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ShinraStrife

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Everything posted by ShinraStrife

  1. Yea, editing worldspace cells right now is a bit of a no-no. There's so many incomplete definitions it's bound to cause corruption later. Would adding items to cells be possible? I am almost done making a few magazines that I want to place at various pubs and bars and need a way to get them in there.
  2. Absolutely WRONG! Demanding that a mod maker not make a mod because you don't want it is selfish and egotistical. It is saying because I don't want that mod nobody should be allowed to have it even if they do want it. You are not the center of my world. Get over yourself and grow up. You completely side stepped what I said entirely....Did I ever say it wasn't selfish or egotistical? Of course it is, but people have the right to say it. That's all I said in my comment, yet you "wronged" me for "correcting" something I never said in the first place. Am I wrong that people can't ask for mods to not be made? How on Earth is that an incorrect statement? If you can't do that, then by your logic this thread should have been deleted. But it's still here, so OP clearly has a right to do it. So to you my friend, I say...."WRONG!" This topic is obviously troll bait. I withdraw my presence.
  3. Update: Let me start off by saying I hate xSnip. A lot of people have their own opinions about it but I have lost good characters to mods made by it. I am merely using it to view hex values that xEdit fails to properly show. I do not make my plugins with xSnip, only xEdit. I looked at the MODS record inside the BOOK record I used as a base for my new magazine and found this: 0B 2E 1C 00 It's a reference to a MSWP record that contains the JunkTownJerkyVendor05 cover. I'll edit the post if I find out more. EDIT: Tried making a BGSM and xEdit just doesn't want to let me put it in BOOK records. I also tried making a TXST and putting that into the MODS new texture value but that also doesn't work. Edit 2: Downloaded the latest xEdit. Problem solved.
  4. My first mod was a gun that fires guns at people XD Then when skyrim came out Bethesda changed the scripting engine to Papyrus and I had to learn it all over again.
  5. Maybe change leaderships perk to say settlements instead of bases. I only have 3 bases that are mainly just for fire support and the rest are full fledged towns with bars shops and everything else. Other than that the descriptions are pretty good.
  6. That tutorial was written when FOMM was still popular. NMM, as far as I know, does not allow automated executables or automated INI edits. This is probably for security measures. It would be far too easy for a troll to pack a malicious exe or an INI edit that ruins the users installation.
  7. I remember the torrent of posts about corrupted saves. I was lucky enough to stumble upon xEdit first, instead of xSnip, when I started modding or I would have been making corrupted plugins too :O
  8. I have the texture made and am using a copied junk town jerky vendor 05 record. I have checked all values I could find in the original record as well as the nif file it uses and can't find where the texture is being applied from. Any advice? Edit: I see a lot of BOOK records using MODS (Alternate Textures) but in FO4Edit I can't view how they have it setup. If I copy a record to my esp it shows the MODS record is there but it appears to be blank and I can't view the structure until I remove and add it back (at which point the values are all 0 or null and I'm back to square one) Here is a screenshot (my plugin is the window on the right): http://s17.postimg.org/z0kjn3xyl/Screenshot_208.png
  9. I didn't help much XD Nice job with the textures btw
  10. Not until Nifskope allows importing of models and a plugin is made for blender, 3ds max, or cinema 4d Edit: Did you mean replace an armors model with one that already exists in the game?
  11. Its working for me. I guess it fixed itself or something when you published it.
  12. I don't care XD I'm headed inside now. Publish it and post the link.
  13. I'm outside smoking now but when I get back I'll message you. You can put it up and I'll try to download it as quick as possible. If it doesn't work you can hide the file until we find a solution.
  14. So you're a bit confused on the different types of textures? Or where to look for them? Types of textures (copied from a post on a *cough* popular adult skyrim site): .dds = diffuse map, the compressed texture itself _msn.dds = should be the normal map _s.dds = well since the specular map is in the _n.dds alpha i guess this is a gloss/shine map _sk.dds = if i remember right these maps contain sub surface details This was the case for skyrim at least. I haven't tried doing much texturing with FO4 but my guess is they kept the workflow the same. As for the location: I couldn't tell you to be honest. I don't have enough space on my project drive to extract all the texture archives and mull through them. You could try opening the sign's mesh in nifskope to see what textures it references. The specular might be there. EDIT: I was trying to change a texture for a new magazine and when I converted the BGSM to JSON I found these lines: "fSubsurfaceLightingRolloff": 0.3, "bSpecularEnabled": true, "cSpecularColor": "#ffffff", "fSpecularMult": 1.0, Could the sign be using a material swap? If so I'd try messing with these values.
  15. I have had problems checking my file downloads through NMM immediately after uploading them. I think it has to do with the antivirus scan Nexus runs on uploaded files. I usually wait 2-5 minutes and it eventually works. Edit: If you look under files there will be a grey clock icon showing you that it is still in the antivirus scan queue, or a checkmark to show its verified and available for NMM downloading.
  16. So you have a NMM install script with your mod? Or does it just not download at all? Sorry english is not my first language so it's hard for me to understand peoples intent.
  17. If anything a mod need to be made addressing the super mutant Molotov spam
  18. Many mod makers (myself included) start off making mods for ourselves and just post the mods to the nexus in case others who don't know how to make mods, or just don't have the time to learn, want to have these mods.
  19. You should always install mods one at a time. Best to avoid the hassle of looking for a needle in a haystack.
  20. Eventually I wanna see a realistic building mod that simulates load bearing on created structures (similar to what you'd find building structures in The Sims 3/4)
  21. Mods are disabled in beta from what I've understood reading various topics.
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