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Thirdstorm

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Posts posted by Thirdstorm

  1. 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

  2. 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..

  3. 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

  4. Do you have your Fallout files unpacked?

    Have you compared a weapon Nif to to the object your referencing and looked very closely?

     

    There is an simple reason weapons have a blood texture while in combat, There is a second nif, overlayed over the primary nif, which is the target for the blood overlay in combat.

     

    The weapon texture is not touched at all, just the blood overlaying being added while in combat, to the weapon.

     

    If you want it like a weapon effect, then you'd have to make a second overlay nif for each separate for each sub-component, and from experience, at times the blood overlay will only be applied to some of the secondary nifs if there is more than 2

  5. you can do it with one OMOD that has a material swap in it targetting all of the materials in the upgrade.

     

    So ONE SINGLE OMOD, not 30.

    Hell if the "Primary Color" AP isn't used (assuming AK is a dependency, otherwise you can add your own additional keyword.) you can use that, as long as it's the last upgrade added it will superseded everything else.

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