Jump to content

KazFoxsen

Members
  • Posts

    141
  • Joined

  • Last visited

Everything posted by KazFoxsen

  1. Any ideas? I'd hate for my mod to conflict with some other weapon mod.
  2. Is there a way to add a new attach point keyword to a weapon with a script instead of changing the base weapon? I want to avoid conflicts between mods.
  3. I'm not sure if I did it right. I tried removing your bstrishape branch and putting mine into that file, but got same result of being stuck halfway. Then I tried again, keeping your box in and just adding my branches (the frame and picture are separate meshes), but got the same result. I didn't use any snap points for those.
  4. Thanks for the help, but something's still wrong. I tried the fixed file, but they get placed halfway into the table I used, and when I put one in inventory then drop it, it lands, but doesn't sit right on the ground, and I can't drag it with E. I did try adding CPA myself. I don't know why that result is different, but I can place those frames okay and drag them around, but when placed on the table, it snaps, then falls thru. When I drag one of those with E and drop, it floats part way, making me wonder if it expects the original vanilla origin point in the center. Any ideas?
  5. Here is my nif. What dimensions are you looking for? If it helps, the frame is the same size as vanilla and according to Nifskope, the outermost bounding sphere (around the whole frame) has a radius of 16.
  6. I tried to attach one, but it gives me an error and says that I'm not permitted to upload that kind of file.
  7. I made a clean picture frame for my Restore Old Items mod. To prevent it from ending up halfway into a table when being placed in workshop mode, I changed the origin point in Blender from the center to the bottom of the mesh and went thru that convoluted process to convert it to FO4 nif. It has collision, but when I place it on a table, it falls thru to the floor. If I place it on the floor, it falls thru to the ground. What's wrong with my nif? Does it have to be slightly above its origin point?
  8. Here it is: Fallout4.esm=1 DLCRobot.esm=1 DLCCoast.esm=1 ArmorKeywords.esm=1 ConcealedArmor.esm=1 SpringCleaning.esm=1 SettlementKeywords.esm=1 Homemaker.esm=1 Unofficial Fallout 4 Patch.esp=1 More Where That Came From Diamond City.esp=1 OldiesNew.esp=1 AtomCatsRadio.esp=1 SC_ExpandedScrapList.esp=1 Homemaker - Streetlights Use Passive Power.esp=1 Homemaker - Unlocked Institute Objects SK.esp=1 AlternateSettlements.esp=1 DarkerNights.esp=1 DarkerNightsDetection.esp=1 Green Commonwealth.esp=1 Clean Cooking.esp=1 BrahminFeederFull.esp=1 ImmersiveVendors.esp=1 LongerPowerLines3x.esp=1 Conduits and Pylons Various Wireless Power.esp=1 Armorsmith Extended.esp=1 Armorsmith Automatron.esp=1 BetterModDescriptions.esp=1 BetterModDescriptionsAE.esp=1 ValdacilsItemSorting-Aid.esp=1 ValdacilsItemSorting-ArmorBySlot.esp=1 ValdacilsItemSorting-CosmeticsByClass.esp=1 ValdacilsItemSorting-DLCAutomatron.esp=1 ValdacilsItemSorting-ExplosivesSortTop.esp=1 ValdacilsItemSorting-Misc.esp=1 ValdacilsItemSorting-NotJunk.esp=1 ValdacilsItemSorting-Perks.esp=1 ValdacilsItemSorting-Weapons.esp=1 VIS-PatchWeaponRacks-SortTop.esp=1 ConcealedArmor.esp=1 aes_outfits.esp=1 DD_MANNEQUINS_OMFG_WOOOT.esp=1 OCDecorator.esp=1 OCDecorator - No Experience.esp=1 OCDispenser.esp=1 Restore Old Items.esp=1 FunctionalDisplays.esp=1 VIS-PatchFunctionalDisplays-Aid.esp=1 VIS-PatchFunctionalDisplays-Misc+Junk.esp=1 FunctionalDisplays-MISC-Vanilla.esp=1 FunctionalDisplays-Weapons-Vanilla.esp=1 FunctionalDisplays-Drinks-Vanilla.esp=1 ModelRobotDisplay.esp=1 NukaColaDisplayStand.esp=1 Colored Workshop Lights.esp=1 Friffy_Fixed Rugs.esp=1 Friffy_Fixed Curtains.esp=1 AES_Renovated Furniture.esp=1 Craftable Taxidermied Creatures.esp=1 DDP_BAB_M1.esp=1 (Build a Bear) Craftable Cats.esp=1 Eli_PlantPots.esp=1 Business Settlements.esp=1 BusinessSettlements-SKPatch.esp=1 Paper Components.esp=1 SignsOfTheTimesCategorized.esp=1 GruffyddsSignsAndPosters.esp=1 GruffyddsSignsAndPosters - PaperPatch.esp=1 WarBondCatPoster.esp=1 PerkChartPoster.esp=1 PerkChartPoster - PaperPatch.esp=1 SettlersRename.esp=1 BetterSettlers.esp=1 BetterSettlersNoLollygagging.esp=1 BetterSettlersMortalPack.esp=1 Glorious_Glowing_Plasma_Weapons_by_Diranar.esp=1 keyNuker_cards_en.esp=1 keyNuker_keys_en.esp=1 AppealingMoles.esp=1 Bubbler.esp=1 Gunfetti.esp=1 mso_sms.esp=1 (not sure what this one is) RuleBreaker.esp=1 console.esp=1 Not sure it makes a diff, but I have that Shadow Booster thing.
  9. I want to upload my War Bond Cat Poster mod to Beth's mod repository. I uploaded it to Nexus long ago and it works fine, but when I load in CK and try to make an archive and upload, it crashes. If I try to put my poster in a new mod, it also crashes. I made it using Nifskope to change a vanilla mesh. Has anyone found a way to save FO4 nifs properly w/o 3D Max? I only have Blender and Nifskope.
  10. In response to post #37213130. #37230205 is also a reply to the same post. I had that problem, plus validating files did nothing. What fixed mine was deleting the .ini files and starting without validating files. EDIT: Mine crashed on attempting to load or start a new game. Not sure if yours does the same.
  11. When I tried that, it crashed before it could get to a menu.
  12. Suggestion: Make the gender fields in profiles optional or add a third "not telling" option. You don't force anyone to post other personal info like age and location, so why not allow privacy for this?
  13. If I have all the components to craft something, I can't see the requirements. I only see them if I'm missing something. I don't think it used to be that way. Did Automatron change something or might it be some other mod?
  14. Does this video help? https://www.youtube.com/watch?v=ppTXCJ0SZ88 It's about getting new meshes to work by pasting info into an existing one. Around 3:05 a BS shader is assigned to an existing mesh by changing a reference link. Now if someone could tell me how to export from Blender to Nifskope w/o my mesh looking inside out, I'd be happy. Can't help but feel foolish spending several hours attempting to add a slice of Boston cream pie to the game. :wallbash: :unsure:
  15. I'm still stuck on this. Anyone figure it out? I know there's an Ada bug that's solved by shooting her until xp is 0 then using robot repair kit, but this did nothing to fix the generic Jezebel bot. I even made a 2nd Jezebel bot at a different location, but the result was the same.
  16. Has anyone found a solution to the bug in Headhunter where after you build Jezebel's body, the quest doesn't advance? Jezebel seems to be a generic robot now, and I still have her head in my inventory although I already installed it. If it matters, when using the robot workbench, her head doesn't show up in my inventory.
  17. The strangest thing about this is being unable to find the decal nifs themselves. I found some for wood, concrete, etc. but I think those are just used as decorations in some cells and other decals don't have those. Messing with those did nothing. I wonder if maybe a script controls it. I've been looking around at them, but no luck yet. If anyone can shed light on where they are or what sticks them there, plz let me know!
  18. I've been trying to figure this out for a while, and had no luck searching for answers. Where are the meshes for blood, bullet holes, and other such decals? What places them? In FO4edit, ImpactData just points to an Impact, which only has a space for the impact nif, which is not the same as the splat left behind and the TextureSet. TextureSet doesn't have any nifs. Any ideas?
  19. Thanks. I'm thinking now that the problem is finding the thing in FO4Edit that creates the decal (ex. ImpactDecalWood) left behind. Looking at the Impact category, I've seen a space for the impact nif itself (the model with the cones), which worked when I replaced it w/ vanilla glowing blood as a test, but the decal itself has no glow, I've no idea where that is. Replacing the decal nif itself doesn't add glow.
  20. I tried adding a glowing material like Glowing One blood, but still no luck. Any ideas?
  21. I'm trying to make a glowing version of my Gunfetti decal replacement mod and after days of researching and trying everything I could think of, using both FO4Edit and Nifskope and looking at various vanilla assets for reference (the glowing blood impact is actually 3 cones instead of the puddle I expected), I got my test decal to glow in Nifskope, but despite all my attempts, it's never glowed once in the game. I've tried glow maps and no glow maps, setting the shader to glowing, but nothing. Am I missing something?
  22. I'm trying to figure this out too. A while back there was a Nifskope 2 Alpha that could open FO4 nifs though it didn't have all the same capabilities (ex. texture map editor). Some objects use textures as in previous games, but some use "materials." There was some program on Nexus to open and edit those. My problem is a bit different. I'm trying to make a glowing decal, but the ones I'm looking at don't have nifs associated with them. Neither adding a plain white glow map in FO4Edit nor the material file that I added to the decal's texture set works for me. I tried enabling emissions in the material editor, but that did nothing (unless setting it to a strength 2 isn't high enough). I noticed many glowing textures had "7F 00" instead of "00 00" in the Unknown slot in FO4Edit. I tried changing the 0s to that, but it didn't work either. I don't know if that'll help narrow things down.
  23. Has anyone figured this out? I have no workshop.swf and I tried deleting the .ini files. EDIT: I deleted the Fallout4Custom.ini in addition to the other ini files mentioned in this thread, then had Steam verify files, which replaced the custom ini. I added the lines that the wiki says for enabling mods. I put my mod stuff back into the data folders, section by section, enabling a few mods at a time. I found no conflicts, and now it works. Don't know why.
×
×
  • Create New...