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Mofakin

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Everything posted by Mofakin

  1. Posts are limited for quantity of videos. So here's a new video dealing with models and effectively demistifying any "new parts for the workshop" modder. Enjoy! Modding Fallout 4 - HighSpeed - Session 5 - Modding custom Models
  2. Added another video to the list, dealing with normal, specular and glow maps.
  3. Added a new video to the list, going more into detail about retexturing plants.
  4. Good day everyone, from now on this thread will serve as access to modding tutorials I stream on Twitch. I just recently found out about Twitch, and after a testing phase, I'm now going full retard, to enforce my godlike knowledge on everyone that needs it, and everyone that doesn't. I'm planing at least one video per week, to introduce and attractnewbies into modding. If you like you could also join my community to watch me playing the game. You will get a heavily modded game, with strong inclination on a "realistic" hardcore survival setting. Not VATS, no fast travel and no 3rd person. The tutorial videos are high speed, to forward the information faster, and probably also because it's fun to watch high speed videos... :smile: Modding Fallout 4 - HighSpeed - Session 1 - Using Xedit to make plugins, or modifie content https://www.youtube.com/watch?v=RZsO4o7Yg-Q&feature=youtu.be Modding Fallout 4 - High Speed - Session 2 - Editing Textures with Gimp https://www.youtube.com/watch?v=TBYdQroXJNo&feature=youtu.be Modding Fallout 4 - HighSpeed - Session 3 - Editing Textures with Gimp, advanced Modding Fallout 4 - HighSpeed - Session 3 - Editing Textures with Gimp, advanced 2 Scroll further down for more videos!!!
  5. I thought I just give you some visual impression on my upcoming Mod named "Carry those Bags". Basically it introduces every available bag and bandolier as single item to increase carry weight. http://i.imgur.com/OEU6nhgl.jpg http://i.imgur.com/DLjAWUcl.jpg
  6. I just wrote a little tutorial on how to hack model/texture files in order to customize, f.e. armors and single parts from a model. As example I want to divide the postman bag from the postman outfit, so I can use it as carry weight improving backpack: I. The Mesh 1. download and install Nifskope Alpha over here 2. for convenience reasons copy all needed files to the desktop for easy access with Nifskope, files are: meshes/clothes/postman/PostmanF.nif meshes/clothes/postman/PostmanM.nif meshes/clothes/postman/PostmanM1stPerson.nif meshes/clothes/postman/PostwomanF1stPerson.nif 3. now the first thing to do is renaming the files to your liking, do it! 4. let's start with the male postman outfit (PostmanM.nif), open it with Nifskope Alpha and expand the tree left of 0NiNode 5. now expand the tree besides BSSubIndexTriShape and BSLightningShaderProperty as well 6. right click on BSShaderTextureSet and do Block -> Insert -> NiA -> NiAlphaProperty see screenshots for reference... http://imgur.com/a/pBzbT 7. in the newly created NiAlphaProperty scroll down and change Flags to 4844, and Threshold to 128...now save the file first time 8. now go to BSSubIndexTriShape and expand its BS Properties, the second BS Propertie is empty, double click on it and type 60 9. now you'll need to set the path for the material file, click on BSLightningShaderProperty right click on Name and select Edit String Index 10. there you want recreate the path for your future materials.bgsm file...mine is Mofakin\Postbag.BGSM...now safe again 11. now we want to set the path for future textures, just navigate to BSShaderTextureSet and change the names accordingly to the corresponding texture files, mine for example is Mofakin\Postbag_d.dds...don't forget about the normal map and specualr map path, which basically is the same just ending with _n and _s 12. repeat the procedur for the female mesh Note that the root folder for materials is Materials, for textures is Textures and the root folder for models is Meshes, all custom folder emerge from those three! Ib. First Person Meshe We're not done here, because there's still the first person model you want to modifie so you don't get duplicated arms when wearing your mailbags. Let's go! 1. load your customized by name 1st person file, default name: PostmanM1stPerson.nif 2. expand the main tree (NiNode) 3. right click on the BSSubIndexTriShape , and remove the complete branch then save your file...you're done here! II. The Textures I use Gimp to edit textures, feel free to use what you prefer. 1. again copy all relevant textures to your desktop for easy access, files are: Post_War_Postman_d.dds 2. for the normal and specular maps you can either choose to edit the vanilla files, or, if you have the plugins for Gimp, make normals and speculars from your edited main texture 3. now in Gimp, use the eraser to remove all parts that are not the post bag, the final product should look similar to this... http://imgur.com/D1hmQpQ ...notice that you should focus on making high quality here, I just quickly and dirty made this for illustration 4. safe the file as DX1 (or whatever you claim is best) and preferly with mipmaps enabled, I won't go into much detail with Gimp, you should know what to do in texture programs? 5. now edit the normal map and specular map file, rename them properly, and then copy all three files to the correct path I won't give any texture tutorials, use Google to figure how to properly make normal and specular maps for Fallout4 in Gimp. Basically there's a normal map plugin for Gimp, and you can easily make a specular map, by using the normal map file as base, and then correct the color values to the middle of the skala. III. The Materials This is the easiest part, just grap the original .bgsm file, rename it, and then edit it with Material Editor IV. Make the plugin For now, in order to create plugins, we need to use FO4Edit, use Google to find it. Let's make this quick, as this is the most vital and at the same time tricky part, unless you've already gained experience with using FO4Edit as modding tool. 1. open FO4Edit with only Fallout4.esm loaded 2. You will need a instance of ArmorAddon, Armor, Constructible Items (with the number of components you want, I use 3 components), and optionally a object effect, find what you need inside the Fallout4.esm 3. right click on the instance you want to copy and choose "Copy as new record into...", you will then be prompted to give your plugin file a name, do it, give it something decent with proper prefixes! 4. now do this for all 3(4) instances of forms you want to copy into your new plugin file, then exit FO4Edit to let it safe 5. load your plugin in FO4Edit again and modifie the forms...from here you need to understand what you are doing, basically it's jsut a series of removal and edits, this is why it's so important to find a form for any of your instances that has a similar structure to the one you need for your custom forms. f.e, for the recipe you want to use leather, steel and cloth as components? Then you will need to find a recipe with 3 components...take a look at those screenshots to see how I modified my entries... http://imgur.com/a/envXu ...once the CK is released, making plugins will be much more easy. Now if you set up everything correctly, your character should have a wearable postbag like this... http://imgur.com/2emgXfF Notice that this procedure is applicable for all models you want to customize in order to use single parts from the model. F.e. you could make a model that only shows bandoliers, or straps etc. Other armors that could be modified in order to get backpacks, are the Raider Outfit 3 and one of the BoS outfits. At least I'm aware of those having backpacks. Leave a note if you find more then these.
  7. Oh man, whatever, helps reminding me of the need to change my password then and when. I'm just glad nothing dramatic happened.
  8. You gave me an idea here. If the customization is only allowed when adjusting the three digits that control customization, wouldn't this bypass the "this key is reserved" phrase and its functions as well? At any rate, I found a way to bypass the portion of reserved keys inside the .swf files, so maybe I should try again with your file to allow for menu based customization. The keys that you allow to be adjusted in the .txt file will also display in the menu, where would the strings go to probarly adjust their names in the controls menu? Could it be done the same way we did add strings in Skyrim?
  9. It could be anywhere, but I think it's inside the DialogueMenu.swf. Well, a lot of things are possible at the moment with enough patience and passion. But why break your head over things you could do much more decently once a source is available? A fix for the key rebinding has been forwarded, so this pretty much negelcts any efforts to do it via .swf files and thus neglecting any other effort on my side, except making source available.
  10. Decompile it with JPEXS or Sothink. But you probably can't recompile any of the vanilla files without source, except of the CursorMenu.swf. However, since the pipboy games are standalone flash files, you could just create a custom game and then replace one of the program .swf's with your version. That's what they guy of the mod you posted did.
  11. This actually made me lulz hard. Yes, use your hate, I can feel how the dark side is consuming you. Your lack of education is disturbing. I think you're going to find this interesting, since your country, by your defintion, is not only the worlds prostitute, but appearantly you personally are a prostitute to me. You own me money, hand it over... :wink: http://www.davemanuel.com/us-national-debt-clock.php
  12. http://www.nexusmods.com/fallout4/mods/42/? That's closesed to a ENB setting, though it only utilizes ENB boost, I believe.
  13. I think you should stop encroaching on peoples personal freedom. America is a country where people are free to think, research and say what they feel without government censorship and where personal determination is a founding principle of the constitution. I know as German those concepts are foreign to you so please refrain from imposing your world view on others. Thank you You missunderstood my statement. I'm merely trying to hold a mirror in your face, not restrict any of your individual freedom. In case you haven't figured, when it comes down to free thinking, modern Germany is superior in freedom compared to the U.S, since we do not have a patriot act. Germans just don't feel the necessity to harm anyones personal feelings with uncalled opinions. Respect is the keyword, an idea that seems to be completely foreign to you... :wink: Transfigure the fact that 60 million lifes got destroyed by the Nazis, in a most disgusting way, into something that needs to be "researched" sounds irritating. I bet any of the 6 Million gassed jews would agree. However, pushing the mirror in your face had exactly the effect I expected. You got all defensive because you thought your delusional idea of freedom got attacked, transporting that notion in a most vitriol way, and completely rendered you blind to any form of ethical behaviour.
  14. Well seeing that Fallout is an alternate universe anyway I could see how it would work. For example: the UK and USA were defeated by Germany before they attacked Russia. Then WW3 would be Germany and all it's conquered territories versus Russia. So you would have Nazi uniforms in the US. Except it didn't happen.
  15. I assume not anything is achieved via .swf files. There are various .pex scripts related to menus. I'm sure you'll find something inside. But since we do not have tools to recompile scripts yet, it doesn't make sense at all.
  16. It's prohibitet in Germany for reason, and will probably get you in deep trouble when using them. But I don't think that's true for other countrys. However, I don't understand the benefit of using a Hitler look-a-like or SS-Uniform in your game. Basically it would only implie I have understood nothing in history, or completely ignore it, or both. People uploading such content maybe think they're really bad ass?
  17. AFAICT the SWF menu files *do* control the keys used in those menus, and can override the other changes you make in the control map they encoded into the executable. Someday some gaming archaeologist will create a novel theory as to why someone would do this, and have a good laugh. As was said above, they just assigned keys to the console buttons. This isn't a bad console port, a bad port implies it was ported. With the binding problems, lack of support for multiple GPUs and various aspect ratios, it's pretty clear it wasn't ported at all. Yeah, I feel the same. It displays like a incompetent makeshift work born out of lazyness. The evidence is there...quite disappointing it is... :sad: I wouldn't phrase it so tough...but yeah, basically that's what they've done. Who said I've limited my efforts to one file? I've been through all of them to get a better understanding. However, I won't give up on this. I recommend to use this russian dialogue Mod and english translation for the time being. It at least fixes anything inside dialogue trees. Today I'm trying to make something similar in the workshop and favorite menu files. We'll see. There's more tools around. I also try to make a complete useable source for one of the smaller .swf files as a starting point. Btw. recompiling the CursorMenu.swf has been done with CS6, using FlashPlayer 9.0 and ActionScript 3.0, in case anyone is interested. Worked without problems. It has been decompiled with Sothink. I make the fact, that only one .fla and one .as file was included inside the .swf, responsible for working recompiliation. I had no luck with a file as large as the MainMenu.swf.
  18. Appearantly what you did does work, but for the number keys 1-0 and the arrow keys up, down, left, right only. There might be other keys, but I haven't found them. None of the letters seems to work. INS, DEL, HOME, END does not work. I have no clue why? Obviously it's pushing a string, but I haven't found any list of strings that could be modified in order to allow letters. I'm guessing that this code inside the MultiActivateMenu.swf is doing exactly what restricts the whole script to certain keys. But I could be wrong... public function SetButtonData(param1:uint, param2:String, param3:Boolean) : * { var _loc4_:* = NaN; this.ButtonData[param1].ButtonText = param2.toUpperCase(); this.ButtonData[param1].ButtonDisabled = !param3; if(!this.visible && param1 == 3) { _loc4_ = 0; while(_loc4_ < this.Buttons.length) { this.Buttons[_loc4_].bButtonPressed = false; this.ButtonAnimators[_loc4_].gotoAndPlay("showButton"); _loc4_++; } this.visible = true; } }Edit: Ok, now I get why number keys are working. Because they are preset by the vanilla game to be used as alternative to arrow keys when inside dialogue menus. Edit2: And yes, given my findings this evening I can now 100% say, the whole key binding mess is because of console port. PC keys are tied to PS4 keys, you can't correctly forward key changes to dialogue options when not changing the corresponding PS4 keys...they really did it...they literally dropped us for consolers. And we're as stupid as to modifie and fix their broken game...it's a disgrace, honestly, it's a disgrace...-.- Gopher kept it kind in his rant video about keys, right now I do not share this notion...Oh Bethesda where are thou... :nuke:
  19. Left-handed people tend to do that. Most likely the whole keybind issue originated from porting console controls designed for gamepads. Could have been of many things, likely they hadn't found the time to forward any changes to the flash files regarding key bindings, that's what you'd normally thing. Unfortunately I have inside knowledge on how to code with flash files. Fixing this inside their development team, would have taken them less then half a day. This is what frustrates me most. They simply didn't care, or deemed it wasn't important enough, or were just to plain lazy to forward it. If I'd exaggerate I'd say they did this in complete ignorance to evervy specialized minority whatsoever, but then, there's other things to worry in live, so I need to find a way to get arranged with it, and not allow this issue to drag me down. On the other hand, I believe you can't even blame the devs, the pubs certainly cracked a whip on them to ready this jewel up for release, and Todd was playing his role as salesman perfectly. He'd even talk you into believe the sun sets in the west, and everyone was buying it. He doen't look like a nerdy 24/7 PC player to me, more like a person that's much to involved into his job, so his limited time frame allows him to be a casual gamer only. Casual gamers are more likley to use gamepads or consoles...you get the deal...;)
  20. Imho, much to late. Not even a list of changes has been posted so people at least get a preview. I've managed to kill most bugs that personally itched me the first three days with hacky tools and no source available. They could easily have fired out a day one patch, given they have source available and know exactly which tools to use. The key rebinding and UI is in general a utter mess. Skyrim's UI was downgraded to bare bones, but at least it was conveniently functional. Let me give an example. The workshop uses arrow keys to browse through menus. I'm controling my character via arrow keys. When selecting a item in the settlement workshop and want to move with it, I first have to exit the menu, then move my character into position, then return to the menu and place my object. Another example. When moving around with Dog I often have the situation that I'm moving forward exactly the moment Dog crossed the way in front of me, ending the situation with me inside the communication menu of Dog. Why this is? Because they've put the dialogue options on the arrow keys...-.- I don't know how often I teared my hair out because of this. I'm a patient and forgiving guy when it comes down to new game releases, but this is so blatantly ignorant, I feel like they did not even remotley cared about leftys and arrow key players. The amount of frustration it created is giving me no other option on feedback, then to say that this is a disgrace and should not serve as example on how to treat preordering customers, that have spend more then 500€ to this company in the course of the past 10 years.
  21. actually he does have a small point with BOSS and LOOT. sometimes it is best to not run them for a mod load order after every install with a load order you have been using a while. this is only an issue though if you have manually moved a esp elsewhere and didnt tell LOOT/BOSS to keep it that way next time. so in the end it is only an issue for newer users. It should be common knowledge that you shouldn't modifie load orders at all during a playthrough. Add a Mod, remove a Mod, rearrange a Mod and at the same time expect everything's working flawlessly doesn't go. Making tools responsible for user acting risky is nothing to blame creators of such tools for. On the contrary, blaming tools that inject wrong ID's into savegames is valid. Also, I said it COULD potentially harm your game, not necessarily do it...some are just lucky, and except once, including me... :wink:
  22. Muuuaaahahhaaarr...where's an Arthmoor if you need him...:D I stopped reading at TesVSnip doesn't cause harm, and BOSS/LOOT does. You obviously don't know what you're talking about.
  23. Most of the people are just awakening. Apart from that, population has never reproduced its quantity to the one before war, so how would you manage to clean all places? And why would anybody have interest in it, if they can barely keep themselfs alive?
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