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Everything posted by Thirdstorm
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Still an issue it seems... Taking forever to respond to comments on Nexus mod pages.
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Multiple Reports of Vortex not fully installing mod assets
Thirdstorm replied to Thirdstorm's topic in Vortex Support
Thanks, I've got multiple bug reports and over a dozen separate comments over the last few months about it, so figured it was worth inquiring. -
Afternoon, Returning to modding after an extended break on and "ArmorKeywords" we've had multiple bug reports directly or indirectly linked to assets not fully installing (Stuck in workbenches, crashes in work benches, missing models, missing textures) during a period we had no updates for months. A few people who were not the original bug poster have commented that they traced the issue to Vortex not fully installing ArmorKeywords and it's BA2's and they were forced to either use NMM to install AK or manually extract the files. Adding a new wrinkle an update was pushed to ArmorKeywords last night and I've got reports of Vortex reporting it as "Out of Date" even with the FMOD and ESM having version numbers sequenced up. Of course I don't have error messages or Build versions, but was hoping to discuss the FMOD we use and see if something in it is incompatible with Vortex. We are using the "FOMOD Creation Tool" Thanks!
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Leveled Lists: Broad VS Deep?
Thirdstorm replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
Have a long (year) overdue project with allot of complicated leveled lists, so can feel the pain in the rear this is, but in my mindyou can have deep and broad lists at the same time... Example: (one I've modified) LLI_Raider_Weapons [LVLI:0005E8E5] -Change to Calc for all items and Calc players level. -Duplicate original list adding the Suffix "_Vanilla" -Duplicate Original List adding the Suffix "_ModXXXX" (whatever your mod name is. -Remove all but lets say 4 Entries in the original Leveled list (example was 0005E8E5) -Add the new Suffix'ed "_Vanilla" leveled list into 0005E8E5 [3] times -Add the new Suffix'ed "_ModXXXX" leveled list into 0005E8E5 [1] times -WIN! *note* You can of course add more to the original 0005E8E5, including additional sublists to broaden it further... Taking it to the next level... In your custom leveled list ("_ModXXXX") you can now broaden the list further if you want, making Common, Uncommon and Rare weapons by doing similar things, cloning your "_ModXXXX" and making the sub-lists, making it "broad" in the scope of sub lists it's choosing from and "deep" in the content in each sub list. Takes a while but makes for some amazing lists- 1 reply
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- leveled list
- loot
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New races can be fun but complicated.... First: It's best to make new NPC's and spawn them in, not edit existing NPC's, unless you know all of their dependancies and make sure you're not effecting other NPCs accidently. Second: If you *MUST* edit existing NPC's you need to make sure; -On the Templates Tab there needs to be no "Traits" template checked, this is where appearance (Body, skin, etc) is inherited from -There are Head parts, Face Textures, etc all flagged for this new race, again it's better to make new vs editing existing. -The face textures are saved in the correct format. -The Face Textures and Head parts are "Loose" in your Fallout folders vs in BA2's, CK can be a pain here -The Head Parts and Textures are added to the Race, and the NPC you are editing is changed to that race. As there is an existing mod with the elements in it, it's possible the headparts aren't flagged for the NPC you are trying to edit..
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Workflow in Maya to copy bone weights?
Thirdstorm replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
Very cool! BSSubindexing is required for outfits and armor, it is what controls the "Targeting" (Body part locations) and dismemberment. Missing or Invalid BSSubindex data will result in CTD's in combat -
Workflow in Maya to copy bone weights?
Thirdstorm replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
been a while, but I : -Import Target skeleton, very important step many skip. -Import "Source" Nif (weights on it) -import a non-weighted BSTrishape (Not BSSubindexedTriShape). -Save (3ds likes to crash) -Copy over skin and adjust -Save (Strongly suggest "Filename_VX, X=Number and increment) -Add BSSubIndesing, and properly subindex. -
Workflow in Maya to copy bone weights?
Thirdstorm replied to dagobaking's topic in Fallout 4's Creation Kit and Modders
as far as I know, unless the mesh is a 1-1 match, vertex by vertex, the weighting will always be "scrambled" when copied over. Don't know a process for exporting from Maya and keeping the bones, but it is possible from 3DSMax 2013 -
How to disable ai packages for actor
Thirdstorm replied to Indarello's topic in Fallout 4's Creation Kit and Modders
First you should ALWAYS make these changes in CK! XEdit allows changes to be made that cause issues in game, the NPC's might function, but it's kicking back errors the engine has to overcome. Depends on the Actor in question... -Template EncActorNPC then just changing the base AI data in CK will allow for changes -Templated EncActorNPC and has a source "AI Data" template, then either changing the targeted template, or removing the "Template" and setting the AI data in CK. -LVLActor without a source for "AI Data" then just change the base AI data in CK will allow for changes -LVLActor with a source for "AI Data" template, then either changing the targeted template, or removing the "Template" and setting the AI data in CK. Be careful editing Vanilla NPC records, as some of these changes can have unexpected consequences based on what other NPC's reference said Vanilla NPC -
NPCs: Intelligence, Luck, Charisma?
Thirdstorm replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
What I remember from before.. Strength: Effects Carry weight and Damage Perception: Hit chance and detection Endurance: HP's Charisma: Unknown Intelligence: Unknown Agility: Avoidance Luck: Unknown, Crits if you have a mod that allow crits out of VATS -
anywhere a "Null" is needed, like on the muzzle of a weapon that doesn't have a suppressor or other upgrade attached
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"Use all" in leveled lists
Thirdstorm replied to Cthorthu's topic in Fallout 4's Creation Kit and Modders
It will generate items up to equal to or below the players level. You can also also control a leveled list like that by having it as the Parent and having multiple child sub-lists with the calculate flags and level gated items in it. -
Template inventories and containers
Thirdstorm replied to TheRejected7's topic in Fallout 4's Creation Kit and Modders
why not just change their default inventory? -
Glass texture with .bgsm
Thirdstorm replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
In short, not really, the BGSM processes the lighting effects differently, will always either look "flat" or "glossy" with little middle ground. Why not just use a BGEM -
yes, many authors have dual installs, one for modding and playing, one for testing. Download the game, install updates, rename directory, then using steam do a file check and it will re-download and install FO4
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Mod Energy Resist Entry Point ?
Thirdstorm replied to arael53's topic in Fallout 4's Creation Kit and Modders
They had to edit the Fallout 76 Engine (based on the FO4 Engine) to add that entry point, an EXE edit, so would be hard -
Adding a Decal texture
Thirdstorm replied to Mirage668's topic in Fallout 4's Creation Kit and Modders
+1 onthousande's Comment. I'd suggest unpacking the Vanilla files and looking at the Combat Armor Torso and the T-60 Power Armor Torso Nifs, their Material files and Textures. Then in CK look at how they are configured, -
Creation Kit and Xedit and both Exceptional Starts for Programs to make the edits happen. In Creation Kit find some existing material swaps and examine how they are configured. Additionally I'd suggest getting a Photoshop variant, something that can Edit *.DDS files and a Material File Editor (available on Nexus)
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How can I do material swaps via script?
Thirdstorm replied to vizex1's topic in Fallout 4's Creation Kit and Modders
that would have to be scripted, with a condition check, I would guess.... But it would only have to target (1) Material file, as all additional sub parts of the main weapon, if you made the blood nif overlays, should be using the same material file -
How can I do material swaps via script?
Thirdstorm replied to vizex1's topic in Fallout 4's Creation Kit and Modders
It "should" automatically when it's hit, but really only worked it with weapons directly... But I'm a bit confused, your trying to make the holstered weapon show blood when the holstered weapon is hit?