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vronykah

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Everything posted by vronykah

  1. Everything Perraine said. (I don't know about the compression controversy but I use the information in the tutorial below). Plus here are the different layers in images if it helps: Basic Texture Overview I also used GaigeStorm's tutorial mod when I was first learning about textures: GaigeStorm's Fallout 4 Normal and Specular map Tutorial
  2. Try this mod: Quick Trade. You can change the distance at which they auto greet you, including vendors. You can go right up to them and trade gear without ever having to talk. Once I tried it, it was a mod that I couldn't live without.
  3. I started trying to mod last year around July and released my first decoration mod at the beginning of October. It all started with a simple goal: Change the bed blanket texture to something I liked better. I think having a small goal helped. Do one thing and follow it all the way through to the finish to understand the process. I use all free programs: Paint.NET, Gimp, Nifskope, Outfit Studio, FO4Edit and BAE to extract the meshes/textures/materials from the game. So to learn and accomplish this basic process of changing the blanket (other people may have learned this differently) Step 1 - Open up the files from the game to see how the meshes, textures and materials all connect to each other. Step 2 - Make a new texture for the one you want to change, I literally opened the default texture and made a big X on it, just so I'd be able to see if it changed in game. (Don't overwrite game texture! Make a new save in your Data folder) Step 3 - Take the mesh and material file for your item and create new ones, with links to your new texture. Step 4 - Put it all together in an esp. Use FO4Edit and look at another mod to see how they "connect," similar to how you did with the default item. Do the same for your single item. Save in new esp named "test" or something. Step 5 - Zip/archive your esp with your new texture, material or mesh. Step 6 - Using NMM, add your zipped mod to your game. Step 7 - Stand back in awe at your bed with an X on it. I watched a few FO4Edit tutuorials to learn the basics, took a mod that did what I wanted to do and opened it up and reverse engineered how it all fit together in the esp. These are the basics, and there is some learning and more detail to each of these steps. This was a great way for me to figure out how everything connects together and ends up in the game. With this base knowledge I was able to move on to more complex items. Anyway, my best piece of advice I'll repeat: Try one small thing and see it all the way through to the end. You're less likely to be overwhelmed or discouraged. I wrote this fast and am still new to the modding community, if anyone has any corrections, have at it! Good luck!
  4. Just click on their username, it'll pull up their profile page (or yours). Under the username, it will list # of endorsements given. I should use that as a way to funnel people to my other mods! As a relatively new modder, I am pathetically desperate for endorsements and feedback. I still answer every comment. I'm sure that will go away with time, but it really is nice to know that people are enjoying your work. For me it's not about being popular necessarily, but feeling recognized as a modder in general. Like I haven't crossed that bridge yet for some reason, I don't know why.
  5. Try Ethreon's Stairs, Ladders and Ramps. It's got everything you could want.
  6. I use Private Area Markers: https://www.nexusmods.com/fallout4/mods/26377?tab=description. Don't play much anymore but it worked fine when I did.
  7. So...Some/One of the previous Bethesda games used plugin date+timestamps to set load order. So xEdit retains the date/time on the file when you close and it sets the final output file. As for the filenames, there's a process involved to understand what's going on. So when you initially start to save, whether it be using Control-S to manually save or trying to close and it popping up a prompt to save changed files, the process goes like this. It creates a new file named MyMod.esp.save.YYYY_MM_DD_HH_MM_SS. Then it renames the old version of your file (the current MyMod.esp) to MyMod.esp.backup.YYYY_MM_DD_HH_MM_SS. If there is any problem renaming that file (because it's locked by a running game, or open by another xEdit, or whatever) it will abort there and stop with an error stating as such. You then have the previous version named as it was, and the new save as .esp.save.date. If it is successful renaming the file then it again renames your new plugin MyMod.esp.save.YYYY_MM_DD_HH_MM_SS to MyMod.esp, then sets the date and time to match the original file it is replacing, and then moves the "backup" (old version) to the xEdit Backups folder. So the file V's Scavver Art.esp.backup.2018_01_30_20_51_00 is correct in that it is a backup created at that time and date of the previous version you just replaced. This information was extremely helpful. I appreciate you taking the time to explain it more in-depth. This really helps me understand how it's all working together, which is always better than just winging it. Thanks so much for your time.
  8. I think you're misunderstanding which file you're supposed to grab and pack. The files that are found in "FO4Edit Backups" are old versions and not your latest. Your latest will always be in Fallout 4\Data with the base name of your mod. No date or anything on it. This is why when you play in game (it loads the base name file from Data) it works fine but you pack your file that has the date on it labeled as "backup" is the previous version. Thanks for the insight. So I would make a save in FO4Edit and it'll say something like this: V's Scavver Art.esp.backup.2018_01_30_20_51_00. That matches my date/time that I made the save. Usually the most recent backup in the Data folder is older, the previous save, but will still have the time stamp, etc. Based on your input, I packaged it up with the most recent in the Data folder and it has all the updated info. I can't say I completely understand why but this answer was very helpful and solved my problem. The information about the Data folder having the most recent backup, so that it works in game is very helpful and makes sense, with you pointing it out. I may not understand the date/time issue, but if it's working why mess with it! Thank you both for the help.
  9. I have a mod that I will add items to, etc, using FO4Edit. I have noticed a weird phenomenon. With the mod installed, all the changes work in game fine. When I try to package it up to release, all the most recent changes aren't there. I am using the most recent backup with the date/time stamp that it says when saving. Is this just me or has anyone else encountered this issue? Also, if I add another item, and another backup save; that one has all the previous stuff I changed, just not the new item. So far that's how this amateur has dealt with this issue. Would love to hear if anyone else encounters this problem. It's possible I'm overlooking something. Thanks.
  10. Hozsa's Easy Homebuilder and Working Double Beds (Rebuild your Sanctuary) https://www.nexusmods.com/fallout4/mods/17521?tab=description has everything you need and more to rebuild sanctuary. If memory serves, it includes both pre and post war sidewalks, driveways, stairs, etc. Check out Hozsa's other mods, because there is a rebuilt post-war sanctuary as well, with sidewalks and roads looking much better.
  11. For some reason, my workshop decoration mod has menus missing in Home Plate and Boston Airport. The resources I understand, but basic things like couch or bed menus are missing. Works fine in other settlements. Have SMM if that's important. Any insight into where to look, I'd appreciate. My mod:https://rd.nexusmods.com/fallout4/mods/26983?tab=description
  12. Thank you for the offer. I think I may have figured it out. Going to upload and see if it's working for people. I really appreciate all your help and if this doesn't work, I'll bother you some more!
  13. Thank you! I see what you are referring to. I don't know how I could have missed that. I appreciate it! Ok, I tried it in my game with no mods other than this and SMM and I am still missing the meshes. The menu is there but everything is invisible. I don't know how it's working in your game and not mine. I'm at a loss.
  14. Thanks for your help. I couldn't get the ba2 files to work correctly, but the loose files worked and I uploaded it. Hopefully it works fine for everyone.
  15. Thanks for taking the time to respond. I've tested with vanilla game with only SMM and myesp installed. Same issues as described. Thanks for the input on the ba2 archive. I went back and checked the settings. I had: myesp - Main.ba2: Format - General, Compression - Default myesp - Textures.ba2: Format - General, Compression - Default And you suggested: myesp - Main.ba2: Format - General, Compression - None myesp - Textures.ba2: Format - DDS, Compression - Default I changed the Main.ba2 without issue, but when I tried to change the Textures.ba2 to DDS, I get this warning: "Skipping "myesp - Textures.ba2\mytexture_d.dds" since it is not supported for this archive type." The error occurs on all the texture files and therefore it doesn't archive it. I tried checking in the vanilla game with just the Main.ba2 changed per your suggestion and all the menus are there, but again, everything is still invisible, as if the mesh isn't being seen. Could it be I'm doing something wrong with the texture files? I don't know that it explains the missing meshes though. Any further input is appreciated.
  16. I have a mod I've been working on for release. Tested on two characters, one vanilla and another with 200 mods installed. Worked in both cases. Tried two different methods of uploading to the Nexus. First I tried the ba2 technique I read about which was "myespfolder">data >myesp - Main.ba2, Textures.ba2, and myesp.esp (archived all of that with 7zip. ) Upload. Manual install, the menu is there but you can't see anything, as if the meshes aren't being read. The other technique I tried was with loose files. Archived them and uploaded. When I do a test download (it's not public yet - so it's manual install), I am having issues with the scripted menu. (Using Settlement Menu Manager, if that's important). For example, there is a lighting menu, but the lights don't show up. Another menu (beds) everything shows correctly. Again, this mod works before I start archiving/extracting so I assume it's something in the sequence I'm doing wrong, although as a new modder I could be wrong about that too. I've googled like crazy. This is my first mod and am not sure what I'm doing wrong. Any direction that someone can point me would be great. Thanks! v
  17. I'm testing a mod I'm making. At some point, I deactivated it. When it reactivated, it was a much older version of the esp. I have the backups in my data folder, but for the life of me I cannot figure out how to replace my esp with the backup. The backup looks like this: MyMod.esp.save.2017_09_17_20_45_57 Thanks in advance for any help. Couldn't seem to find what I needed googling. v
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