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Everything posted by Indarello
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You are talking also about making working face? I think if you ask such questions you better dont make such hard things now. Because untill proper result making proper follower from custom model with custom working face may take up to 1 year if you dont have much experince in it. I recommend first start creating just first follower based on existing game race (human). There are a lot of examples of it on downloads. Later when you will make this PM me and I will show how tou make model and face
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Gloves and Outfit Studio
Indarello replied to sebasgaroz12's topic in Fallout 4's Creation Kit and Modders
Using outfit studio? Import from nif, save, build, if gloves contain hands - mark slots in esp with f4edit -
Removing edits and dependencies from a mod
Indarello replied to Mattcarrisosa's topic in Fallout 4's Creation Kit and Modders
You can try use f4editor, dont know how much time it will take -
1)there is mod Unique Player and Followers REDUX which can be good example for this 2)also have you tried bodygen? It allow to autogenerate random body sliders for each npc you meet
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Material: How to change footstep sounds
Indarello replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
https://www.nexusmods.com/fallout4/mods/12379 Dont know if it will be helpful but this mod as far as I remember have something like new footstep sound set, that can be used as example -
Tips and tricks/ Help needed
Indarello replied to SatanicLorde45's topic in Fallout 4's Creation Kit and Modders
Advice: dont make such hard mod if you have not worked with more simple outfits before, to make proper boneweight for such outfit will be really pain in ... Dont know about other parts (have not created outfits from scratch) -
Need help editing .nif files
Indarello replied to ImpMontezuma's topic in Fallout 4's Creation Kit and Modders
After reading only short part: use material swap -
Some progress: Found mask for head Maybe somebody will found way to implement for body textures\Actors\Character\Character Assets\Tintmasks\SkinTone.dds
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Maybe somebody know how to get actor body color (skin tint/skin tone)?
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Hello, I am trying to make color mask for body to make color adjust less affect for hands and feet, I can create mask, but dont know how to make it work with script/esp Somebody know way to make such mod?
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custom head fit with neck mesh
Indarello replied to Hggu4884's topic in Fallout 4's Creation Kit and Modders
When I am making custom heads I always try find way to hide seam with some clothes. If there is no way I think best way to merge parts with blender, I think you will find proper guide -
detail or glow texture in material editor
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
They helped me with blink: BoSDistressPulserGlowing.nif as example, have glowing that changes EmissiveMultiple value Worked for me with this alpha properties Still looking for better solution for "holo" effect -
detail or glow texture in material editor
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
Thanks, we are close now to the result I wanted. I didn't sad it quite right. I mean make it something like "holo" in result I got static glow that don't changes from the sides you watch it that is what I wanted: https://mega.nz/file/Oqo2XbBL#juMKOGCIM4jN9CJ6MFQpw0f8dGdVKHN_AaEwPnxApw8 Also do you know how to make something "blink" appear on 3 sec and than disappear on 3 and do this again -
detail or glow texture in material editor
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
Problem that I don't have "already existing material" I have this thing working on source engine (source filmmaker, csgo...) and in 3d program this is how it works in source: VertexLitGeneric { $basetexture "models/_test-drive/DBH_KARA/kara_blue_triangle_d" $bumpmap "models/_test-drive/DBH_KARA/kara_blue_triangle_n" $model 1 "$color2" "[0 0 0]" //"$color2" "[0.3 0.3 0.3]" $phong "1" $phongboost "1" $phongfresnelranges "[0 .5 1]" $phongalbedotint "1" $halflambert 1 $halflambert 1 $emissiveBlendEnabled 1 $emissiveBlendTexture "dev/null" $emissiveBlendBaseTexture "models/_test-drive/DBH_KARA/kara_blue_triangle_g" $emissiveBlendFlowTexture "dev/null" $emissiveBlendTint "[0.1 0.5 1]" $emissiveBlendStrength 2 $emissiveBlendScrollVector "[0 0]" } in 3d program: -
Change Head part with script
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
4)Solution BodyGen.SetSkinOverride(akActor, "Your id of textures in F4SE\Plugins\F4EE\Skin\youresp.esp\skin.json") when remove outfit: BodyGen.RemoveSkinOverride(akActor); warning:RemoveSkinOverride before returning headparts, otherwise script may crash game For other 3 I decided to dont return face parts and and leave the return of the previous preset to the user -
Weird jagged bits on mesh :S
Indarello replied to Elbubsio's topic in Fallout 4's Creation Kit and Modders
maybe bad bone weighting? -
HeadPart Property ZZZ_headp1 Auto const mandatory; HeadPart Property ZZZ_eyes Auto const mandatory; HeadPart Property ZZZ_lashes Auto const mandatory; HeadPart Property ZZZ_jaw Auto const mandatory; HeadPart Property ZZZ_blankhair Auto const mandatory; HeadPart Property ZZZ_blankeye Auto const mandatory; HeadPart[] tHeadParts; int nCount; Event OnEquipped(Actor akActor) ;Debug.MessageBox("ZZZ ARM equipped") tHeadParts = akActor.GetActorBase().GetHeadParts(); nCount = tHeadParts.Length; int i = 0; while (i < nCount) HeadPart tPart = tHeadParts[i]; ;Debug.MessageBox("Part " + i + " [" + tPart.GetName() + "]" + " is " + tPart.GetType()); akActor.ChangeHeadPart(tHeadParts[i], true); i = i + 1; endwhile akActor.ChangeHeadPart(ZZZ_headp1); akActor.ChangeHeadPart(ZZZ_eyes); akActor.ChangeHeadPart(ZZZ_lashes); akActor.ChangeHeadPart(ZZZ_jaw); akActor.ChangeHeadPart(ZZZ_blankhair); akActor.ChangeHeadPart(ZZZ_blankeye); endEvent Event OnUnequipped(Actor akActor) ;Debug.MessageBox("ZZZ arm unequipped") akActor.ChangeHeadPart(ZZZ_headp1, true, true); akActor.ChangeHeadPart(ZZZ_eyes, true, true); akActor.ChangeHeadPart(ZZZ_lashes, true, true); akActor.ChangeHeadPart(ZZZ_jaw, true, true); akActor.ChangeHeadPart(ZZZ_blankhair, true, true); akActor.ChangeHeadPart(ZZZ_blankeye, true, true); int i = 0; while (i < nCount) HeadPart tPart = tHeadParts[i]; ;Debug.MessageBox("Part " + i + " [" + tPart.GetName() + "]" + " is " + tPart.GetType()); akActor.ChangeHeadPart(tHeadParts[i]); i = i + 1; endwhile endEvent Was trying to apply another face to actor who equiping armor, with support for face expressions, mostly work, but have some small problems: 1)akActor.ChangeHeadPart(tHeadParts, true); don't work for hair, script can find hair but cant remove itonly when I apply blank (no mesh) head part with hair slot result in hair disappears, but I also cant return hair back 2)How I can store head part for different actors in variable to return their headpart back when armor is unequippedHeadPart[] tHeadParts = akActor.GetActorBase().GetHeadParts(); 3)When I equip, then unequip, then again equip I can see eye lashes from base face, and their will appear again each time armor equippingWhy they dont appear first time, I dont know how to remove them, blank eyes and lashes cant remove them 4)When I select "facegen texture" for face slot model - face appearing with previous face texture (equipped before armor equip) and it is required to use looksmenu to apply proper textures When I select non facegen - model in face slot dont appear first time when equipping armor I saw example with facechange with "preset" option in looksmenu, but it ruin all bodygen morphs
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Found that bone data which I can found in f4editor is breaking my model meshes (make them bigger) If I delete bone data in f4editor outfit working good Why this happening? Is there is better solution instead of deleteing bone data everytime I add outfit to my mod?
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Additem script crash since update
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
The problem was with this high heels system 1.4 beta3 https://www.nexusmods.com/fallout4/mods/39850 new version 1.4 beta4 works without crash -
Disable player Movements
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
I attached npc to furniture, so now it dont move -
Additem script crash since update
Indarello replied to Indarello's topic in Fallout 4's Creation Kit and Modders
No f4se, and I have problems with old scripts also that worked before I mean I have quest mod with scripts that worked before update, they was giving armor and weapon without problem, but now As temporary solution I can use only equipitem function, it also give item if actor dont have it -
When I set idle animation on actor and then execute UseWeapon with melee weapon on this actor Every hit make him move a bit, how I can disable this movements? I use dyn_activationloop, should I use something another?
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Since update to new version of game and update creation kit I have game crash with additem function For example for npc: MyNpc.AddItem(MyArmor, 1)Also have crash with scripts I compiled before game update