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dominic2005

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Everything posted by dominic2005

  1. Morning everyone. I actually cannot believe I am asking this as I used to make mods for Fallout 4, but here goes... I am really having trouble getting the basic set up done, what I want to achieve initially is this: I want to be able to edit my character during the initial mirror scene, using the advanced sliders, but I just cannot get it to work. Last time I touched this game Vortex didn't even exist LOL. If someone could walk me through the process step by step I would really appreciate it. I'll worry about other mods later. I've reset and uninstalled everything so will have a blank slate to begin with. I will be installing the game via Steam onto drive E. Huge thanks in advance! Edit: I've run through installing the game and the initial Vortex/F4SE set up. Edit Edit: I think I've figured it all out now. Not sure how to delete this thread so feel free to ignore. Thanks
  2. Hi. What the heck is going on with Blender/Nifs these days? I have spent the last few days trying every guide/tut I can find about getting blender set up to import/export nifs and I am drawing a blank. I've tried the 2.49 version (which i hate with a passion), I just get an error on import. I've tried 2.7x, no joy with enabling the nif plugin. I've tried a cruder way of exporting .obj files from OS, making my edits in Blender, importing back into OS but get no where with copying the bones. PS: Working with CBBE/Fallout 4 I would appreciate anyone who has a link to a guide(s) that covers all this, without relying too much on terminology (which I suck at). Although I feel there isn't a currently working tutorial out there. My preferred version of Blender is 2.7x and newer. TIA
  3. I never had a problem with pure texture based replacement mods. Only the .esp stand alone paint mods didnt work for me, along with any other mod that changes non-texture game files...
  4. Thanks, was just about to do this. The easier way to restore the data in plugins.txt is to open loadorder.txt (in the same folder), and copy the info from there. PS: My NMM never changes the status of my mods...but then it is always open as well so not sure if that makes a difference. Only problem I forsee with this workaround is that plugins.txt may need to be changed every time you wish to add an esp.based mod, as NMM won't be able to write to it either? Another option, not sure how or even if this is possible, is to change the ownership and/or permissions of that plugin.txt so that it excludes any fallout process from being able to edit it? That way it leaves other programs, such as NMM, free to write to it when they need to...anyone?
  5. Editing your plugins.txt file worked for me. But first you need to copy the data from the loadorder.txt file first, paste into plugins.txt keeping "fallout4.esp" at the top, save it, then right click into properties and tick read only, click APPLY then OK. That solved it for me, and it kept that read only status upon relaunch as well. (Windows 10 x64). You may find that adding future mods may need to be added manually to that plugins.txt file...no idea not tested that far ahead yet.
  6. Hello. Forgive me if my terminology is wrong on this post. Does anyone happen to know the id codes for the armour benefits? I want to be able to add various benefits, I already know the values for explosives: {"name": "enchantment", "value": "00245AC6", "type": "id", "mode": 2}, // EnchPA_Explosives {"name": "keyword", "value": "00238412", "type": "id", "mode": 2}, // dn_HasMaterial_Explosives {"name": "actorValue", "data": {"id": "00245AC5", "value": 2}, "type": "id-float", "mode": 2}, // PA_Explosives_AV I want to be able to add things like radiation resistance etc? Sorry if I haven't explained this very well.
  7. http://www.nexusmods.com/fallout4/mods/4033/? Doesn't take very long to search... But I do agree with the hypocritical irony of the OP's b&@*$ then decision to not reveal the process when they did find out.
  8. Seriously, who would hack a gaming mod site? Not doing this place down, far from it, it's one of the best gaming mod sites I've ever seen, but what would someone have to gain from it other than simply being a pain in the arse! Too many spotty teenagers with uber-rich parents who don't care that their child sits in their room on their PC all day and night. Re the heads up: Thanks. Some of the big organisations could learn a thing or two from you guys.
  9. I think in this case the unworn version is using a different specular map, as it's that part that changes...it's still using the rest of the textures at least that would be my first guess but then upon a 2nd thought not sure, because the unworn version is even using the same specular, at least for all parts except the ones that are meant to be a bright chrome effect...
  10. ok...so am I right in assuming that the texture set "pa02" is the one for this as well then ?
  11. I am half way through working on my own retexture for the PA fram, when quite by accident I noticed a change when I exited the frame. The left screen (wearing the frame) is what it is meant to look like, and the right (exited the frame) is what it changes to. Its pulling some of the textures/specular changes I've made but not all, most notably the aluminium/chrome plates I've been working on... (I've noticed when extracting the files there are 2 sets for the frame, I've yet to check but is that maybe why?) Any clues?
  12. Thanks. I'd read that post and if you look at the 3rd comment the PS nVidia DDS tools dont seem to work with those compression types (?) I'm using the original files extracted using BAE, it's when the dds tool imports them it all starts to go wrong, again from reading that topic. Is there a photoshop plugin that will import/export them correctly without, as you say, having to make adjustments like that?
  13. Good evening. I've been trying for several days to figure out the correct standards for the dds files for textures. I've worked out through extensive searches both on here and Aunty Google that the diffuse maps are saved in dtx1 (I tend to use dtx5 out of pure habbit, still seems to work ok either way) Normal maps I discovered need to be tweaked and saved in 3dc. (Levels > Input Levels > Left slider to 100...then saved using 3dc) Spec maps have been a nightmare to work out. Does anyone know what the correct format is for spec maps? For the benefit of others having the same problem, I've came up with a work around using a method similar to normal maps. Levels > Input Levels > Left slider to 100 > Output Levels > Right slider to 100. Then saved as 3dc. This tends to balance them back out to the original vanillar spaculars for whatever it is I am editing. I hope someone can help me ? Thanks
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