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jet4571

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Everything posted by jet4571

  1. The bump map is a normal map and it is definitely using BC5, you can save using 3dc compression. Just make it like you normally would and use that compression. Grab this: http://www.nvidia.com/object/windows_texture_viewer.html Open the original FemaleBody_s.DDS and FemaleBody_n.DDS and in the bottom left corner it says it is ATI2N format, so you save them with 3dc compression or convert with Visual Studio. FemaleBody_d.DDS is using DXT1 compression. I would suggest looking for tutorials on making .dds files that are not just about Bethesda games and mods. As for why they used so few colors is because skin doesn't have a whole lot of color variations on the same person if they look good. You can make the skin texture look like Picasso was high on acid and decide to get into body painting if you want to.
  2. If I were you I would look into making a custom follower. Willow, Sofia, and Vilja as examples. You can start now before the CK is out by reading up as many tutorials on making a custom follower as you can find. Also you can start getting the script and voice recording started. More people enjoy a custom follower than a radio station and it will look good on a resume if you audition for any voice work to have a fully fleshed out character.
  3. From Caliente That was a response to XunAmarox and a discussion on normal maps and the new textures directly related to FO4 and the FO4 CBBE version Caliente is making. http://www.nexusmods.com/skyrim/mods/2666/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D2666%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D486485&pUp=1 Using DXT5 will make the body all black, DXT1 works with artifacting unless you use 16 bit color then less DDS artifacts. But proper format is BC5 for all the body textures.
  4. If you changed the specular and normal and didn't save them as 3dc compression then that's the problem.
  5. I just did a DMCA takedown with Mediafire for my mod lol. If they used Mediafire for the download I suggest you also submit a DMCA ticket. https://www.mediafire.com/help/submit_a_ticket.php
  6. They have one of mine too... http://www.fallout4mods.net/fallout-4/gameplay-effects-and-changes/no-screen-blood-splatter/
  7. Look at the tutorials for Skyrim and FO3/FNV to get an idea on what you will be doing to make a chicken. You will also need to make new animations for it.
  8. There's tons of stuff about creating worldspaces for Skyrim. Use Google to find them such as "Skyrim worldspace editing" or "Skyrim worldspace creation". Until Bethesda releases the CK for FO4 nobody will know anymore about what will required beyond what's known for Skyrim.
  9. Just replace it with a silent sound file. In New Vegas there was silent_lp.wav that could be renamed and overwrite fx_fire_barrel_lp.wav to remove the ifre sounds. I am sure theres a silent sound file in FO4 or you could make one or use the one from FNV.
  10. How about instead of finding a GECK the player finds a nursery full of grass and other various plants plus seeds of all the plants you plan to add and a special fertilizer that will increase the growth of trees so you get 20 years of growth in a month then the fertilizer decays so they grow at a normal rate from then on. You can use the workshop to plant new trees in the settlement. have a fence post as the marker that's planted that will be replaced by a 1/4 scaled tree in a week. each consecutive week it gains 1/4 scale and at the end of a month it is full sized. Player opens the workshop selects tree and walks around with a fence post to support the sapling when it does grow. requires 1 seed and 1 fertilizer, can only be placed on dirt. With all the other plants you can put grass and seed into a special container and assign a settler to it and over time they will plant new plants around the place. The grass though I don't know if it will be possible. That's shared assets used throughout the wasteland and is changed via landscape editing in the CK. As far as I know there's no way to script landscape edits. You can possibly make new grass and dirt "textures" for the game then do the landscape editing using those. So you have brown and green versions of them that need to be installed, brown installed with the mod and green once all the bushes and trees are done.
  11. My sidearm is the submachine gun when I am playing a sniper. Collect all the .45 rounds I see and spray n pray when they get too close. For stealth infil/interior CQB I use a silenced "assault" rifle that's really a mod combat rifle that uses 5.56 instead of .45 because Bethesda didn't give us an assault rifle, they gave us a machine gun and named it assault and 2 submachine guns. The only issue I have with their speed is they have the same magic dodge as everyone else including Skyrim NPC's except unlike Skyrim they don't dodge a stealth attack from behind. They still warp 1-2 meters to the left or right impossibly fast but worse they also duck! Bethesda needs to tone the dodge down to more realistic speeds instead of moving so fast they are doing the Picard Maneuver. Slower dodge with the run speed and duck/trip and they would be perfect.
  12. All mods can corrupt saves ShinraStrife even ones made with the official tools. The only mods that could really be considered safe are textures and sounds. Nif files although wont corrupt a save that I have ever heard of but they can cause instability and random CTD's that are often blamed on a corrupt save. Relying on quick saves can corrupt your save(it adds only new data baking in bad and is saving while you are making changes which will cause noticeable errors overtime). Changing the load order every time you add a mod will corrupt your save and is especially bad with scripts and formlists. How to prevent corrupt saves to the best of your ability? Not hard to do really. 1. Make a save via "Escape" then "Save" and last "Create new" when you are done playing and exiting the game. Quick and auto saves should be for emergencies like oops I accidently shot the wrong NPC and now a faction hates me or the infamous CTD.. 2. Once you set your load order when you start a new save do not change it. Add new mods to the bottom of the list, Skyrim(now) and FO4 do not require .esm mods to be at the top of the load order and you can have a master below the esp that requires it and it will work correctly but that's all academic since if you add a new master and esp that requires it you can put them in the correct order at the bottom of the load order if it makes you feel better.(This has been tested, the old mantra of master then esp is no longer valid for Skyrim and FO4, it is still important for FO3/FNV and especially Oblivion.) 3. Read the mods comments atleast 2 pages back, look for allot of bugs being reported. If there's 5 per page then do not use it until the bugs are worked out. And always read the description, there is no such thing as TL/DR when it comes to descriptions, some of the bugs could be because users forget how to read when it comes to descriptions. 4. After you install a mod give it a good hour+ test before committing to keeping it. Test the mod itself as well as normal gameplay and if it causes a problem discard the save when you discard the mod. 5. With Skyrim sometimes if you exit to main menu and load the last save when the game has a major glitch it can bring that glitch over to the loaded save or atleast part of it. If something major breaks completely exit the game so it doesn't pick up what's still in your RAM. This doesn't happen often but always best to be safe than sorry. That's five things off the top of my head that has kept my saves from corruption and a fully stable game with over 250 mods in Skyrim of just weapons and armor not including everything else. They are also documented and advised by many others as helpful advice. Theres allot more you can do to keep your game as stable as possible without save bloat or corruption making you have to start over.
  13. The only reason people were using snip is because xEdit wasn't going to be released until after the CK but the download was leaked.
  14. The game doesn't allow for round worlds, a crater with that in it will work fine. I was under the impression you were starting on the outside and could walk all the way around that.
  15. Umm You do realize that you wont be able to walk all the way around a giant sphere right?
  16. If the getpos and getangle console command works with FO4 the same as they did in Skyrim it would be theoretically possible but incredibly tedious for more than one or 2 items. From http://www.uesp.net/wiki/Skyrim:Console "All Known Commands" section. | GetAngle || || Returns the angle of an object. [GetAngle (x,y,z)]. An object must be selected in the console to return a result. | GetPos || || Returns the position of an object. [GetPos (x,y,z)]. An object must be selected in the console to return a result.
  17. You can overlap build zones, the activators that control the dimensions are parented to the work bench of the settlement. So Red Rocket's will be ignored by Sanctuary.
  18. http://www.nexusmods.com/fallout4/mods/3605/ Buggy as eff and Dogmeat seams to be particularly interested in following even when dismissed. Use at your own risk.
  19. It rsets plugins.txt to default. Just make that file read only and it wont remove your mods.
  20. Borg don't even do that, they use designation of where they are stationed and how many are there. Just naming them by their job isn't exactly wrong, you don't know everyone's name in real life if you see farmers farming you call them "farmer". Just random NPC's even those in a settlement are fine to be called what their job is and especially when they are all called Settler by default.
  21. The CK we get is actually the very same tool they used to make the game except it is stripped of allot of functionality such as ability to change exe hard coded settings. Havoc is stripped out, speed tree support is removed, ability to make direct changes to an esm, and many more like water flow direction was removed from Skyrims CK originally and now we have little arrows that can be adjusted from a patch. Getting the CK ready for mods isn't making it but unmaking it lol.
  22. Most snip mods are being redone in FO4edit, the tool is far easier to use considering you don't need to know Hexadecimal as a second language. If Zilav kept xEdit private until the CK is released then there would be allot more mods that would be problematic.
  23. @Xylozi There are more than one activator for most settlements, you may need to adjust more. @StuykGaming Changing what's in cells is no more a "no-no" than changing anything else. Modding esp files for FO4 right now can lead to corrupt saves no matter what the mod changes, it's the nature of the beast. Even after the CK is released you will get mods made with it that can cause your save to be destroyed so even then it isn't %100 safe.
  24. All Desktop CPU's can be overclocked actually, The one in the PC Gamer article was unlocked so you could change the multiplier and is more of an overclocker CPU for someone who might use liquid nitrogen to cool it and have a faster CPU than the top end I7. The degree of overclock ability is the limit but if anything overclocking is easier today than it ever was since you can just hit a button in the bios and it does it for you. The setup I posted had a SSD drive so GPU would be what's needed next year for an upgrade.
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