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Cthorthu

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Everything posted by Cthorthu

  1. Hi! Weapons get +0.5% damage for each level of corresponding skill (one handed, two handed, archery). I need to find and modify this value ("0.5"). Where is this? Can I find it in Creation Kit (or SSEEdit)? Have a nice day!
  2. Hi! I'm looking for the folders with face data (meshes and textures). I found these (inside BA2 files): meshes\actors\character\facegendata\facegeom\fallout4.esm\ textures\actors\character\facecustomization\fallout4.esm BUT I need to find face data from mods, and specifically I need to create face data (textures) for some characters. These folders are not in my Data folder (I use various NPC mods, I expected to find this data in Data folder). Tried to export from Creation Kit (selecting NPC, pressing Ctrl+F4): CK says "Done" but nothing exported. Summarizing: Is it possible to export face data from Fallout 4 Creation Kit?
  3. Yessss The issue is related to reference and coordinates. Changin size and/or exporting with reference doesn't work for me. I solved the issue by exporting to OBJ and re-weighting bones. In this case the mesh looks wrongly positioned in OutfitStudio, but looks well in game. Thanks for you comment Adventurer!!
  4. Hi I've made an "outfit", but when camera is close to character, some pieces become invisible. The outfit is a beast costume: human torso and hands, animal head and legs (animal parts are from vanilla models). Some info: When camera is close to character, animal parts become invisible. When camera is far away from character, it looks fine. Works the same on player character and NPCs. Vanilla animal parts has transparency (hair). I have ultra graphics (with no ENB, no reshade) Tried save from NifSkope and OutfitStudio, tried NifOptimizer, same result. Can you help? Have a nice dayy
  5. Yes! That is I've cheked on workshop items like "Construction light". Now I see the problem: I can't find the "actor values" on NPC workshop items like turrets. Where to find it? EDIT: Found in "stats" Thank you very much for your help!! This was the only thing left to finish my big overhaul and start new game in a perfect world LOL :smile: SOLVED
  6. RU556 has the animation keyword: AnimsRU556 Magwell Grip has a property modification that adds the keyword: AnimsRU556MagwellGrip This keyword has the FormID: 0100D612 You can use FO4edit or Creation Kit FO4edit: Click on weapon and seach keywords. Rightclik on keyword "AnimsRU556" and edit it. Replace with: AnimsRU556MagwellGrip [KYWD:0100D612] Creation Kit: Open weapon, delete keyword "AnimsRU556". Rightclik in keywords box, add keyword: AnimsRU556MagwellGrip Not tested. If something goes wrong, you can try to add the keyword instead of replace keyword (better using Creation Kit).
  7. Hi! I want to remove the energy dependence (or wire conection) of some items. I have tried, and I have failed. I have removed the keywords: WorkshopCanBePowered WorkshopPowerConnection Then, the item "works" without power. But, on workshop mode, it still say it needs power, and I get an advise of "you must build a generator". What did I miss? What are the settings for energy dependence? And what are the settings for wire/wireless conection? Thanks for reading Have a nice day
  8. hi OutfitStudio is no the best tool to edit weapons... but it is the easiest :tongue: When open a weapon part, some piece may appear misplaced because it has the "zero point" of the coordinates on different places. Weapon parts are mounting on their "parent" pieces using the attach point as reference (for example, a scope uses an attach point of the receiver model). OutfitStudio doesn't show attach points, but keeps this points when you export nif file. Anyway, if you want to do simple edits (like remove a long stock and keep a grip) you can do it. After exporting nif file, the parts will be on the right place (I have done this a lot of times). The next level is to use software like Blender, Nifscope or 3Ds Max (but I can't speak about that). About DDS files, I asked something similar for edit textures that has a format that regular software can't manage, and get some interesting responses: https://forums.nexusmods.com/index.php?/topic/8018718-help-with-dds-files/ I hope this helps
  9. Outfits files "_0" and "_1" are for Skyrim. It is not used in Fallout 4. On OutfitStudio, when "saving as", check "Single Weight Output". The other issue : If CBBE is set as "reference" (the mesh name has green color), when "saving as", unchek "Copy reference shape into output". Solved ;)
  10. The easy way to do it will be add/modify the "iattackdamage" value on the object modification of the weapon (probably the receiver, or the ammo conversion).
  11. Hi! I want to remove the energy dependence of some items. I have tried, and I have failed. I have removed the keywords: WorkshopCanBePowered WorkshopPowerConnection Then, the item "works" without power. But, on workshop mode, it still say it needs power, and I get an advise of "you must build a generator". What did I miss?
  12. Hi! I have a downloaded mod, an assault rifle. The rifle has several barrels without foregrip, and two barrels with foregrip. Suddenly, the barrels with foregrip have losse the grip animation in 3rd person. In 1st person the animation is OK, but in 3rd person the character handle the barrel like it has no grip. I remember to see the correct 3rd person grip animation, but I don't know when it has changed. I have tried reinstall the mod and start a new game, but the animation is not restored. The griped barrels has the keyword AnimsCustomRifleGrip. This keyword is used by a race named HumanRaceSubGraphDataCustomRifle. And... I know no more. Maybe it is another mod jerking me, but I don't know where to look for. Do you know where should I to look for?
  13. Hello! I want to create a drugs mod, and would like Addictol to have a 25% chance of success. I think it would be an immersive treatment to cure addictions (you may need several shots...). So, the questions are: Is it possible to do it in Creation Kit? Do I need scripts? I have never used scripts. Is it a good point to start learning? Have a nice daay
  14. Yeeeess It has worked :smile: This bug didn't let me enjoy some weapon mods. If a moderator sees this post, he can put it sticky, because it can help others. Thanks Jessica!
  15. Hello! A leveled item list with the mark "Use all" will generate each item in the list. My question is: A leveled list with the mark "Use all" and with different levels for each item, will generate all items, or will generate only the items equal or below the level? Thanks for your time! Have a nice day!
  16. Some meshes from mods and other games (like Skyrim...) have different positioning, but have the "zero point" correct to show correctly ingame. In 99% cases, you can move the mesh -120 points in Z axis to fit your Fallout 4 body. When adjust is done, move the mesh +120 point in Z axis. Also you can try this: Move the mesh Z-120. Load reference (CBBE body). Select all meshes (except the reference). Copy bone weights (press OK). Menu slider, conform all. Export. Done, try ingame.
  17. Thank you very much for responses!!! I will try this weekend :)
  18. Need to update my old Photoshop XD Thank you!! :smile:
  19. Hello Usually, I like to edit DDS images from vanilla game and from mods for personal use retextures. In most cases I can do it (I use photoshop DDS plugin). But sometimes I can't. There is a "type" of DDS images that I cannot edit. This type of files have no icon in windows folder. Photoshop can't open this images (format issues). Also, GIMP can open this images, but the result is not good (I open the image, export a copy of that image, replace original image: the result on the NIF model is not the original). I think there is a lack of data of alpha channel or something similar. But I tried to do many test editing the alpha channel and have no good results. This causes a problem with specular and normal maps. I tried DDS Converter 2, but have no good results :tongue: Can you help me? What program can I use? Thank you for reading And excuse my poor english Have a nice day
  20. If you don't need the body, you can delete the body mesh in the final project. If you need to remove a part of the body (the feet...), you can create a zap slider. Mask the body part. Menu slider, add zap slider. Before biuld the outfit en BodySlide, you can check the zap to remove the unwanted part.
  21. You need to deactivate the "under armor scalling" of the pants. ("Under armor scalling" makes armor parts bigger while wearing clothes).
  22. About the recoil in Fallout 4 THE ARC ROTATE The arc rotate determines the initial direction of the recoil of the weapon. Is estableciced in the Aim Model ("Arc rotate") and can be modified in a OMOD ("AimModelRecoilArcRotateDeg"). The direction is determined in grades: 0 = up 90 = right etc THE ARC The recoil movement don't happens exaclty in the direction of the Arc Rotate. The Arc determine how much can the recoil differ from the Arc rotate. In establecied in the Aim Model ("Arc") and can be modified in a OMOD ("AimModelRecoilArcDeg"). The width of the recoil arc is determined in grades. RECOIL PER SHOT Determines the amount of recoil. The aim point will travel that distance after every shot. There are a mininum value and a maximun value. RECOIL SHOTS FOR RUNAWAY Determines (in automatic firing) how many shots have the minimun recoil. After this number of shots, the weapon will have the maximun recoil value. SUMMARY Well, then: The recoil is a displacement of the aim point, along the distance determined by the Recoil per shot value (minimum or maximun), in a random direction inside a arc. The width of the arc is determined in Arc, and the center of the arc is determined in Arc rotate. OK, BUT I've been doing tests. All the above seems to be correct. But it seems that, once all the calculations have been made, the game limits the recoil movement to the left and right. Left Limit: Recoil never moves the aim point further to the left of the initial aim point. Right limit: There is a limit distance (approximately 5 cm on my screen). Recoil never moves the aim point further to the right of this limit. CAN YOU HELP? I have no problem with the right limit (is far enough). But the left limit breaks my balls. I want to make weapon mods and I don't understand why the recoil can not move to left. Do you know anything that I don't know? Do you think my deductions are wrong? Dou you know "where" to find the limits? (I searched in game settings and INI files, but found nothing). Excuse my poor english (I'm not native english). Have a nice day!
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