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Auriejir

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Everything posted by Auriejir

  1. hi, I only stumbled on pieces of information here and there about how to make mods the dirty way (unpack, edit and repack) and mostly figured out the rest by dissecting published mods but since this game is going to be updated frequently, I will need to learn the proper way... I honestly thought I managed to do so by my own but whatever I packed isn't recognized and it is starting to annoy me so I figured I could ask here if there were tutorials on : - how to pack modifications - what folder structure is necessary - which files constitute the bare minimum mod - what is required in the meta file for the mod to be recognized - what is needed once the files are packed - where do you put the newly packed file - what is required in the modsettings (and why does it keep being overwritten ?) if you have links to tutorials about those points, it would be great, if you can take some time to type one or answer those questions, I'm also interested... and I am sure I am not the only one looking for this. ps : I hope links are ok here [edit]: ok, I found an answer to my own question, I was trying to put the pack in the game data folder when the game was looking for it in the "Mods" folder inside my documents, which is not intuitive... anyway, my answers for my own questions then: from what I experimented on, keeping the structure you got from extracting the shared pack works the file <modName>\Mods\<modName>\meta.lsx is important, it might be the only required file I generated a random uuid for my mod and put it in the meta file, it seems to be the thing to do I made my modsettings file read only for the most part, I followed the steps listed in other people mods guide to install and copied their files too but I would have liked to read from others who might have experimented a bit further than I did
  2. nope, I said I knew how to use the damn thing, it's with mesh that I have troubles, the rest is fine. By the way, I tried many combinations between the armor addon and the armor, from "this one should work" to "there is no way this would work" and no result. anyways, I was looking for things in the .ba2 and found that I overlooked the "_faceBones" files... might this be the answer I'm looking for ? Edit : O.K... well, the moment I tried the console command "sexchange" to make sure my changes were taken into account, I noticed that it worked for the male models. SO, it would seem that the male militia hat works for what I want to do... there is a bit of clipping (top, font, left and right, ok, a big bit) but it shows which is a huge step forward. it was the mesh, told you...
  3. still, with the exact same parameters, the hat doesn't show while the visor does. nothing changed except the mesh name.
  4. well, I tried to compare the "faded visor" and "militia hat" mesh but I couldn't find the key difference, that's why I posted in the first place.
  5. first of all, sorry for the *hem* attitude. I am glad you took the time to answer me. now, as I said, I have been playing with the mod tools for a while and I usually don't have trouble to do what I want. however, this time, the obvious way of doing it - cloning a hat, removing the "hair top" slot - didn't worked as expected. the hat did not show at first but once I got into a power armor and got out, the hat showed. but, as I should have expected, the wig did not appear and I had a bald character wearing a hat. I tried to remove the "hair top" on the armor addon as well and, the hat never show again. Then, and this is why I asked for a mesh thing, I replaced the hat mesh by the faded visor one. it showed. So, this led me to experiment with some other hats, I tried with the militia hat, the minuteman general hat and hancock's hat. none of them appeared.
  6. thanks for the answer but this isn't the question plus, I already knew all of this. all I want to know is how do I change the hat mesh to make them appear in game when only associated to the "headband" body slot. I've been modding beth games for almost 10 years now but I don't usually touch mesh however, this seems to be the only way of doing this.
  7. well, hats use "hair top" and "hairband" slots while the pompadour wig use "hair top" and "hair long". removing the "hair top" slot from the wig makes hair to clip through the wig, which is not the objective. No, what I need is to make my hat appear when it only use the "headband" slot instead of "hair top" and "headband" and, to make this happen, I need to know what I should change in the mesh... still maddening...
  8. Hi, I am trying to wear a hat with the pompadour wig so I created a new hat which only use the headband slot. my problem is that the vanilla hats models doesn't show when I equip them, it only works with the faded visor model. what I need to know is what I should change on the hats models to make them appear in game when only attached to the headband slot. I have been trying to figure this one out since Friday morning, comparing the model's data but to no avail and I'm starting to get a bit desperate.
  9. I had a similar issue with an asian looking character, the eyelash went through the glass. to fix it in game, I just went do some facial surgery to make the nose bone (nose bridge I think ? I'm not a native english speaker) more proeminent and the issue was gone. you might want to try it, save just before and see if you can fix it like this.
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