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seekingthesun

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Everything posted by seekingthesun

  1. Under: BoSVertibirdGrenadeSmoke [MSTT:0005691A] You'll find: BoSVertibirdSmokeGrenadeScript Whichever one you'd modify depends on what you're trying to do. If you already have a script written you just need to copy BoSVertibirdGrenadeSmoke [MSTT:0005691A] as an new record and then change the script to be yours.
  2. If you unpack the meshes and textures archives it will put them categorized into folders by item type
  3. Did you try placing those projectiles directly in game?
  4. You know I saw that in the game files. There's a part that chooses map icons based on the unchanged names of skyrim location archetypes. For example you might think that say dunwich borers would have "mine" as the mapmarker icon, nope, the vaults have the mine one. It must be that mutated at some point. You could go in and track down the player's mapmarker icon and manually try to change. Might work, might not. Or you could back-up, then delete your exe's and the .ba2 files in fallout4/data and then verify cache through steam.
  5. Can you explain what you did to prepare this? Did you make up custom materials .bgsm file or duplicate and just change the paths of textures? Did you format the textures as .dds files? Are their paths correct? Also what are you trying to do? Does it work in nifskope? What about the preview window?
  6. With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created."
  7. That value is the chance of the item being placed
  8. Upload the files to something like google drive
  9. People are treating the creation kit as santa claus for modding but really the creation kit can only do 3 things better than fo4edit. 1. Scripting 2. animations(few have done this yet) 3. Easier worldspace editing The creation kit is not 100% capable. Bethesda's claim that the creation kit is "based on what we used to make the game" is at most lying, and at best very misleading. For one even if we had the real developer tools, the game itself is a crazy kluge of different things interacting which barely work. If you open up a script, you'll find a lot of things missing, that can be stored in aliases and global values and stuff. That's why in the game files you can sometimes find notes from one developer to another. One says something like "This works but I don't know why". They haven't ever told people how things work. There's also things that the creation kit has never done like exporting collisions, nif handling, or a function like GREP that can tell you for example all the elements that are part of say, MS04. You know it sure would be nice to have a function that would stencil the outline of a 3d model so that someone could develop the diffuse maps from those boundaries instead of the mess we currently have when you have to guess how a flattened image will map onto a 3d object.
  10. You could make an alias of her's your follower, but then again you can also duplicate the player character with console commands. The problem is that they wouldn't integrate into the game at all. Even if you jury-rigged a companion interface, they wouldn't be able to respond to anything around them. They almost certainly wouldn't have combat barks unless Bethesda cut that content early in development. I'm not even sure they would respond with the same effort sounds as the player character does as female.
  11. MQ101 Stage 510 ;elevator descends, cue nuke(CG_NukeFXControlMarker as CGNukeFXControlScript).NukeBlast()MUSSpecialChargenNukeB.Add() ;cue screamsMQ101_018_NukeExplodes.Start()
  12. There was that plan to remake morrowind in oblviion/skyrim but it failed because they kept expanding the scope. It's been 4 years
  13. Oh. I think there's just something wrong with your game. You could try deleting a bunch of the Ba2 files/strings/exe's and then verify cache
  14. Can you be more specific? Is this part of a quest? Did you duplicate an actor or use the vanilla entry?
  15. What script did you open and modify there? Because you'll either need to also modify the workshopnpcscript or copy elements from it.
  16. Oh well, yeah if you've got kids and work a 64 hour workweek, then that's different.
  17. You could do it yourself. It would require a lot of work, going through each of the constructables and adding a custom one that directly matches all the components. I'd really recommend that you learn how to do this yourself if you want it done.
  18. You're way more patient with this nonsense than I am. Kudos. I have used the Creation Kit alittle but never to place an object but after watching the video. I feel more than able to try. Just going to backup my saves real quick. Thanks abunch.
  19. I know for a fact that you can change the scale of a weapon without ruining the animations. Adding custom parts though, will , for some reason.
  20. That's not how ghouls work. That said, glowing ones have remnants of the reanimation scripts from skyrim
  21. No.. The base item itself is marked as owned. You could instead download "Buildable power armor frames" which lets you scrap them and then build them new
  22. No one is going to do the incredibly difficult animation work for you, unless instead, you learn how to do it yourself.
  23. I'm not trying to shoot this down necessarily I'd just give you a challenge. Look at the Creation Kit tutorials for building a vault and by one week from now May 16th, have re-created vault 13 and the cave with you and that friend of yours. Like I said there's a tutorial for the creation kit for fallout 4/new vegas that is still appliciable. If you manage to make vault 13, even if it's a worldspace only viewable in the geck, I would volunteer to join your team.
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