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sabrine

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Posts posted by sabrine

  1. Your base mod will use vanilla hairs, then you create an optional patch having your mod and hair mod as masters and assign modded hairs.

    Thanks Zilav;

    but my mod adds more than 30 characters, and doing this means that I have to create all the faces on the game's character creation again and import them with face ripper and add the changes to the patch ...

    is there a way to do this without the patch?

  2. Hi,

    Is it possible to make a required mod optional?

    For example; I have a mod that adds some characters to the game, one of them uses a certain hairstyle from another mod that is required

    I want him to use that hairstyle if the other mod exists on the user's computer but if it doesn't he should use one of the vanilla hairstyles so that the required mod becomes optional

    Thanks for your help :smile:

  3. 1 copy the .esp file only in your data file and rename it to .esm so that you'll have two files of the same mod: .esp and .esm

    2 Open your mod with the FO4edit, on the right side on the header tag you'll see a list of your referenced master files

    3 rename the reference to the master file on the right side to .esm instead of .esp

    (Do not add the .esm as another master to your mod or the FO4edit will consider it as another mod)

    4 save and open your mod on the creationkit

    If you did the steps the right way you should find the content of your mod unaffected

     

    for the version you want to upload to users, reverse the steps so that you'll end up using the .esp file instead and do not save your plugin on the creation kit again ... you will have to do all the steps whenever you want to edit your mod

    I tried these steps and they worked for me ... hope they work for you too ;)

  4.  

    Does it have problems with settlers, like making them killable or having them wander too far ... I heard that this could happen to unique settlers too like Abernathy and his family from some mods that edit settlement build-able area ... please tell me that this mod doesn't have this problem, because this is the only thing keeping me from using this great mod

    They sandbox properly,and I've never seen a settler leave the build limits. As far as killable settlers go,I haven't seen it happen,nor have I seen reports of it happening.

     

    Thanks Moldy

  5. Does it have problems with settlers, like making them killable or having them wander too far ... I heard that this could happen to unique settlers too like Abernathy and his family from some mods that edit settlement build-able area ... please tell me that this mod doesn't have this problem, because this is the only thing keeping me from using this great mod

  6. Hi all;

    I've posted on the general forum before but I think this is the right place :laugh:

    There is something that I think you can help me with,

    I'm a new modder working on a mod and I was looking for a way to import faces that I created on the game's character creation to new NPCs created using CK ...

    Everything was fine until I used Face ripper, it works great but when I enter the CK some of the face data are lost, which means that I have to use the FOedit to reassign some parts again .. I have many actors and this is getting so hard and confusing

    Is there an easier way to import my faces from the game to the creation kit ...

    any help would be appreciated ...

    :thumbsup:

  7. Make quest, make new alias unique actor, select your unique npc. Put the package in alias window.

     

    Then, the package will "fight" vs other packages, the one with highest quest priority will be used(if package conditions are met). If your NPC isn't in any other quests, you can simply give your quest priority of 10 or so.

     

    Do not select "run once" in your quest, so you can Start() or Stop() the quest if you want to enable/disable the package.

     

    Thanks vkz89q,

    I did as you said but I think something is off in my case, what I want to do is the following:

    I created a bed and placed it in the workshop menu, now I want Preston to sleep in this bed

    so I placed it in a form list and linked it to a package which was linked to a quest with the unique NPC Preston as an alias, how can I make him go to this specific bed and use it every night and not to use the random bed that he had selected

    I'm new to modding and to the creation kit so sorry if my questions seem silly and thanks again ;)

  8. Hi all;

    thanks for the response, it's really so helpful. I actually want to create something similar but for another NPCs like her other friends; Sturges and the longs

    I've been looking into it for sometime now, I've seen in most cases that they use a quest, while in my case I don't need that quest, I just want them to sandbox there normally and become attracted to the place with out any intervention

    Also I knew that I can create something called package and link it to the NPC, but is it safe? or there is another way better than this

     

    forgive me if my questions seem silly and thanks for your patience :laugh:

  9. Hi everyone;

    I'm new to modding for fallout 4, and I have an idea for a mod that depends on creating a piece of furniture that belongs to a certain npc, like mama Murphy's chair; where she is the only person who can use it and she usually exists around it ...

    but I don't know much about the CK, is there a tutorial or a guide that can help on this topic ...

    Thanks in advance and I look forward to your answers :wink:

  10.  

    1. Open the mod in the Ckit,
    2. open the objects form and go to the ownership tab
    3. choose to set it to a specific NPC or a faction,
    4. Done.

    You can also do it in FO4edit but its much simpler in the ckit.

     

     

    Thanks Chucksteel ... i tried it and it worked as intended, this is really helpful

  11. I'm new to modding in fallout 4 and I have been looking for a way to set ownership for a custom piece of furniture limited to a certain character or a group of characters.

    Is it possible using FO4Edit or the CK? if so, please point me where to start?

    Thanks in advance for all your comments ... :wink:

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