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SalesKital

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Everything posted by SalesKital

  1. Thank you, I got the armor working properly in game now. I was confused a bit at first but re-watching it was a bit easier to understand.
  2. Basically, I created a new armor using an existing mesh, the various modifications for it do work from the workbench, but I can't figure out how to set which ones are active by default, or find any tutorials about this topic despite extensive googling. An example of a weapon with a default mod applied to it is the Kremvh's Tooth which is a machete with the Kremvh's Tooth mod applied to it's blade by default. The problem for me is that the armor mesh for some reason reverted to the original armor's texture, despite being slightly edited in Nifskope to point to the new textures for the new armor. The armor mod I wanted applied by default would change the texture it uses, I would like to have a couple versions of the armor available in the mod area with different mods applied when the player finds them based on the area the armor is found in.
  3. it does help a bit. still need to figure out the remaining elements to make my own system work. I can't seem to get my edited script that goes by a different name to work, or even show up. When I tried copying the edited script into a new script it just says "failed to compile" I had this issue. Scripts maybe corrupted, like they were on skyrim for me. turned out I messed up some of the script, but changing some stuff managed to fix it to work properly
  4. it does help a bit. still need to figure out the remaining elements to make my own system work. I can't seem to get my edited script that goes by a different name to work, or even show up. When I tried copying the edited script into a new script it just says "failed to compile" NVM, I got it working, Now I just need to set up the quest since I'm sure it won't interrupt with the Railroad one.
  5. ok, using those I can set up a freedom trail activator of my own that uses my code right? by studying them i mean. ok, I've looked at the scripts, and changed the letters in the code in my own separate save of them. Aside from that I can't really understand much of the rest of the scripting. I'm also too tired right now to figure it out on my own.
  6. Basically what the title says. I want to make a freedom trail style combination lock for my mod, but I can't figure out how the freedom trail combination works to be able to make my own.
  7. This sounds like a problem with HUDFramework or the mod that you are using it with. I used the autopatcher provided by the HUDFramework mod author to make the patches I like to think that my mod strikes a balance between fitting in the game nicely and being cute/cool rather than overly sexual like other mods. So the mod already does have a NMM installer. To install the mod you need to import it into the NMM then activate it like any other. It will take a while to load because the mod size is rather bloated, then a mod installer will pop up and let you pick your options and show previews. You have to hit the plus button on the left in NMM to import a mod from your files. I just downloaded the mod from the link on the front page and installed it again to make sure it was working. It is. Thank you, I didn't know I could do that with NMM and a zip/rar file.
  8. so, is it possible for this to have a NMM installer at some point or some images showing the respective options to make installing this a bit easier? Also, the "fomod" folder doesn't seem to have a ".fomod" file in it. Anyway, I'm just so glad to see this mod exist so I don't have to go with some over-sexualized mod instead. I'm honestly tired of all the slutty mods.(and no I don't mean "slooty" I mean "slutty" that is what the word for it is)
  9. was anything like a rotation marker added with contraptions?
  10. personally, i would just require Atomatron, because like it or not it IS technically a Story dlc. a small one yes, but it still is adding story elements. The only dlc i won't ever require on my mods might be the workshop dlc, unless one of them adds functionality that i need in one of my mods, like if contraptions adds in a "rotation helper" marker to the GECK.(not the rotation widget, a marker that rotates things in the game itself)
  11. does anyone know of anything like this?
  12. not what I need. I need something that will rotate the object while in the game itself.
  13. is there a tutorial on making a companion with affinity?
  14. Because Microsoft and/or Sony required it. The mod that re-enables achievements only works on PC, so Bethesda is fine with it. If it was ever released for consoles, there would be a problem. Let's rephrase that. There is NOTHING Beth can do to prevent you modding your own game on the PC using mods from third-party sites (like this one). However, Beth and Sony and Microsoft maintain EXTREME DRACONIAN censorship over all assets they have control over, including console mods. Mentally challenged people think computer game 'achievements' have value in real-life, and this highly damaged psychology is exploited by console companies and those that make games for the consoles.There is a MORAL responsibility for game companies to make gamers aware that achievements are for FUN ONLY- but the console biz is anything BUT moral. It's discovered achievements are like crack cocaine for many vulnerable gamers, and like all drug dealers, will use the strongest of strong-arm tactics to protect the 'biz' relationship with the 'druggies'. Myself- I would make it ILLEGAL for console companies to exploit ONLINE achievement tables for SINGLE-PLAYER games. This way, achievements could be kept as a private issue for gamers that enjoy them, but the monetisation that comes from the damaged psychological vulnerability of some gamers would be eliminated. Until this day comes, Beth will happily BAN mods that allow mods AND achievements on the console platforms for reasons that are wholly harmful to the gaming community as a whole- all in the name of profit. I use the mod that allows achievements purely because I don't like that little [M] next to my savegames. I don't actually care about the achievements themselves.
  15. Does anyone know anything about if there is such a marker in the GECK? I have some Ideas for worldspaces that would need such a thing. like, the marker is the pivot point, and the further away it is from the object attached the further it moves.
  16. I know there is a Platform Helper for moving things along the longest part of the marker, but I want to know if there is also a rotation helper that rotates attached parts according to a script defining the angle.
  17. ok, thanks, Hopefully my copy of flash can use AS3. Since it's a really old copy I'm not sure it can, is there a free program that can make flash files with AS3?
  18. Has anyone figured out how to make new pip-boy games yet? I was hoping to maybe make one or two for my mod since I remember hearing one time that it used flash, and I was able to grasp Flash programming pretty easily. I do have flash(the program to make flash media), but it's an older version from about 6 years ago. I'm not sure how much flash has changed since then, but I hope that that program will be enough to make a minigame or two. What i was really wondering, was if anyone knows the specifics about making the flash file work for Fallout 4, and how to tie it to a holotape.
  19. do I just transfer the physics/havok elements of that nif to my nif? or do I transfer my mesh from my nif to that nif? Either, as long as you copy the entire collision ninode. The collision box works perfectly, it's just slightly shorter than the book is wide but the difference is so small only someone specifically looking for it would find the difference. I was able to figure it out from memory of how I got my custom nif working with the new mesh before, but thank you for the tutorial anyway ^.^
  20. do I just transfer the physics/havok elements of that nif to my nif? or do I transfer my mesh from my nif to that nif?
  21. It's not a standard door shape. it's a book, it's only for going between areas as a load door, Like in Myst. to my knowledge we don't really have anything small enough to give it a proper collision for this. I also don't have 3ds max 2013. I have 3ds max 2010. That's the newest thing i got, I also have blender but we all know that is hell to work with unless you've put lots of hours into getting used to it.
  22. I made a supposedly static prop for Fallout 4, used a non-static nif for the base file for collision in Nifskope, and now I have a door that a player can pick up and carry with them. Does anyone know how to remove physics/havok from a nif file without removing the collision model? I still need the collision for the player to be able to interact with it and use the door. I asked on the nifskope forum but nobody there has even responded, so I figured I should ask here since this forum is far more active.
  23. sorry to say, but I'm not sure if this tutorial just is not clear, but it didn't work. I linked to the platform helper in the elevator car and the button on the elevator, but it doesn't move. I never noticed that there was a second category called "attach ref" probably should have explaigned that a bit better. I've used various GECK's over the years but never had a need to use that category. Just checked after noticing the "attach ref" category and using it. It works, I think I know where my elevator went wrong now. The attatch ref thing was the only thing I missed for my elevator I already had, that and being able to resize the platform helper to suit my needs(thought it was a fixed size because it scaled in all directions at once).
  24. Doesn't anybody know how this works? I'm pretty sure this is something that could help a lot of modders if it's figured out.
  25. I basically copied over the parts from the mayoral bunker elevator to my own internal worldspace, and everything works... but the elevator won't move and as far as I can tell the platform helper is 2 levels too short for my elevator shaft. What I need is for someone to explain how to make an elevator work so it actually moves to where I want it to go. The buttons work, the lights work, even the SOUNDS work, but the elevator just sits there at the bottom of the elevator shaft. The only thing not currently working is the movement, and even if that did work I don't know if it would move far enough. Here's a pic of the elevator, I tried to get it at an angle that would show the platform helper and how short it is. Needless to say, this has been frustrating me to no end, especially with the lack of a single tutorial on the subject given how we got tutorials for so many other things already. What frustrates me even more is that I managed to get a custom armor have working custom mods, and yet I can't get THIS working even after looking through the vanilla elevators to the best of my ability..
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