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Everything posted by Larko84
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Some way to make a custom tree sway in the wind
Larko84 replied to zorak912's topic in Fallout 4's Creation Kit and Modders
I believe there is some sort of tree node in nifskope that was not used in game if I'm not mistaken. Here it is http://www.youtube.com/watch?v=SaN21Hh0I7o Have fun! -
Right click on channels tab/create alpha. Black hides the texture. White reveals. Fallout 4 Modmaking tutorials: Adding transparency to armours
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The circuit breaker one is close. You could also make one like in the picture since it can be made from separate parts. You would just swap out the trishapes in the circuit breaker nif and position them correctly.
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You can copy an entire interior cell, yes. With your mod loaded and ready to paste the copied cell, go the the desired cell you want to copy. In the cell view, which the cell selected (doesn't have to be loaded) click on the first thing on the list from the top (usually nav mesh) scroll all the way down to bottom then hold shift and click on the very last reference on the list. Then unselect anything to with main quests in the cell view. You can filter these out by clicking on the "type" option in the cell view. If your not familiar with what is what. Untick all the activators, actors and anything that has DN in front of it to be sure it's a clean copy. Load up your cell and just paste it in. This might not be the best way but at least you wont get a tonne of warnings every time you open your mod in the CK because of things not referenced correctly. This method works me anyway.
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Delete the alpha map in the channels tab, untick "alpha test" in the material editor where your putting your new texture. Always duplicate the vanilla materials/textures and rename them as your own when saving. Creating an alpha channel will allow you to "paint" out sections of a texture you don't want to see. Painting white to see, black to not....hope that helps.
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How to get item image to appear at chem station
Larko84 replied to amokrun1's topic in Fallout 4's Creation Kit and Modders
Preview "images" are found in the Miscellaneous/ArtObject folder. You link your RecipeFilter Keyword in the ArtObject. The preview image is just your item mesh. See if that works. http://www.creationkit.com/fallout4/index.php?title=Art_Object -
One mesh, many textures
Larko84 replied to nikoligrim's topic in Fallout 4's Creation Kit and Modders
Have a look at this this video by Seddon4494 http://www.youtube.com/watch?v=hfDJFnxH82E I'm assuming you can create your own group (Cigarettes) but you would have to place the dummy item around in the world yourself. I cant think of any other way atm. -
How are AddOnNodes controlled/activated?
Larko84 replied to thousande's topic in Fallout 4's Creation Kit and Modders
What you can do is copy your projectile mesh into any of the effects nifs as they will have AddOnNodes already in place. Like the spline parks 02 nifI found in the meshes/effects folder would use the AddOnNodes (LightNodeWorkshopSplineSparks01/02/03) but you can experiment with different Nif's. These already have controllers usually set up to play the animation immediately once activated so that rules out any hardship of trying to set them up which can be highly confusing and frustrating to say the least and takes a lot of time or you can add AddOnNodes to your projectiles mesh. (see Link) -
Beginner Question about terminal script
Larko84 replied to yellowsail's topic in Fallout 4's Creation Kit and Modders
I don't think you need a script, maybe. I would try to change the sounds directly from the Sound\FX\UI\Terminal. Add the sound you want in there but in your FO4 folder and then I assume you would pick your sound within the CK. If that's what your looking for. If you want a sound to play when something specific is selected then you will need a script, can't help you there i'm afraid. Also make sure you duplicate your terminal and rename it to make it yours otherwise every terminal of that type will play the sound. -
I think in the texture is applied to the body/breast mesh that's why it like so "tight".
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Just checked my extracted folder and all the MUS_Combat_.xwm"s are there in the Music/Special folder. In The Ck you need to search for MUSzCombatHigh01, This is where you would replace MUS_Combat_01.wav. It's more or less repeat the process after he first one. You might need to convert them to wav format first. Hope that helps.
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I'm not an expert but AFAIK, BGEM files are used to handle things like transparency in a mesh, like glass. In Nifskope you change the falloff values in the BSEffectShaderProperty of that BGEM file to get the desired effect. Certain things have to be have right Shader Flags which you see in the detail tab in Nifskope. Add-On nodes are used to emit light from a mesh.
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Need help creating Zeta-effect melee weapon in CK
Larko84 replied to n000dlz's topic in Fallout 4's Creation Kit and Modders
Try ticking the "No Death Dispel" box? -
Realistic "Pipe guns" - Thoughts on design.
Larko84 replied to Dkhgames's topic in Fallout 4's Mod Ideas
^^^ This is the exact style of weapons i love to see in game, wish more modders would follow the style. I'm currently making up a crude "Pipe Rifle Flamer" style weapon, using only game assets. 100% recycled. Save the environment, oh wait, rads... -
Adding spinning animation to objects
Larko84 replied to Deleted55641607User's topic in Fallout 4's Creation Kit and Modders
Open up "CeilingFan01" in nifskope and your nif in another window. The nif with your trishape you'll want to right click on it, copy branch. Go to the other nif and on the Ninode where the blades trishape is right click, paste branch. You'l need to change the bs properties as these values get overwritten by the original nif. On the trishape you just pasted, open the drop down and click "BSLightingShaderProperty" go to block details. On the "name" you should copy your own address here or type it in e.g.. (Data\materials\Yourfolder\whereveryouhavethemesh\yourmesh.BGSM) if it has alpha property you'll have to copy into the ninode aswell and type the number it has underneath where you put your material address. Position it as you please and when your done right click on the top Ninode (0 NiNode) transform and apply, save into your gamr folder (Data\meshes\Yourfolder\whereveryouhavethemesh\yourmesh.nif) Let me know if that works for you. -
Homemaker - Expanded Settlements? https://www.nexusmods.com/fallout4/mods/1478?tab=images&BH=1#lg=3&slide=13
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Open DLC04\Armor\Disciples\DLC04_Armor_Disciples_Heavy01_Helmet_M.nif It should look like that. You have some wrong entries. I'm not an armor expert but by comparing the two it should be fine if you just copy what you see in the nif i posted. I think your file path should also be for example "skyrim76\Meshes\\Armor\DisciplesLight2\DisciplesLight2.nif" not 100% if that makes a difference but file file paths are crucial. See if that works anyway.
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Right click on the NiNode where your armor piece is, move to, Block and click on Insert. Go to Bethesda and on the right side you'll see BSSkin::Instance. Or just go to the original BSSkin::Instance and copy branch, then paste it into your nif under the Ninode you want, then copy the values of the copied BSSkin::Instance into your pasted one.