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Thirdstorm

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  1. @SMB92; I have not, and I don't know if Expired worked out the kinks with it persisting using Looksmenu / F4SE, remind me and I'll see if can dig up some of the freak show photos from when I experimenting with it and show you on discord. I do know you can get it to persist if it's either a hard edit to the player character, or if it's treated as an Outfit, but I think Trophyhunter is trying to make it a little more Dynamic. Heck in the long run I'd love to see this nut cracked as it's delayed some of the things I wanted to implement with Unique NPCs
  2. The above information is helpful (Suggest leading with this kind of info/troubleshooting in the future!) I tried the same a while ago, working with Expired to get the Race portion of the Looksmenu working, even if I could get the game to allow a Race Change, with replacement Nifs (Head front and back, body) either the headparts would not properly persist, or the textures would not, (or both) upon reloading the save. There are a number of Reddit and other posts regarding this, the base Fallout 4 Engine does not seem to properly handle race changes, it required F4SE to make it work if the face was anything but Preset 1, and even then it was dodgy. You can likely make it work without LooksMenu specifically, but it will likely require F4SE and that team would likely be able to help you with more specific details. Regarding SubIndexing: Try turning a human face into a mask, even with the correct ArmorAddon and ArmorRecord settings it won't render until you change the Subindexing from the "Face" to anything but the face :) (Don't ask, it's for RO...)
  3. so the first thing you need to look at is SubIndexing. The subindexing controls (In my experience) not just dismemberment but how and what renders in the game. If the engine doesn't see a valid replacement, it will substitute a default or leave the missing part without a model. Verify the subindexing is identical in OutfitStudio to the base female head rear. Second thing I'd look at is a partially corrupt nif / a nif with bad or invalid data. It happens more often than you would think, could be a corrupted export or a bad bounding sphere. Open CK, go to an ArmorAddon record, attempt to replace the armoraddon's nif with yours, see if it renders in the Preview window. if it doesn't, check the errors reported, they often give good clues. If it crashes CK, export it as an Object in Outfit studio and re-import resetting all the basics. If it's fine, then we need to look at other things, including how you are forcing the change in the ESP.
  4. Afternoon! Usually it's safe to add, if it's not a "hugely overused" item. Adding a combo to combat armor is bad, since so many mods touch it, but adding to a scarf or outfit, not so much. I personally would rather have a combination rather than new item of its a color swap. Other thoughts: So I learned this answer the hard way over the last 6 weeks. Answers below are verifiable. -adding templates copied from a vanilla item is fine, as long as the exact same number of combinations, IN THE EXACT ORDER, with the EXACT NUMBER SEQUENCE. If you modify either, even if you renumbering perfectly, you'll break the template. Don't believe me? Change the order of the combat armor torso templates, just the order, open it in CK and you'll see the results right away, the object template will be a mess. -Adding the standard "3" template is fine, and works perfectly (Default, Standard, Epic) for non-quest armor and weapons. Adding it to a question item or reward, especially one without a completed template, in FO4Edif will, especially on weapons (I kid you not) result in CTD's half the time. If you do it in CK you should be in good shape. -if this is for FO4, Gambit77 and I are nearly done with an ArmorKeywords rebuild, including adding "Faction" and other templates to a ton of items,'specially to facilitate this kind of thing.. What kind of edit did you have in mind?
  5. Sorry "Adulting" today, hence the pauses in replies. Any time you see an NPC referencing "Templates" the related fields will be locked out, and any changes made on EncXXXXX NPC's (Face, Faction, etc NPCs) will be cascaded to all NPC's that reference that NPC Directly, or indirectly based on a Lcharxxxx List or LvlXxxx Actor... Let me know if you had other questions.
  6. All of them are templated: EncMinutemen02 [NPC_:001BF0BB] EncMinutemen03 [NPC_:001BF0BC] EncMinutemen04 [NPC_:001BF0BD] EncMinutemen05 [NPC_:001BF0BE] EncMinutemen06 [NPC_:001BF0BF] EncMinutemen07 [NPC_:001BF0C0] EncMinutemen08 [NPC_:001BF0C1] In this case, the Inventory Template usage locks out your ability to change their inventory, specially they are all referring to EncMinutemen01Template "Minuteman" [NPC_:001BF0B7]. To be honest, you should not be editing those NPC's to add a new PowerArmor Frame to them, as it will mean every time the Engine hits on "EncMinutemen08 [NPC_:001BF0C1]" (for example) you get an NPC wearing a suit of PA, unless you want at higher levels the majority of Minutemen in PowerArmor. The best way to accomplish this would be to create a new Minutemen Record in CreationKit, cloned from EncMinutemen01Template "Minuteman" [NPC_:001BF0B7]. Rename it however you want, I'd suggest upping the stats and making it Level scaling w/ the player. Once that's done, if you add the NPC to the correct LcharXXXXX table then Minutemen will have a chance to spawn in PA occasionally, in this case add it to LCharMinutemen [LVLN:001BF0C2]
  7. Man I need to finish writing those articles for the CreationKit Wiki.. I think I know what your problem is, but Lets start at the beginning.. What is the Exact FormID and full name of the NPC's in question?
  8. I have an educated guess, based upon errors when rebuilding NPC's and some armor records kicking back errors when editing those NPC's.. Some armor records, including "bodies" will report "invalid or missing skin texture", which appears to be used for NPC's that have FaceGen / SkinTint. Inside the armor records you can assign a skin texture set, but that doesn't actually resolve the error (one of the CoA vanilla outfits gives that error if memory serves) and it continues to report it. Assuming that the those fields are the same records inside the Body Part Record, a skin texture set, itks not an unlocked field in our version of CK, and FO4 reports it as unknown. I've run into a couple other fields "locked out" in CK that are editable in FO4Edit. You could try copying the field from the "Human Body" record. Once I'm back at my desk I'm going to see if I can find that CoA armor record and see if copying said field over in FO4Edit clears the error in CK. Btw thanks again for the patience last year when pointing out the errors and correct way to edit NPC's I the first place.
  9. I basically did that mod. Assigning seperate CBBE bodies to each "Faction", but done that way ran into issues, mainly the average user either 1) had problems reading the directions and "building" each body, and 2) built one or more bodies to cartoonish proportions and it resulted in bad clipping of some outfits. You could do this for vanilla, or even CBBE a little differently, either by editing the specific "encXXXXFace" NPCs (xxx = faction name) and editing the "triangle" for each faction to conform to what you want. The downside of that would be conflicts, you'd have to be willing to patch every NPC for every mod.. The best current way would be exploring the Looksmenu CBBE dynamic sliders, you can set a list of slider sets for the NPC's to pull from, and it might be possible to set it up to be linked to specific keywords or factions
  10. Just got to my desk, let me peak at a similar project I had..
  11. First: great looking outfit, who doesn't love a little 40K! Second: A good number of authors have pulled from the bathrobes and other outfits for good physics, since those bones are locked and only a handful of people have the tools we have to nab physics from vanilla objects. Your issue: First toss the outfit in OutfitStudio and check to see what it reports the bone weighting on the cloth. It could be its only partially weighted or not actually fully weighted on the correct bone(didn't hear / see notes on how you weighted it) Next, While in 3ds I'd check the subindexing on the cloth also, sometimes that can go wonky, and it should like the Subindexed for the torso (0,1,2,3 arrays). Last In Nifscope I'd check your bounding spheres on the cloth, I don't have exact numbers for you, but if you see huge positive or negative numbers something likely off. I've fixed it by either coping the bounding spheres from a similar object or exporting as an object (from OS), reimporting and weighting. Hope that helps.
  12. Not an expert but from previous reading it's linked to several factors. Range LOD Loaded Cells Check out this mod, that made some of the changes your after Longer Range Projectiles by spad
  13. One of the Downsides of recycle actor is exactly that "glitch". Using "resurrect" after will sometimes successfully reset the NPC (where they do equip items) but the game engine does not enjoy any of this behavior (recycle actor / resurrect) and will sometimes CTD.
  14. Morning! So have a ESP I'm working on that is causing CTD's for one of the people testing it, 5'ish seconds after loading a save. Wondering if anyone has suggestions / ideas for something I might have missed. -Creation Kit opens it, and reports only reports the basic Errors (aka leveled actor on list [vanilla reference] please remove) -FO4Edit opens it without errors (Or reports any with error check) -plugin causes CTD for the person, even without textures and mesh files. -tested with just the base requirement of FO4, CBBE and the plugin -Tested with a clean save file, no plugins on save, in Vault111 -person has a fresh install of FO4 and is configured for modding. -PC specs pretty midrange, but without the Texture or Mesh BA2's should not be taxing. -Others able to open a save with the ESP, no issues. Person in question created a bunch of textures for me, so would love to figure this out!
  15. Personally when the list has shown as empty (had it happen at a vanilla settlement) I've had success just waiting in the settlement for a bit and "working" (scrapping etc..) If I was going to guess, the workshop script is backed up, and has not finished running, as that also causes assignment lag.
  16. Sounds Interesting, working on a similar project, proving if you had an idea, someone else did too!
  17. I saw them in CK, and confirmed they are are available in FO4Edit, but the common assumption / statement was: 1) once you converted to CBBE the sliders meant nothing for NPC's 2) The "Triangle" adjustments would not stick with NPC's. 3) Built cloths and armor would not work properly (aka float) on a NPC with a "Different" CBBE body The first two didn't make sense, with Unique Player and Companion mods, so I broke it down and did a proof of concept. Doing that I confirmed you could force the CBBE weighted armor to conform to a sufficiently modified body, as long as the adjustment was made to the Triangle and Morph values. Additionally, after doing that, even Armor built for a different faction weighted properly. Looking at the photos, those are all Bodyslide enabled outfits and armor, build for very different shapes (including different faction bodies) and they conform nearly perfectly, no clipping.
  18. The great unknowns of the NPC Bodies | MWGT-Weight & MRSV - Body Morph Region Values and their effect on CBBE It took a good deal of time, but I think I've cracked it... So in Short I'm hoping the work here will allow FO4 to grow a little further when it comes to customized and Unique NPC Bodies... Not just for Barbie-dolls, but really stand out NPC's and added Diversity. Most of this was research done for Unique Female NPC Bodies I CBBE Body and Skin Overhaul by Thirdstorm, I noticed in game some NPC's seem to use the CBBE body, textures but have a very particular shape, be it skinner, fat, et.**They did exist.**More importantly the bodyslide outfits confirmed to THEM, not the other way around. Two of the best examples are Cricket (0012fcce) and Stash (0018a6d1). Oddly I had previously noticed if I "looksmenu'ed" companions or NPC's it would sometimes "stick"... Another author suggested I talk to Ousnius (CBBE), and I took the chance and PM’ed him (very responsive to questions which was awesome) but we ended with the following:"I don't know, maybe some mod or yours made them use their own body that matches. Or the body that's inside the main outfit they're wearing fit the rest. Not really much I can tell you here, other than all outfits have to be built with a preset that matches all bodies. If an NPC with a different body is wearing an outfit made for your own body, it won't match.That's why unique body mods for PC and NPC are kind of weird." Now I knew what I had seen, but I needed more information and a stand out example.. A few weeks ago I ran into Stash, and I'm a little odd. I like my traveling merchants to be equipped as to not be accosted as murdered by raiders (Or at least appear like they could fend them off.)I started playing with outfits, confirmed right away the clothing (and armor) morphed to her, not the other way around. Exploring the fields in FO4Edit for I noticed she had several that were different than the rest… I did some more research, made some inquires, and was told the CBBE bodies have priority. That does not appear to be entirely the case: Pulling the data from 4 females with "stand out bodies" I started looking in their records for "what was different" and found 2 sets of fields.The First is MWGT - Weight (Thin, Muscular and Fat)The Second is MRSV - Body Morph Region Values (Head, Upper Torso, Arms, Lower Torso, Legs). I was told the "Triangle" was not retained for NPC's (Except maybe in some save record) and would not stick….. Looking a few dozen records, I started with the MRSV - Body Morph Region Values because they seemed to be the "unknown", and they also seemed to have the greatest "spread" between actors. Picking LvlRaider_Female (000D39F6) as a base, because there were no embedded morph values (Most Generics don't seem to have any or significant values) I picked Cricket (0012fcce) as a source I did the quick tweak shown. Immediately I captured a notifiable difference, and although they spawned with different outfits I played "dress up" to make the comparison cleaner. Besides the body morph (Much skinner than the CBBE body) the Bodyslide Outfits are conforming to the Edited Raider body, rather than "floating" as experienced previously with an Outfit on the wrong CBBE body. I had confirmation, the clothing and armor morphs to fit the body, regardless of the fact it's bodyslide for the original CBBE shape for the faction. Below is the result of a shameful amount of time in FO4Edit. The photos are 2 sets of different CBBE bodies. The CoA set are using CBBE SkinnyThe Raider Set are a custom CBBE based off "Hardbody" By editing the fields:MWGT-WeightMRSV - Body Morph Region Values You get the following Effects: (CoA)Center NPC in Each is baseline "0"Left NPC for CoA is “Heavier”Right NPC for CoA is “Thinner” Raiders (Turned out the best in Testing)Center NPC in Each is baseline "0"Left NPC for Raiders is “Thinner”Right NPC for Raiders is “Heavier” Now... Some monsters were created in the process as I figured out the values..Again Center NPC is baseline Early success... Wide Load... Album with more testing images can be found here. Less than perfectly detailed testing notes:MWGT-Weight This appears to be the “Triangle” from Character creation Total value needs to equal 100 for MWGT, some of the “monsters” created were before I had lunch and after a break and a cup of coffee I smacked my forehead and realized that sum in the vanilla records for exactly 100 (to be fair the numbers looked random) Closer to “0.50” the more normal the body. You can take the total over 100, but the engine does weird things, and above 1.05 creates freaks. Slanting heavily towards one or another creates extremes, but many can be considered “real’ish”Example:Thin 0.80Muscular 0.15Fat 0.05Created an emaciated super thin figure MRSV - Body Morph Region ValuesDoes not need to equal 100Adjusting the number plus or minus reinforces or mitigates / tweaks the adjustments from the “Weight” section. Seriously, more work is needed, but I hope to have an update up soon.
  19. Slowly learned some of the basics of leveled lists, and to be honest yet to find a good tutorial (if someone has one please link!) I understand the nested structure, and how the feed, but I want to take things further. Leveled list filering rules seem linked in a few different places. -tmp filtering seems linked to the tmp keyword on a leveled list and object combination, example I rebuilt the "Raider Overhaul" Power Armor and Dreadnaught lists using linked keywords in the object combination and a custom keyword ("if_tmp_PA_Shark [KYWD:6200EAE4]" as an example) -Loot chance for Legendaries appears to be linked to a Keyword (EncTypeLegendary [KYWD:001CF26C]), and a Global Value (LL_EpicChance_Standard [GLOB:0003F1E4]). The global value keyword is linked to the "sub list" that is then linked to a "parent" list (Example And LL_Weapon_Melee_All [LVLI:D3001F1B] feeds into LGND_PossibleLegendaryItemBaseLists_Weapons [LVLI:001CCDA9]) The question is, can I create a filter that will trigger for a specific race or gender and how do I trick / configure it to work?
  20. Could be Nvidia drivers, happened to me, can't remember the exact setting but Google should net results.
  21. Not an expert and trying to learn myself, but I think this would have to be a moderately complex script attached to a specific workbench. To scale on happiness it would have to have (I think) magnitude references with a ton of equal to or or more
  22. Not an expert, let me be clear... That said I've had FO4Edit "break" a couple times, and either stop displaying data properly (comparisons) or start adding rogue edits when I open / close (noticing mods I had not touched asking me to save changes).. (I'm sure I broke FO4edit with a fat-finger or something) Rename your FO4edit folder, redownload FO4Edit and try a fresh version, see if suddenly it starts working, and if it does kill the old FO4Edit folder..... has resolved issues for me twice
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