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Schmobius

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Everything posted by Schmobius

  1. That thing looks ridiculous for a non-magical place such as the wasteland.... and yet I don't think you're that far off-base. I have a mod similar to this on FNV: http://www.nexusmods.com/newvegas/mods/36372/? though the one I have seems to be a bit more realistic with half as much stuff inside the tent (and doesn't appear to be on the Nexus anymore.) A tent that size (which some friends of mine have) weighs like 50 or 60 lbs without all the equipment inside of it, and is usually used for car-camping, but if you can carry 20 rocket launchers, we can probably let that slide. A large-ish tent like this, with it's own interior cell, and at the very least a small stove (the mod I have has one set up inside an old safe) or a smallish campfire with the metal grate/pot type cooking stove that fits over it, maybe a container or two, some sleeping bags, and maybe some smallish objects that can be used as crafting stations, could be pretty lore-friendly. I mean, a chemistry station, like a cooking pot on a fire, doesn't need to be particularly big or heavy. May be able to use something like a "repair kit" for weapons and armor, but a full Armorsmith Workbench in a tent might be ridiculous. Most tents that are big enough to have a door you don't crawl or hunch over through sleep like 12 people, though it would be less with the containers and crafting stuff, but a couple zippered nylon or canvas walls wouldn't be out of the question, and enough for 2-5 people to sandbox in could also be expected. If someone wants to make a magical Port-O-Palace with an oak tree in the middle, I can't stop you, but just thought I'd give an opinion on what may fit the game better and skew more towards realism. Also, to point out it's really already been done in FNV.
  2. Something like Willow/Wendy Gilbert from FNV, or Cerwiden/Vilja/Inigo from Skyrim is where I hope we end up. Quest, adequate-to-great voice acting, and all those menu options for customizing behavior. I feel like the latter may need to be a holotape, as immersion-breaking as some may find it, just due to how the dialog is set up in FO4 though.
  3. I'm level 125, and I think I have covered every inch of the map multiple times, so I wanted to start a new game, and actually do some quests again. I'm on 1.5 (Still says [beta] in Steam, though I thought that was released a couple days ago, I've tried to opt out of beta, no change), and I select New Game, and hit ok when it asks to start a new game on survival. My game doesn't crash, it just stays on the title screen with the ittle Vault-Tec loading icon in the lower-right corner, but nothing happens. I walked away for about 10 minutes, and it was still playing the opening theme and zooming in around the Red Rocket. I have a ton of mods installed, including some HUD mods, but it seems like anyone who has trouble with those was getting a CTD. I'm not. I don't want to uninstall them, unless that can be handled with a new profile in NMM--I'm honestly not sure if that works for non-esp files like a HUD, or if it is literally just the load order. Any ideas? Here is my current load order:
  4. Honestly, I think ANY companion that had the configuration and AI depth of Cerwiden, Inigo, or Vilja (Or Willow or Wendy from Fallout NV) would be magnificent. I think that definitely requires the creation kit though. Female companions tend to be more popular... everyone wants their waifu. However, I'd roll with this dude you're describing if he's well constructed on config and AI, and therefore useful. (Right now, I'm running around with Cait, MacCready, Josephine (Mod, uses settler AI and voice, though follows you), and Dogmeat. I ditched the automatron bots, because they don't leave me anything to shoot at.) If I had the tools and skills, I'd be on this right now. I struggled to retexture an article of clothing. I am mostly commenting here to show anyone looking to take on a project that there's interest. Nice-to-haves would be a few levels of chat frequency, ability to sneak well, aversion to traps, configurable hostility level, separate "backpack" storage (so you can give him a fatman to lug to a trader without him killing your party to take out a radroach at your feet), follow distance settings, and gold-tier would be setting up a campsite. (I know Wendy does this in NV, I forget if Vilja does.) Being a good shot should go without saying.
  5. So the .bgsm does appear to have helped here. I now have it working! Just for documentation's sake for anyone searching on this thread, I'm still not sure why my mesh wasn't appearing at all for a while... I re-entered the path, though I cut & paste it in the last time too, but now it seems to be working. Maybe it was the material file? I don't know. Also, as my own mesh didn't seem to be showing, I made the .bgsm update on the FCO Silver Shroud Scarf, and that was coincident with my own .esp not only re-appearing, but now carrying the right texture. I'd like to think they are not still conjoined in a way in which that mattered, and that this was pure coincidence, but it's too early to write that off. I may investigate this later when I try to set the FCO mod back to it's own default state and see if that wrecks everything. Also, since I've been referencing other mods when trying to get this working... when I copied into my .esp from the FCO mod, that MO2F field was set to 02. I noticed Eli's Mufflers had no value there, so I removed it from mine. Since I made other changes at the same time, I can't confirm that's what made it work here, but it appears not to hurt either.
  6. Going to try that out. It does make a bit of sense... I also decided to copy the edited .nifs for male and female to a new directory instead of hacking up another mod's files, and now I have no mesh in the game... again, it does seem like a file not found/path issue. I really hope this is it. Thank you for the input thus far!
  7. I am attempting to do a simple texture replacement for my own use and to figure out some very basic mod creation/editing, though if someone wants me to release it, and I can get permission from the mod authors I am taking resources from for this, I'd be willing. For now, let's just assume this is for my own personal game and education, or to help anyone else with a similar problem. I am taking the standalone Silver Shroud Scarf from Hunk92's Fully Customizable Outfits mod, and trying to use the texture from the Stripy Scarf in Eli's Mufflers. I like the shape of the Silver Shroud Scarf as it works with Maxon's battlecoat, and it's the same way I wear a scarf, as I'm too lazy to do anything else with a knot or whatever. I don't like the silver satin-y texture on it though. I'm a bit of a noob, though I've played with the Geck before with Fallout New Vegas to make simple tweaks to stats and I've used the older version of Nifskope to bump up or down the size of armor pieces to stop clipping issues, so I'm not clueless, but I feel like I must be making a dumb mistake here. I got FO4Edit and Nifskope 2, and I finally figured out how to make the texture edit itself. The scarf now looks exactly how I want it in Nifskope by editing the .nif file from the FCO mod and pointing to the .dds file in Elianora's mod. I did set up the resource paths by having it scan, but it looks correct. Changing the .nif made no change to the Silver Shroud Scarf in FCO. This surprised me deeply. It is acting as though the .nif files in the meshes directory are only the equivalent of sourcecode, not something it actually loads into the game. I don't believe that's how it works, but that's how I'd deduce it to work based on observation if I were looking at this for the first time. I decided to make my own .esp file, just to see if it's cached somewhere. (I'm grabbing at straws here, and that's probably a much better practice anyway.) Everything is working fine with the .esp I created, except the texture is still the vanilla one. Stats are what I changed them to, it even creates from the Armorsmith workbench properly with the new name I gave it. I watched a youtube video that Elianora did about re-texturing armor, and it confirmed I had been doing everything right in FO4Edit, although she used a more absolute path with Meshes\ at the beginning of the path, whereas I didn't, as I thought that was the assumed working directory... I made that change, but everything is still as it was in-game. Again, it looks perfect in the render window in Nifskope, and I followed along on Elianora's tutorial of the same kind of change, and I still see the vanilla texture in-game, like it is utterly ignoring my .nif file, and loading another one from elsewhere. What am I doing wrong?
  8. So I saw this mod, http://www.nexusmods.com/fallout4/mods/4317/?, which introduces a scarf, but while cool, doesn't quite fit the bill for what I'm looking for. If I was running around with an assault gas mask and ratty raider/wastelander gear, it would probably work well. That looks more like a shawl or mantle to me. What I'm looking for is a "real" or "normal" scarf. Like the kind you wear in winter. Really, like the kind Piper has. Now, the part where it goes sideways... it would be wonderful if it worked with Maxon's Battlecoat, as provided by Jackets and Coats of the Commonwealth (http://www.nexusmods.com/fallout4/mods/3571/?), with minimal clipping, and used slot 61. I play a male character, so would definitely want a version for that, if not both. Partially, I want it because I sort of hate the open-neck t-shirt look on the flannel shirt and jeans. There are other outfits that don't look as much like someone undoing so many buttons for wanting to show off his chest hair, but forgot he was wearing a filthy stained tshirt, but they clip far worse on the coats. (Green shirt and combat boots, covert sweater vest, the suits, etc.) Apart from that though, I think many people would appreciate another option, even if it had to replace bandannas. (Using both seems like a relatively good idea to block dust and radiation storms though.) Icing on the cake would be working with the Legendary Clothes and Armorsmith mods, so you could add ballistic weave and other mods to it. So, scarf, works with coats, nice if it had patches to work with mods that add mod slots to clothing. I realize it *may* be impossible to do this well as a standalone, rather than just create a new clothing item that has it built-in due to clipping, but I thought I might as well ask.
  9. I am hoping this is doable pre-GECK, but my attempts to even alter an existing set of armor in Fallout NV in the GECK were laughable, so I don't think I can do it myself. Basically, I kind of hate the terminals placeable in the workbench, mostly because they cannot be placed on a desk. What I'd love to see is a "standard" terminal that looks like the 60s-80s mainframe terminal that can be crafted, placed on a desk, and function the same as the existing settlement terminal. A nice alternative (I assume the effort would be similar?) would be putting in a typewriter-style terminal that can be placed on a desk, perhaps both as options in the same mod. (There is one like this in the Railroad's HQ, so I assume it should be doable.) Assuming again here, but this should be mostly a matter of putting a new mesh/texture on the existing object as a replacer, or doing that then copying out to a new one for a standalone, right? Why do I want this? So I can sit at a chair, at a desk in my shack-palace, and play the Pip Boy games/run switches/manage turrets, rather than trying to set a record for longest crouch. I think the wheeled-cart-based terminal that Bethesda lets us build is great in the context in which they showed in their E3 presentation, as something for putting near a checkpoint, is decent enough. I just don't know why we didn't also get something more akin to a normal terminal.
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