for the poison damage of the Bloatfly and other creatures. The shader is not tied to any type of damage, so it can be re-used for different purposes. That was quick. Glad to hear the issue is resolved. You are welcome.
  22. Feral ghoul unarmed attacks(except for the glowing ones, they have their own race and unarmed attacks) do poison damage alongside the radiation damage. This is what I can conclude by looking at the Fallout4.esm. Check Weapon category, the form is called UnarmedFeralGhoul "Unarmed Feral Ghoul" [WEAP:000C2C2C]. Hold Ctrl and click on the Object Effect dtRadiationEnchFeralGhoul "Radiation Damage" [ENCH:000DB3B2]. This will open the Enchantment and will show you what magic effects it contains. One of the effects is crPoisonEffect "Damage Type Poison" [MGEF:001FE6A2]. Hold Ctrl again and click on that to open the magic effect. For this effect to work, there are two conditions: Target.HasKeyword(crInfected [KYWD:00115A92]) = 1.000000 AND Subject.HasPerk(ImmuneToPoison [PERK:000A2776]) = 0.000000 AND If I understand this correctly, only NPCs that have the keyword crInfected [KYWD:00115A92] should do the poison damage. From the feral ghouls, these are: encFeralGhoul05 "Withered Feral Ghoul" [NPC_:0007ED08] encFeralGhoul05AmbushLegendary "Legendary Withered Feral Ghoul" [NPC_:002499DF] encFeralGhoul05Legendary "Legendary Withered Feral Ghoul" [NPC_:00165564] encFeralGhoul06 "Gangrenous Feral Ghoul" [NPC_:0011669E] encFeralGhoul06AmbushLegendary "Legendary Gangrenous Feral Ghoul" [NPC_:002499E0] encFeralGhoul06Legendary "Legendary Gangrenous Feral Ghoul" [NPC_:00165565] Maybe you have a mod which overrides one or more of the forms mentioned above - weapon, enchantment, magic effect. Or maybe a mod edits most of the feral ghouls' NPC forms and adds the keyword to ones that don't have it. The Non-Player Character records usually start with enc.
  23. I don't know if FO4Edit detects it and if it matters at all, whether the script is loose file or inside the other mod's BA2. If it's inside BA2, you may try to extract it as loose file and then try Clean Masters command on your plugin. But I'm thinking most likely the script information contains forms/records from the mod you are copying. If it's possible to recreate these forms for your own mod, replace the ones being used from the other mod, then try to clean the masters. Btw, what is SMM?
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