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Everything posted by stickbow
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Image Viewers for newer DDS file types (BC7 etc)?
stickbow replied to arahat's topic in Skyrim's Skyrim LE
I'm mainly posting to keep this active. I use WTV, and it usually thinks it's opening BC7 files, but doesn't. I would love a viewer -- and would even more love a GIMP plugin to actually open, edit and save with BC7. -
I'm actually here to do some research on creating my own worldspace by re-using parts of the Potema dungeon, and saw your question. Could you just re-use the cave in the "Blessings of Nature" quest - Eldergleam sanctuary - and hack it up some (remove the tree and activators, for example)?
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In response to post #41271905. I agree with Supertin - unless you are seeing a lot of abandon rates when people visit description pages that you think are not related to "I can't use/don't want to use that mod", I'd send people to the description page. You also lose an opportunity for revenue from AdClick (or whoever you use) on the interstitial page before downloading.
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Like these? http://www.nexusmods.com/fallout4/mods/17139 For personal use, just hack the esp so they are "leg only" and use Outfit studio to remove all but the socks/shoes, or Copy the socks into a new nif. they use their own texture, if I remember correctly. Just don't post them on Nexus as your own w/o asking the people who did the conversion work to FO4; as far as the mesh and textures go, I believe the original creator, Hentai, has already stated the models are available to use if you give credit.
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Because you'd need Blizzard's permission to port it, and they are really aggressive about their intellectual property and image assets. I'm sure there are mods out there that emulate and/or completely recreate it, probably in earlier Fallout games, but I personally wouldn't port it without their permission. I expect it would get taken off the Nexus pretty quickly too.
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I've watched beaucoups videos, read a ton of posts, searched the forums here and elsewhere, and just can't figure something out. I can properly remove parts of an armor or clothing using the BGSM file, transparent texture, and setting the NIAlpha properties. That's great, but only if the underlying mesh (body) is visible. So...how da heck do I do that? For example, trying to do what Elianora did in one of her screenshots - make the sleeves on the "flannel shirt" look like they are cut off. I get clear biceps when I successfully set the armor (clothing) arm to transparent. Feel free to tell me I'm dumb and it's in tutorial XXXXX, just please point me to that tutorial!! Thanks in advance.
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Thanks for posting this tutorial!
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Assuming clothing: If you are creating a standalone vs. a texture swap, per most tutorials, you copy *everyting* for the most part. - mesh/Nif, texture/dds, Material/bgsm, and create armo/arma records. The material is changed in the NIF and in the bgsm in most tutorials, and that creates a true standalone mod. I was digging into some other people's files and found that a cleaner/easier alternative is to simply reference a different BGSM file in your ARMA record and use the same mesh (nif). That means you don't have to add the 15-30 minute effort of editing the .nif, and one less thing to troubleshoot if you end up with pink non-textured stuff. End of the day, it's not really all that hard; more steps than when using the Skyrim Creation kit or GECK, but not really all that hard. A lot easier than creating the .dds spec and normal maps....still trying to figure that out.
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My Character Dies When Approching Red Rocket
stickbow replied to Nofsdad's topic in Fallout 4's Discussion
If you're using a savegame so you have the specific character look, try ripping it to a new/clean save with faceripper -
Ignore...I thought I was typing in another post. Shouldn't be reading forums while I'm on a conference call.
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heh yeah I'v opened up the file that why my first thought was 'cut them off in Max 3d' . I think if you follow the tutorial of the postman bag you should be able to apply it to your project :smile: . I'm not familiar with alpha mapping but the tutorial seems to answer this question. You'd basically hide the boots, like the tutorial hides the postman outfit. edit; spellz And make sure to turn off that the vault suit is "footwear" (or whatever slot the boots you are adding occupy), unless they use the leg/armor slot
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I would like to know why my mod was banned
stickbow replied to neotropic's topic in Fallout 4's Discussion
Remember, the RECORDING is also copyrightable - so if it was Brahms' music, but recorded recently enough to be copyrighted, it very well may be. Check out sites that offer royalty free music- http://freemusicarchive.org/ (for example) has some tracks that are allowed for non-personal use (like in game mods or videos or whatever). You do usually have to give specific types of credit - just put it in your description on the Nexus and in your read me file. Won't hurt to find the 'free to use' text on the site and copy/paste it plus a link to it in both spots as well. (I was a copyright policeman of sorts in a past career) Barring that - you need written permission to use copyright work. Not sure how you'd provide that to the Nexus, but stating you have it, plus proper attribution as above, would probably serve - just make sure you have it if asked ... the Nexus doesn't want to get hit by some bizarre lawsuit or ISP ban-hammer for allowing piracy. -
Where is the face/head .dds texture file stored?
stickbow replied to stickbow's topic in Fallout 4's Discussion
Thanks -- I am getting old; just didn't remember they were in the same folder structure. I did know about the hands; I keep accidentally overwriting my cleaned up nails versions of those files ;) -
A quest mod idea, but would anyone be interested...?
stickbow replied to LeonWolfe23's topic in Fallout 4's Discussion
I just want Carmen SanDiego's hat in game. No, really, I do. Back on topic - start in the current world - add a simple quest that gets the idea started (once GECK is out, before if you have the skills/time). There are lots of things in the F04 Boston area that have historical/geographical significance, and plunking a quest giver in Diamond City or GoodNeighbor wouldn't be hard (again, I'd have to have the GECK to do it, but you may not). -
All those boarded up homes and stores...
stickbow replied to yzerman19's topic in Fallout 4's Discussion
That doesn't resolve (or even stave off) potential conflicts though - it just cuts out anyone not doing that particular mod. -
All those boarded up homes and stores...
stickbow replied to yzerman19's topic in Fallout 4's Discussion
Agreed. I've spent the past few minutes trying to figure out how you would label them to do this though - there aren't any street addresses. Is there a way to get solid map coordinates? That might be the best answer - i've never noticed a GPS function or console command to return map coords. The data is definitely in the game, since saves know where to load you when you come back. I've been planning my own 'highrise/apartment building' quest mod, plus expecting others to do the same, so haven't really decided where I want to do it. I think there are a couple of big buildings (even Super Duper marts) that are completely boarded up. On top of that, wonder how likely it is that a DLC would be adding entries into some of the larger buildings? -
I am at work so can't dig for this with BAE or anything, can't even open other people's texture files to verify my sometimes poor memory... The skin texture files for hands & body are in tex/character/etc. Where is the face/head texture file or files? Trying to experiment to solve a request in the Mod Request forum looking for albino skin; figure doing hands and body will be pretty simple, but don't remember where the face/head texture files are... I figure that using the "Unique player skin" mod (or unique follower skin mod) would let you get a more synth-y looking toon, or an albino, or vampirish, whatever, per the OP's request in that thread. Appreciate any responses, even if it's to tell me I'm not remembering what is in the skin texture folders :)
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How to change mod look back to original
stickbow replied to Cybordania's topic in Fallout 4's Discussion
If you are using NMM, you can see (even sort by) which ones were installed most recently - start working backwards and uninstall them until you find the one that made the change. You can't just disable the mod if it is a texture replacer; the replaced texture will be there (though this may be in an ESP file and changing the specularity to a nif or something). Edited to add: BTW - looking at old saves with the same mods installed won't tell you what the problem is. The new mods load with the old saves. -
I like clothing mods...really, I do. I like them to stay true to the general theme though. With that in mind - I'd like to see some work on more 1950's 'design ethic' clothes. More tops and bottoms for men and women that had a 50's style - waists on pants were high; dresses weren't miniskirts (though some specific styles were pretty short; think tennis skirts). Men -- wore suits, which are plentiful, but also wore khakis and 'camp' shirts. These are okay in game, but retextures of them would be handy; Hacking up some of the existing clothing files would help - the casual outfit has pretty good slacks for women (and men) - just need to add a variety of different tops - maybe a tied up checked shirt for women. Women's Shorts could be taken from that same model - they tended to be high waisted, but could be really short - like booty shorts short.. Proper men and women in the 50's wore hats when they went out - there are good men's, but not women's hats. Even a bandanna style head cover (this really needs a picture....) would be pretty cool. Last but not least -- shoes and socks....how can we have our guy (or girl) pick up Piper for a date if she doesn't have any bobby socks? I have a ton of random images of 50's clothing...should upload them for ideas. Now to fire up Blender and try to figure out how to convert all the files I have....
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I built a station for FO3 that has a bunch of free rockabilly from http://freemusicarchive.org/genre/Rockabilly/ Once the GECK is out, I'll convert it. Should be easy, since the files already are converted for FO3 - assume it's the same???. They *should* be postable on the nexus, since they come from royalty-free Free Music Archive, and I only picked songs that were not listed as "Not Derivative" (see their FAQ for use in other works/videos here: http://freemusicarchive.org/FAQ_For_Videos). Otherwise, you can't post the songs on nexus without permission from the artist/author or you risk breaking the rules for ownership of material. That said, if you rip those yourself and only use them for personal use, don't share the mod, who cares? Anyhow -- I'd like to write a mod that has the station be a physical location with a quest or something; planned on doing it for FO3, but never did. Maybe FO$ will hold my attention as long as Skyrim did, and I'll do it...
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Per the vote -- I'd prefer only one ESP file. Not sure how hard that makes building and distributing the mod, but based on the huge number of ESPs that some of the more core mods are generating (Crafting Workstations is six or seven, I think!!), I'll run out of my 255 limit long before I have all the cool stuff, much less before I tire of the game myself...was still playing FO3/NV and Skyrim up until FO4 came out.