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mm137

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Everything posted by mm137

  1. Aha, that might actually be what I am missing. Thanks, I will look into this tomorrow.
  2. Well, I tried just duplicating the Human Race in CK. Not sure if it would work differently in FO4edit or not, but it's worth a shot.
  3. Thanks, that's some good info. I think I can just add alphas to all the textures I have now to avoid re-doing them and make them into tattoos. I can add tattoos in the GECK, but haven't figured out how to add my modded ones to the list - I suspect it's either a FormID list or a keyword list. There must be some way to do it without editing the base Human Race record (hopefully). I agree that the way they structured the face gen stuff is totally backwards - I'm wondering if I'm going to have to wait for F4SE to make this work without conflict since I can't get the new race to work yet. Still getting the floating head business after quite a bit of experimenting. Hopefully there are enough people poking around in this area that it will become a little clearer. I've had this mod on the back-burner since the game released and thought the CK would make it simpler. Thanks again for the help. Baby steps...
  4. I'm guessing, but I think it's the keyword "ma_PA_Helmet" or "dn_PowerArmor_Helmet" In FO3/NV this was controlled by a flag but it's not so simple in the new GECK. The audio chain that affects is it is AudioEffectChainPowerArmorHelmet, which is linked to "Default Objects" PowerArmorHelmetEffect and PowerArmorHelmetEffectFP (ppresumably First Person). How these are connected to the keyword (or other means if I am guessing incorrectly) is beyond me at the moment. The effect chain is just an overdrive and a simple high pass filter at 1000 mhz.
  5. Hmm, tattoos don't show up in the GECK either, seemingly even vanilla ones on vanilla NPCs. I wonder if perhaps the face paint would show up in-game. I'm going to try spawning some of the new NPCs and see if results are any better.
  6. I'm making a mod involving a new type of enemy and want them to have unique multi-colored face paints. I thought the easiest way to accomplish this was to create a new race and apply the paints as "complexions" (this is how Mart's Mutant Mod did it back in the day) but: a) The new NPCs suddenly become bald, floating heads, in both the preview window and the edit window b) In the preview window, the new complexions do not show up at all, and in the edit window, the faces just turn black. My other thought is to try and apply the paints as tattoos (as the in-game face paints are all single-color), but I will have to remake 34 textures and figure out how to add them to the list of tattoos, which eludes me so far. So! Any advice? Is there a simpler way to do this? Clearly the race system is different in FO4 vs FO3, but it's hard to tell what's going on under the hood here.
  7. First thing to get is the Morrowind Code Patch. Then Morrowind Overhaul - Sound and Graphics, MGE XE, and Better DIalog Font. You'll probably want a mod manager like the NMM if you don't have one already. Don't know about the controller though.
  8. Looking through the vanilla files, its seems most of the vanilla armor mods don't have a Model entry. I'm going to try this anyway and see if it works, though.
  9. !!! That might be it! Man, if that's all it is, I will be stoked. Thanks again, I really appreciate the help.
  10. There's no new meshes involved- just material swaps. I've been using generic ground objects for the new mods, but I am wondering if that's the issue. The crashes occur in the armor workbench menu - the vanilla mods work fine, but as soon as I select one of my new ones - crash! No errors in xEdit or CK, and no additional masters beyond the FO4.esm. Thanks for the advice. I will post again if I make any progress.
  11. No, this is good info. The \ / thing really threw me at first, even after I figured out the "textures/" issue.
  12. I have been working on a pretty elaborate new set of armor mods for quite a while now, but I put it aside because every time I tried to select one of them in the menu, the game CTDs. I had hoped that the GECK would have provided some enlightenment as to what I'm doing wrong, but so far I can't figure anything out. Following the pattern of vanilla armor mods (leather specifically), I have constructable objects, misc items for the loose mods, material swaps, and OMODs, plus additions to the OMOD lists for the new entries. Am I missing something? :wallbash: At first I thought it was the material swaps, but even when I tried using vanilla swaps and no swaps, still CTD. :wallbash: Does anybody have any experience with this, or is there a mod that adds armor mods that I can look at?
  13. Cool. I have zero experience scripting but I'll give it a shot. Thanks DW.
  14. Since the keyword cap seems to have been fixed, I have been trying to update a mod no longer toneed SK, but I'm not sure what the best practice is for creating new menus. I want to to add a new menu, either to power (colored lights alongside vanilla lights) or lights (colored lights as a subcategory). What I can't figure out is how not to conflict with Homemaker and others that menus to the power and/or lights menus. I don't want to have to make a bunch of patches for different mods, and or force the user to create a manual merged patch, but if I don't either the additions from Homemaker et al or the additions from my mod will not show up, depending on load order. Am I missing something? Looking at my load order with and without SK and the various patches, it still looks like with SK everything's working neatly, at the expense of having a bunch of patch esps. Without SK, there's all kinds of conflicts, between Homemaker and Snap n Build, between Homemaker and mine... Maybe a bashed patch will resolve this, but what should I do in the meantime?
  15. http://forums.nexusmods.com/index.php?/topic/3998460-mods-are-not-disabled-in-survival-beta-beth-changed-how-plugintxt-works/ This is the info you want Edit:oops, beaten to the punch
  16. This is a good idea. Maybe I'll take a crack at it when I have some time.
  17. Ha, I wonder if Mr. Brainwash is a Banksy joke.
  18. Sounds cool. Reminds me of The Raid: Redemption.
  19. Yeah that's what I've been doing so far.
  20. http://www.nexusmods.com/fallout4/mods/7075/?
  21. I keep seeing references to this, and the fact that SK is no longer needed, but haven't found anything beyond hearsay. Can somebody clue me in? This affects some of my mods if true.
  22. Can you guys point me to a source for the keyword cap being removed? I haven't found much beyond hearsay and if SK is obsolete it affects a couple of my mods (not to mention several in my load order).
  23. Why are people so upset about this little joke? I though it was funny. The only reason it didn't seem real is that you didn't post a giant wall of text in the OP.
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