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caseter6

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Everything posted by caseter6

  1. Pick a hat & outfit you like that you want it on, let me know their names as they appear in-game and I'll throw something together for you. Texture replacement is fairly straight forward for Starfield.
  2. Not true. We can sort of do the model bits now we've got a semi-working version of NifSkope and the .mesh plugin for blender. Once xEdit is updated from view only to actual edit, we should then be able to change the values of the ship modules.
  3. There are plenty of tutorials on opening and editing nif files, use google or the website search feature...
  4. ruined Nakahara in FO4 Bit of a tricky situation, she used a lot of other peoples assets in the mod (with permission) so if someone else was to port it over they would need to ask permission from about 10+ mod creators with some likely to say no. You could try ask her directly to make the mod but I doubt it will happen to be honest.
  5. You can upload textures and meshes to Bethesda.net but you need to pack them into ba2 (archive files)
  6. Show some of your work, I may have a task for you if your good enough at modeling.
  7. Can't, porting BI content into any game other than their own breaks their license and thus copyright laws, anything of that sort posted here is illegal and thus will be removed by staff. If you model something based on A3 then it is classed as fan art which is fine but you can't just take their model and port it in here.
  8. When you run a .esp in FO4 it will check for any related .ba2 files, when saving the archives in the GECK if you read the box name it says which type of archive your saving (either general assets or textures). The game will check for the ba2 files in a hard-coded format so they must be names YOURMODNAME - Main.ba2 and YOURMODNAME - Textures.ba2 and if you do that it will all work.
  9. I was used to CK and GECK crashing every now and again but it seems to be doing it much more often now despite me running a beast PC.
  10. I am making the .ba2 files using GECK to put all of my textures, meshes and materials into it so from scratch, it makes it cleaner for people to install and uninstall.
  11. um..... where exactly am I supposed to type that? I load the CK, I click on File, I click on Data, the window opens with nothing in it. There is no option to tell it where the mods are. Go to your Fallout 4 directory do you see the Creation Kit files in there?
  12. Its mainly a thing that we need to wait for Bethesda to fix, the way they put it together is silly.
  13. Thanks for your help. Packing mod assets such as models and textures into a ba2 file is much better and not clumsy, primarily it keeps the mod files cleaner but it makes it much simpler for those inexperienced with installing mods understand what to do much easier than dropping in like 50 files. Doing this is quite common so I have no idea what your on about.
  14. Well I am not a "heavy hitting mod author" I do have a few reasonable sized mods planned for the future if all goes to plan, the current mod that I am working on is making the messy old hidden room on the roof of Diamond city (can see a picture of the original room here: https://i.ytimg.com/vi/OUpvOCo5t6k/hqdefault.jpg) into a nice and pretty player house. The other mod I have planned is to fix the walls of Castle/Fort Independence and make it look pretty but it will take some time as I will need to adjust the wall models to get it all working.
  15. So for one of the mods I am working on I used GECK to create ba2 archive files for textures and other assets and it ended up creating two separate ba2 files (one for meshes+materials and another for textures), now I assumed that was it but after testing stuff I realized that unless the non-archived files are present they will not load in-game, is there anything I can do to fix this issue because I want to make the installation of my mod as easy as possible thus want to use ba2 files.
  16. As it says in the mods page (if you read it you can clearly see it) you need this mod here for it to work: http://www.nexusmods.com/fallout4/mods/7259/?
  17. How do I get to flags from here? https://i.gyazo.com/41186152c3928708a7eb9c8948fb0245.jpg
  18. So I have been working on a modification and I had no issues but last night I merged two plugins using a script for FO4Editor and ever since I have been getting errors when I load that spam each time like the one below, it gives the error for each item I placed in the mod but the issue is on the properties/edit box I see nowhere to make the objects persistent. Can anyone help me out? MASTERFILE: <CURRENT> REFR 'DecoRoof1x1StrSky01Full01' (01000FB6) Ref (01000FB6) to base object DecoRoof1x1StrSky01Full01 (000A129A) in cell CCDiamondCityRoofsInterior (0, 0) (01000FA3) should be persistent but is not.
  19. Use GECK to create the base and save it then give people that, plenty of tutorials on how to use GECK online.
  20. It is not confirmed at all yet what types of mods will or will not be supported on consoles aside from the logical point that some graphical enhancement mods wont work on them as they do not have enough power. As for NSFW material as far as I can find there are no terms currently against publishing them on their website but at the same time I have not read the terms in detail.
  21. Until people are able to figure out importing .nif files for Fallout 4 then models can't be changed, this should not take too much longer for people to figure out.
  22. Please use the search function in the future, multiple people have asked for this before and I have replied to multiple of them stating that once G.E.C.K comes out I am going to work on a mod that cleans it all up and allows you to rebuild the walls and stuff.
  23. Does not have a white version but here is a black one I made a while ago: http://www.nexusmods.com/fallout4/mods/2102/?
  24. Actually in Fallout 4 each outfit does not include any of the player body components such as legs, arms or the head so in theory it's just a case of adding the custom models for the body parts then selecting which parts show in the outfits which can be done in FO4Edit. Either way there is currently no working .esp import tool so you can't make a custom model yet. Uhh, I would suggest taking a look at the nifs again. Also what does importing an esp have to do with custom models (which are possible at the moment just a pain in the ass to do)? I meant to say working .nif tool, also what are you on about saying look at them again? Note the distinct lack of human body parts showing (i.e the head and hands): http://i.imgur.com/ZfP6JT2.png?1
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