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ArekkusuStorm

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Everything posted by ArekkusuStorm

  1. First of all, this topic is better suited for the mod requests part of the forum. Secondly, it's not something that's possible to do at the moment with the tools available.
  2. Might be what you're looking for? Haven't tested.
  3. Yup, you're going to need to use FO4Edit, Material Editor, and Bethesda Archive Extractor. I'm not on my PC at the moment but... let's start with this Bethesda Archive Extractor: - Navigate to your Fallout 4 directory, go to your data folder, and open the materials.ba2 - Extract it all to a separate folder (on the desktop preferably). Material Editor: - Next, you'll want to boot up the material editor and load the material for Piper's clothing. - Go to the materials tab and change the diffuse and the normal map (if you made one) to your retextured one. - Save a new BGSM for every retexture you made. FO4Edit: - Next what you'll need to do- well first of all, rename the .exe to FO4Edit.exe, is load just the fallout4.esm and find the material swaps category - Right click a random existing material and choose copy as a new record - Type in a new editor ID and make a new esp - Copy it several more times, linking your retexture.bgsm s to the swap slot along the way - Next, go to the armour category/tab and find Piper's Coat, yet again. - Copy this as well into your new esp (1 for each retexture) - Now, go into the armour add-on category/tab and find... Piper's Coat... again - This is where you'll be applying the material swap, copy the add-on for as many retexture as you have - Under the female biped (I think) you'll see a greyed out material swap, right click the box to the right of that and press add - Right click that box again and press edit and link your material swap (should be something like "PiperRetexture1 [bGSM:01000800]") PiperRetexture1 should be whatever the Editor ID is - what you named the material swap records. - Do that for each add on - Go to your armours and scroll down a bit to change the linked add-on to your new ones. And I think that's it... that's if I remember all the steps correctly, kinda hard without the programs at hand. The form ID for each armour is the ones you'll need in order to spawn them in-game so if you have "01000800: Piper's Coat Retextured 1" the ID is XX000800, XX is of course being the load order.
  4. Edit the mesh? Fraid not, at least not until Nifscripts are updated for Blender or Max.
  5. It sounds like you're saying that Bethesda just takes mods they want and put them on consoles, but I'm currently under the impression that we'll have to upload our mods to Bethesda's modding site (or whatever they choose to use) and they'll have to verify it fits their criteria before it heads to consoles.
  6. You should reaaally read those Terms of Service, juuust sayin'. I really wouldn't be surprised if it is because of that.
  7. I don't think there is a full BoS texture because what the game does is it has a part of the mesh specifically for decals and the BoS modification for the T-60 just switches textures to use the BoS decal while the actual mesh uses the vanilla texture. (you could potentially have the pink power armour with the BoS symbol if you wanted to)
  8. Hey guys, I'm getting a really strange problem, heres what I'm trying to do: I took the beaded blazer hat and gave it an alpha map so that only the earrings show, it works all well and good. But here's the problem, no matter what I do, the item seems to be bound to the Hair Top slot (30) and by that I mean if I change the slot to something else, its no longer visible in-game... I have absolutely no idea why. I've tried changing it for the armour add-on + the armour, just the armour, and just the armour add-on. None of them work. Obviously this is problematic because earrings shouldn't cause half your hair to disappear. Any ideas?
  9. I think it's more that they don't want to be responsible for people screwing up their games and/or save files when they haven't officially given them the tools yet. I'd imagine they're waiting till January, when they release their GECK, is when they give us back the ability to mod. (Officially)
  10. Oh, nice. Have a Kudos. This thread seems to also have another solution. I would test it but again, I'm not on my PC right now. I'll probably just install the script extender since I've been using it for NV in the past anyways.
  11. Herm... the update might have reverted the changes from this, double check to make sure the lines are still there. If that's still not the problem then I guess we'll have to wait for word on what to do.
  12. I'm not around on my PC at the moment, but try reinstalling your mods?
  13. Yeeeah, it's gonna take some time. A) Because the GECK isn't even released yet, meaning no scripts until January-ish, Nifskope and Nifscripts are still being worked on which means no animations or mesh editing/creating and B) Because Bethesda changed so much of the engine that modders still need time to figure out how everything works now. New Vegas didn't get a working car mod until 2 and a bit years after the game got released and the only mod (which shoots!) I've seen was in the Frontier mod which isn't even released yet.
  14. Edit: Wait, did you upload it to the mod page yet? It could be that it is still being fully uploaded.
  15. Huh, sounds like the same as before then. Geck had a thing called texture sets where you can put in your diffuse, normal, etc then create a new form for what whatever you're applying a texture to (a 10mm for example) and while you're selecting the model, you can just drag in the texture set onto the model and it'd apply it.
  16. The Nexus treats copyright seriously, unless you recreated the song/mesh/texture from scratch, it's going to get removed. And if it doesn't, it's because the Nexus staff isn't aware of the copyright infringement until someone reports it. And if you want an example of that last statement, this guy had about 20 mods worth of textures in the span of a few months.
  17. Bethesda Archive Extractor After downloading the rar, - Extract the contents to a new folder - Make another new folder to place anything you want to extract (from the .Ba2) - Run the .Exe - Open the... many texture .Ba2s (File>Open>Locate the Fallout 4 data folder) and extract away to the folder you created earlier. Haven't gotten around to modding F4 yet (modded NV previously) so hopefully the texturing process is the same.
  18. I'd imagine the nexus will shut down any ported assets, they've done it for Morrowing to Oblivion and Fallout 3 to New Vegas stuff so I wouldn't be suprised if they do the same here. Reference: http://forums.nexusmods.com/index.php?/topic/377405-porting-content-from-other-games/ But feel free to check in with Dark0ne and see what he says about it.
  19. Are you talking about the Deliverer? There's a page on it on the wiki.
  20. Ehh... possibly. Since Browndd87 mentioned wigs, I suppose it's possible to use one of the hair style mesh as a replacer for the wig. I haven't gotten around to see if they have a new format for their meshes yet seeing as how they changed their method of packaging their assets. Also not sure how the hair physics works yet.
  21. Psst, it's actually just P, control + P makes the object or vertices parent to something which is not what you want. Edit: Also just a tip, in edit mode, select vertices select mode and press L on any part of the pauldron, it will select the whole pauldron since it's separated from the jacket by default.
  22. Bumping the thread back up just to make that comment won't make it arrive any sooner and even if it's dead, there would be no point in commenting on this thread.
  23. Well, I found that toggling a few effects helps - when you're in-game you can press shift+enter and open up the enb effects menu. The main stuff that really hits your performance is the depth of field and I belieeeve ambient occlusion.
  24. You mean like... adding a hair to the list of selectable hair-styles in a race? (I have no idea what your experience at modding is so I'm assuming that this is what you meant) Fire up your GECK and open the file that contains the hair and race then do this: https://farm6.staticflickr.com/5633/20919049799_7d31aaf1ef_o.jpg It's messy, I know. Basically under the character tab, open up a race window and a hair window. On the race menu, switch to the face data tab. Back to the hair window, find the hair you want and drag it into the hair styles box in the race window. Aaand you're... you're done. Yup, that's it. Just save and test it out.
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