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JagMaker

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Everything posted by JagMaker

  1. hey hello I finished my world-map, it has a resolution of 64k * 64k, pretty big, hehe n' after integration into pipboy i see only it's small part at top view point also it's not comfortable to drag the mouse to see another location so is there some way to increase view distance of a world map?, to make observe point higher? i' know that if i'l change map resolution to vanilla(2k or 4k, don't remember) all will be ok, but i don't want to do it this way maby some tweak? :tongue: edit: have found 'fMapWorldMaxHeight=' from skyrim hope it is) edit: no, it isn't)
  2. try to use SKSE and F4SE also check ur 'sResourceDataDirsFinal=' at documents/games/fallout4/fallout4.ini have Meshes/, Textures/
  3. what crazy number you mean? i know if to use negative number in some stat of the weapon in game it can show smth like 7457512324 number.. also some mod-guns use common base - some AK-47 or M-16 can be just repainted assault riffle or submachine gun, and also affect it. This way it authors dirty work, and u need to disable it.
  4. Will the Brahmin be animated if I do that? Or would they just be a static model? Because in theory I'd like them to behave AI-wise just like they do in vanilla No, sure it will be just a mesh-model) without jokes, u can try to create(or copy) some brahmin and add him scripts/keywords of a workshop-corn plant (to mark it as food resource) then add him to workshopNPC character list (leveled characters) (this way your brahmin will come to settlement with some percent) also look for corn recipe in 'constructible objects' and add same recipe to brahmin, but with meat in the end) sorry, can't discuss this topic without smile))
  5. hah) change corn model to brahmin., this way you can plant brahmins everywhere in your settlement, they will give food, also settlers will gather meat from brahmin fields :D
  6. make permanent healing spell, add there condition that it will work only with "object that when attached to your weapon.." and add this spell to player )
  7. fallout 4 is not a game, it's a platform to make screenshot of ur character near some bushes, or else smth)
  8. there 3 things may cause it 1. some mod affect projectiles (bullets) to check it - go fo4edit, load there all ur mods, open them and look for 'projectile' tab in left section. if some mod have it - open and compare any projectiles data with vanilla 2. also some mod can affect guns, and reduce it's shot distance do same, but look for weapon' tab, compare data with vanilla 3. some of ur old mods have the scripts that cause this (they work even if u delete mod) try to rename 'fallout4/data/scripts folder to 'scripts1' (to disable all scripts) hope it help, good luck!:)
  9. i think better to make different system of "raiding" and not touch vanilla. for example - 0. make a copy of robots u wanna be as attackers (and use only this copy later) 1. place group of robots (10-12) somewhere in commonwealth 2. place 'patrolidlemarker' near them. 3. create new package, edit it and link it start to 'patrolidlemarker' 4. edit 1 of ur robots (edit base), add created package to their package list. (give them brains) 5. select ur 'patrolidlemarker', press edit, select 'linkedref' tab and stop, just let it be open. 6. go some settlement (sanctuary), place there second 'patrolidlemarker' 7. return to 'linkedref' tab, r-click, select reference, and link it to second 'patrolidlemarker' 8. chose second patrolidle marker, press edit, and uncheck 'respawn' done. this way u will get robot patrol that will attack sanctuary, sometimes, when ur hero will be near it) also u can meet them as patrol) also u can add and link third 'patrolidlemarker' in red rocket (or else somewhere), so this way robots will engage two settlements (3-4-5..as many markers u'l add) also this system not using scripts and don't affect quests) kind and quantity of attackers - choose by urself ;P
  10. Hey people:) I do not play Fallout - I do not have time for this, but sometimes I use other people's characters to test mods. Last time i found legendary Gauss that have 855 damage (2 projectiles), and character with stealth perk build (x4.3) it's 855*4.3 = 3676 points of damage.. and with psyho it gives +25% = 4595 damage i'm not really love "press-ctrl-and-kill-everything-with-one-bullet" gameplay, so If you know, could you tell me if there are any more weapons / modifications in the game like this?
  11. ty mate) i forgot that every layer have it's own little ram-weight (2mb) in Photoshop., this way 2*20000= 40gb of ram, ofc my pc dont support it) so, yep, to merge pieces is the only way to make it) Edit: half of the work is done, map's weight now 12,5gb, so it will be over 25gb image, in the end) interesting, will it fit in pip-boy?)
  12. find invisibility effect, pack it to spell (add it as permanent or with timer), then add spell to drone (actor - drone-name - spell/perks tab) this way it will be always hiden untill some action or untill it get close to enemy ) nice idea, btw ;)
  13. use dxt3 or dxt5 or bc3 (because of alpha-channel support) + mipmaps 1, also add some.bgsm or use material of some vanilla object. btw, if u'l convert n_map with dxt1 - it will get "oily" effect and this bottle will bleak like hell )
  14. i'm sorry for little offtop i making fallout 4 map in CK generator, map that include now 20000 small pieces, and there will be more., i want to ask, will it be real to merge this funny puzzle in photoshop, by insiding there more then 20000 little layers (will PS support it?) or better to use some another program?
  15. Once I was loaded fallout4.esm with heavy processes (auto-gen of navmeshes)., so CK with some way kill fallout4.esm, and i get same trouble. have found only uninstall/install the game., but also u can try to find loose fallout4.esm and replace the broken but before try to load fallout4.esm in fo4edit
  16. heh, particles - cool topic) did them in skyrim, so, couple of tricks: 1. set [particles] imaxdesired from 750 to 75000. This will give a massive effect of increasing the number of particles in game, also if u'l add ur own particles - they will be affected too. 2. mix the spells. Try to find spells that have many particles, and fix them to nodes (Nifscope)., also u can change it's direction and physics there 3. increase particles count in CK-shaders (I do not remember exactly). play with numbers, test it., also u can set couple of millions of them, but look for 'stress' in game btw, here used vanilla spells w/ particles, little changed ) http://www.nexusmods.com/fallout4/mods/24051/?tab=3&selected_game=1151&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodimages%2F%3Fid%3D24051%26user%3D1%26gid%3D1151&pUp=1
  17. as i know, if u have .esp, but dont see it in CK - that plugin is dead (usually it have 0 weight), so this way u dont see it in CK if u see it in CK, but on load it there is error - that plugin is dead too ) Backup of your plugin in 'backup' folder creating every time u push 'save' in CK, and if there is no backup of ur mod - welcome to our 'Creation kit haters team' )
  18. kk, have found it) actually, it's pretty easy
  19. Helped disable / enable the mod. I'm just amazed at such things, and how often they appear.
  20. Bethesda wrongly failed with the scale of the characters and objects relative to the territory, so this way it seems small. To understand how it is - imagine that you cross the road - a few steps, and you are on the other side. And now imagine that you are the size of a roach. The same road will seem to you huge, and its passage will take about an hour. If you reduce the size of all objects, houses, characters - so that they are equal relative to each other - the territory will increase. The distance between them will increase, the streams will become rivers, cities will become big cities, forests will look like forests etc. But Bethesda failed with it. If u want to see twice bigger fallout 4 map - go CK and reduce size of ur character twice.
  21. [Particles] iMaxDesired=750 change it to 75000 :wink: oh wow), u have ambient occlusion setups) don't del this post))
  22. i can share with experience., I have edit all the vanilla textures of the game (to not vanilla) with batching method., so after i found color of blood splatters have changed too. this way i'm sure u can find blood textures somewhere in textures packs ) p.s. btw some parts of serious sam have this option, as i remember) flowers instead of blood )
  23. do u have ctd only when u doing smth in render window?, or when u working with data - it crashes too? if ctd in render window - it can be because of not enough ram., u can try to r-click at render window when it's grey, go properties and set uGridsToLoad from 5 to 3 also ctd can be if ur esp using some broken mesh file (wrong crafted armor or some object)., check it by making new esp and nothing change there, just walk around at cell u have ctd..
  24. cool idea, i like it) when i'l get ck under hand i'l look what about it) edit. Done)
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