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Everything posted by Albalrogue
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[LE] Modifying a model : shiny problem
Albalrogue replied to Albalrogue's topic in Skyrim's Creation Kit and Modders
I haven't touched any of the textures all I did was touch up the helmet model (the wingless plate helmet from https://www.nexusmods.com/skyrim/mods/21431) in blender. Looked at the bslightingshader block and it is identical to the one I modified. Here's the nif file. -
[LE] Modifying a model : shiny problem
Albalrogue replied to Albalrogue's topic in Skyrim's Creation Kit and Modders
I don't actually what an alpha channel is. I haven't changed the scale of anything I just "brushed" down the model of the helmet with blender to solve the clipping issue. -
Hello, I'm working on making a hooded steel plate helmet so I modified the helmet model to be able to fit under the mage's hood. I have hawever come across a problem that I do not know how to resolve. The texture has gone from the usual metallic shine to looking like glossy plastic. https://imgur.com/a/BfHCWK7 Could anyone point out what I have missed / done wrong?
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Hello, Whenever I play skyrim, I always end playing a paladin type character. The concept of a divine warrior seems so attractive to me. So most of the time I use the robed steel plate armour mod from MadCat221. The problem that I have though is that the only headgear that goes well with it are the novice, apprentice and adept mage hoods and the steel plate helmet looks a bit out of place. So I thought that I could give a go at making a headgear that goes well with it by combining the steel plate helmet with the different mage helmets. The problem though is that I cannot figure out how to open the models in blender. I know that bethesda games use .nif files but I can't figure out how to load them. I've read a few tutorials saying that I need the blender nif plugin but nowhere does it say how to install it. Is there any other way to modify models with blender because it seems like I've hit a wall. EDIT : Nevermind I figured it out. I didn't realise you installed it in blender from the .zip file itself.
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[LE] Modifying skins for all vampires
Albalrogue replied to Albalrogue's topic in Skyrim's Creation Kit and Modders
Nevermind I've found a way to make them pale. All I needed to do was to delete all tints in the racevampire file and a the "WHITE" tint. -
[LE] Modifying skins for all vampires
Albalrogue posted a topic in Skyrim's Creation Kit and Modders
Hello, I've recently started fiddling with the creation kit since I had some mods that weren't exactly to my liking so I wanted to modify them. Now that I have a VERY basic understanding of how the creation kit works, I thought I would try and modify the the skin tone on vampire since my vampire orc took the light green hue (which I don't like) and also because people keep telling me my skin is pale when it is nothing unnatural. The thing is that I don't know where to find the file to modify the skin colour the character takes upon becoming a vampire. Could anyone point me to the right direction? EDIT : I suspect that the vampire race takes the first skin tone on the customisation slider (the palest vanilla skin colour) so would I just have to change the skin tone that is selected for vampires so that it takes that specific skin tone? -
Hello, Could anyone tell me if there is a mod that replaces the vanilla enchantment drain with magicka drain? I always found it annoying that enchantments don't regenerate their charges like magicka does (especially with staves). It would make sense to use magicka since the enchanted weapon is essentially a conduct for your magic. If there isn't one (I haven't found one) would anyone consider doing it?
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I've recently fallen in love with the combat armor in FO4 and use it extenssively in my stealth build. However, since I'm using the shadowed version of it, I cannot show my patriotism by putting my faction's decal on it instead of that annoying star. I was unnable to find a mod that gives you the option to change JUST the decal on the chest piece. It should be easy enough to paint your faction's insignia at an armor workbench. I've tried the custom combat armor mod but it conflicts with the gas masks with helmets mod and haven't find any other mod that does what I'm looking for. So my request is, is anyone willing to make a mod where you get the option to change the decal on combat armor to any that you want without changing the whole color of the armor or the other combat armors? (don't want to see gunners rocking a bos combat armor)
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I was trying to sort it out last night and was tired and frustrated so yeah. The base ID isn't that easy to find though.
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Didn't work, However I just managed to find the base ID. I was actually the same one for all created automatrons. Basically if you want your robot settlers to be marked as essential, put "setessential 01001eed 1" without the quotes and they will never die, even by your hand.
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Who doesn't like a good ol' robot fight? All the fun of a colosseum without the risk of people being endangered! In one of my settlements, I'm wanting to build an arena when I pitch robots against each other. The problem is that They aren't essential and perma die when assigned to arena spots. I've been playing around with console commands with the setessential <base ID> 1 command but I can't find the base ID of a specific or all automatrons. I tried using the ones in this topic here : http://steamcommunity.com/app/377160/discussions/0/371918937257007285/, But they don't seem to work. Can anyone help whith undeerstand where to find the base IDs of automatron or give them if they have them. Unless there is a mod that already sets all automatron to essential but I haven't found one. Thanks in advance. SOLVED : command is "setessential 01001eed 1" without quotes. This sets ALL your automatrons to essential.
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Hi, I was wondering if there is a mod or if someone would work on a mod where vendors and companions that aren't traveling with you to leave you the **** alone. Too many times I get a dialogue box open up while I just pass by (or they pass by me for that matter) without me wanting to chat. I'll tell you when we can travel so stop bothering me. I'll come see you if I want to but your stuff now go away. Since I use automatrons in my settlements, this happens WAY TOO MUCH. I tried looking for a mod that does this but to no avail and it is very frustrating at times.
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Have non-human settlers not count as settlers.
Albalrogue replied to Albalrogue's topic in Fallout 4's Mod Ideas
The thing is, I want to use them in all my settlements. Moving them elsewhere doesn't help. -
I haven't really played around with settlements much in Fallout 4 but since I'm wanting to play a minutemen playthrough where I expand an empire across the Commonwealth I've been looking into the mechanics. The main problem that I have whith how it works is that all non-human settlers (dogs, strong, automatrons, etc) only have a set happiness of 50. Since the happiness is set and don't have the needs of human settlers, I was wondering if it would be possible to either disable the happiness of non-human settlers so that it doesn't contribute to the average happiness or to make them not count as settlers in order to not contribute to happiness or the number of settlers but still be able to assign them to jobs. I'm wondering this since I was thinking of have Automatrons as guards, farmers and provisioners.
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Hello all, I was wondering if any one could make a mod that would make the hoods of the dragon priest masks dissapear when equiped with an already hooded chest piece such as the archmage robe. I'm wanting to make a caracter that would wear Konahrik while wearing the archmage"s robe but the mask"s hood always overlaps the robe's hood and this spoils it.
