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DizzasterJuice

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Everything posted by DizzasterJuice

  1. I extracted the mesh and discovered that it was already 2-sided and mapped correctly. Then I opened it in the Creation Kit and saw that there are 3 different static models that all use FlagWallMinutemen01.nif. The FlagWallBOS is material swapped to be one-sided and FlagWallInstitute is swapped to two sided. So all you have to do is use the material bgsm from Minutemen or Institute and change the file path to your new texture. Make sure you have two flags one on top of the other like the 2 sided textures are and the alpha channel is the same way.
  2. Does it matter if the other side of the flag is a mirror? What I mean is that it will be a mirror image of the other side, so if it has letters it will be backwards. If it has lettering then I have to re-map it and you will have to change the texture to match the map. If it doesn't matter then it's very easy and will only take a few minutes.
  3. On the material bgsm/bgem there is specular settings. I haven't looked at this particular mesh but that's where I would look first.
  4. The visor is a different texture. The helmet textures are found on securityhelmet.bgsm and the visor's textures are on security_visor.bgem.
  5. Zero is at the center of head in FO4, not at base of feet like in previous games. Import the vanilla body then move your model down to match. Then Hierarchy>Affect Pivot Only -- Select and Move to 0,0,0. Utilities>ResetXForm>Reset Selected.
  6. It's pretty easy to make one yourself. In Creation Kit: Object Window>World Data>Water Type Select the water you want to change and in the Imagespace Mod drop down change it to UnderwaterClearIS. Consume spell set to clean drinking, and Contact spell change to none to get rid of radiation. Reduce the silt Properties to make water clearer. Noise properties makes the surface smoother. Specular properties is where you can make the "Tropical" look.
  7. Meshes have only one textured face. To make a 2 sided model you would have to mirror another face in a 3d modeling program.
  8. 1. Open Actor > EncMolerat01Template then change the form ID, then click OK and it will ask you if you want to create a new actor. 2. Open ArmorAddon > MoleratHairBackAA, change the form ID, then under Biped Model select your new molerat nif, then OK. 3. Open Armor > SkinMoleratHairBack, change the form ID, then drag and drop the new armoraddon you just made to the Models window., then OK. 4. Re-open your new molerat actor, then on Traits tab select the new armor you just made in the Skin drop down menu. Then OK. 5. The easiest way to put it in game is to open the cell where you want it to appear and drag and drop it there.
  9. You can show images in terminals so that's the easy part. But showing locations on that map would have to be put on the map image, not done pragmatically like in pipboy.
  10. 1. With B.A.E. -- extract Data/Fallout4 - Materials.ba2 then navigate to Materials/Actors/Moelrat/molerat.bgsm and extract. Do the same for the mesh. 2. With Material Editor -- open the molerat.bgsm that you extracted and on tab "Material" change the file paths to your new texture locations. Then save as "YourNewMolerat". 3. In Nifskope -- open the mesh for the molerat. Select the BSSubindexTriShape that you want to change then select the BSLightingShaderProperty below that. In the Block Details below, right click on txt Name and enter your new material file location materials/yourfilelocation/yournewmolerat.bgsm. Save as "newmolerat".
  11. The only thing you have to do is nav-mesh the bottom of the cage like this and he will stay there forever. http://i.imgur.com/F4JCphw.jpghttp://i.imgur.com/shB85zs.jpg
  12. Does it happen right after a cell change and/or during fast travel? If so, open command console after every cell change and before fast travel and enter "PCB". This purges cell buffers which can contain info from mods that may be causing it, or the cell buffer just stacks up to an unmanageable size.
  13. What qwertyzeldar said. I created all the meshes and textures for Daughters of ARES and I support lucasjose's decision to pull the mod. So unfortunately it's just not going to happen.
  14. No it's not. Like I said, GeForce Experience fixes it. Click on "Use Optimal settings" and it's done.
  15. There's already a gold bar in the game so all you have to do is stack them, ctrl+Lclick each bar, then Rclick and make static collection. For anything else you can just use any similar collision using this method.
  16. It's the new Nvidia driver. Set your game to "Use optimal settings" in GeForce Experience and that will fix it.
  17. Or you can just use "Optimal Settings" in GeForce Experience. It fixed it for me.
  18. You can use the transparency method if you deselect (in CK) the FaceGenHead, and Eyes on the armor addon. You may need to do Mouth, Beard, Neck, etc. too depending on what you have set as transparent. Don't deselect the hair because it will clip. http://i.imgur.com/29pyS0w.jpg
  19. Like the title says. These two pods are floating off the beach on 17,1. I have a mod I've been working on and part of it involves some NPCs that use that area. The enable marker is listed as "Vault120Escape PodParent". There's no Vault 120 that I'm aware of so maybe it's for deleted content or a future DLC? I'm usually very careful with adding NPCs to existing content but if I don't know what it is exactly it's hard to know if what I'm doing will interfere with anything. I'll probably play it safe and move my NPCs patrol route but still I'm curious. http://i.imgur.com/fSq3JL2.jpg
  20. It will be finished some time in September or October. http://www.nexusmods.com/fallout4/users/2882342/?tb=images&pUp=1
  21. There are no letters in the game. But if you want letters like the neon ones I made in the top of this pic you can make them in Max or Blender. Otherwise, as Gersidi76 said, you can re-texture an existing sign like the bottom one in this picture.
  22. True, you can do whatever you want for your own use. You just can't distribute the mesh or textures to others. Yes. BodySlide's Outfit Studio can import any obj file (export it from Max in Blender format) and rig it to the CBBE body reference, then export it in FO4 nif format.
  23. Yes, I was showing that it is tiled and not overlapped. If it was tiled it could be done, but if it was overlapped it has to be remapped. I was at work at the time with no access to nifskope. After I got home from work I checked it out and I can not find the texture editor on the pre-alpha nifskope for FO4. It seems a few of the functions are not available yet. If you let me know which model you need I can do it for you and make a texture template while I'm at it.
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