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ChuckYufarley

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  1. I got a glitched save from one of the people having an issue, and STILL couldn't get it to happen for me.
  2. My biggest issue right now is I can't get the bug to occur when I'm testing, so I have no way to test any changes I make.
  3. Thank you. For the life of me, I can't get this to happen when I'm playing. Has to be some sort of conflict with mod(s) I don't use.
  4. I just published my diner set which has one really short dialogue quest. It's just a greeting with the usual 4 options, nothing that branches off. Basically 4 one response options, one that ends with a barter menu. Works just as I intended. Did all the lip files, using just the generic NPC voices, as well as both male and female player voices. Everything works fine. So far I've gotten 3 comments saying that those voice lines are popping up all over the place, NPCs rattling off my vendor lines, even Struges. Anyone who knows what might be causing this, I'd appreciate a little insight. I finished the mod after installing update and new CK, if that means anything. Lip files were made with old CK. 300+ downloads and a couple pages worth of comments, and only 3 people with this issue, so far. I'm thinking it's a conflict on their ends.
  5. I haven't done a bunch of armor/clothing, but don't gloves more or less replace hands when equipped? Looking at Kellogg's outfit with gloves and the only part of the hand mesh included are the right fingertips, as the right glove is semi-fingerless. Left hand is just the glove. No hand mesh.
  6. This made my day. So glad to have helped. Feel free to throw my name out there whenever you want.
  7. I have an acquaintance who makes beautiful, hand-crafted guitars and mandolins. He's somewhat of a local legend in my neck of the woods, and his instruments are treasured by those lucky enough to have acquired one. He was a carpenter by trade and didn't start building instruments until he was nearing retirement. He said that for the first several years he spent learning to build instruments, all he produced was a lot of very expensive fire wood. That from a guy who'd already spent a lifetime working with wood. When I was two weeks into learning asset creation, I doubt I was much further along than making big boxes and little boxes. But I knew from the moment I installed my first mod for FO4 that I wanted to learn how to make these things myself. I briefly dabbled with mods for BF1942 years before, but never to the point where I was making my own assets. I think the farthest I got was a few texture and sound replacements. I don't know what it was about FO4 that set me off down the modding path in such a way, but once I got the bug, I wasn't going to stop until I had something that actually worked in game. So much trial and error. SO many hours hunting for clues online. So much expensive fire wood. But then I'd have a breakthrough. Learn just enough to feed the flame. Little by little I'd learn enough to feel I was making progress. It's those breakthroughs that still keep the juices flowing. There's a thread in the modder's forum asking What Compels You to Mod? I've yet to respond, but if I did it would be all about learning a new skill, figuring out a game mechanic, combining a new skill with an old to perhaps bring something to the game that nobody's thought of before. Breakthroughs. Weapons and armors should be far down the path if you're just starting out. Make a box. Maybe a really nice box. Then learn to get it into the game. That's the first big step. Making something that actually shows up in game without crashing. Then make a box you can maybe sit on, or one that picks up Diamond City Radio. Baby steps. Those baby steps result in breakthroughs. If this is something you really want to do, keep at it.
  8. I'm glad to help. The naming convention thing can sometimes come back to bite you in the backside, yes. You can swap out any bits of the name(s) with search and replace, in case you want to revamp an entire set of forms. It just takes a few more steps. I've never done it in FO4Edit, but my guess is it's just as easy as with the material swap example. I've just made a habit of naming things I know I'll be making copies of so that I only have to search/replace the bit at the end. That's probably the one thing the CK can do faster that FO4Edit. A lot of times, If I'm making several sets of something, I won't even give the original set a specifically replaceable suffix. Using another letter set as an example. I'll name the original set "MyMod_BigLetterA, MyMod_BigLetterB...". Then, when I copy that set, all I do is search/replace "COPY0000" with something like "_Green". Just remember that the original is the one without the suffix. Another tip when naming...underscore is your friend. Really makes it easy to recognize and differentiate forms at a glance, and makes renaming a bit easier. Also, if you're search/replacing something in the middle of your name, and are still left with the "COPY0000" at the end, if you search/replace a second time, search "COPY0000" and leave replace blank. That will eliminate the part you don't want. BTW, those letters look fantastic. Edit: I'm just gonna throw this out there. If you run into a situation OUTSIDE of the CK, outside of anything to do with modding, where you need to rename a bunch of files as quickly as renaming forms in the CK, I found a FANTASTIC app called Bulk Rename Utility, that really, really puts the search/replace thing to shame. I do a lot of animation that involves creating hundreds of image files and sometimes I'll need to rename 500-600 (or more) as quickly as possible. This app has saved me SO much time and has so many more options than just a simple search and replace.
  9. I don't do a lot of stuff with clothes or armor, but I've done enough to know some basics. First of all, the wearable helmet does not need a collision. In fact, I don't think it's suppose to have one at all. Just the GO version, which it sounds like you were able to create without issue. The actual helmet needs a skin instance and bone weights in order for it to move with the character. Have you applied these to your mesh? There's a relatively quick and easy way to accomplish this using Outfit Studio. Here's a short tutorial I found a while back that helped me get started with armors and clothing.
  10. Renaming multiple copies in the CK is fast and easy. For instance, if you have a complete set of letters named something like "MyMod_LetterA_Blue, MyMod_LetterB_Blue...etc", and copies of the entire set with the names "MyMod_LetterA_BlueCOPY0000, MyMod_LetterB_BlueCOPY0000,,,", select all the copies, right click and select Rename. In the Rename Form(s) pop-up box, under Search enter BlueCOPY0000, then under Replace enter Red. All your copies will then be named "MyMod_LetterA_Red, MyMod_LetterB_Red...". Then its just a matter of applying your material swaps. Since the copies have all been renamed, you will not have to deal with the pop-ups asking if you want to create a new form and whatnot when you go to edit them. As far as quickly applying material swaps, you're better off doing that in FO4Edit. Any kind of mass editing which in the CK would require selecting each object one at a time, waiting for them to open, navigating to which value you want to change...etc, FO4Edit is much, much quicker to use. This is how I would do it. With my full set of copied and renamed letters (and yes, I have made letter sets as well) in the CK, I would apply a material swap to one of them, save my plugin, and exit the CK. Then I'd open my plugin in FO4Edit. Expand the category my letters are saved as in the left hand panel, most likely under "static" and find the form I applied the mat swap to in the CK. Select the mat swapped letter and in the right hand panel all the various properties and values appear for that form. Expand the Model tab, and within that expanded list, second to last, there's the record "MODS - Material Swap". Since I rarely go to the trouble of making actual Mat Swap forms in the CK and just apply custom material swaps, the value to right of the "MODS - Material Swap" record might look something like "CustomMaterialSwap0700DCCA [MSWP:0200DCCC]". Right clicking that value with give me to option apply an edit. Select edit, and a pop-up appears with that info highlighted. Copy the value. You actually do not have to copy the entire string, just the "[MSWP:0200DCCC]" part, but copying the entire string works as well. Now, since the rest of your copied letters do not have a material swap applied, when you expand the Model tab on each form, the "MODS - Material Swap" record will be greyed out. Right click the empty space to the right of the greyed "MODS - Material Swap" and select Add "Material Swap". The "MODS - Material Swap" record now appears in bold text, as well as a value of "NULL - Null Reference [00000000]", also in bold text. Any time you edit a form in FO4Edit, the info in the left hand panel will display bold text as well as any edits in the right hand panel for that form. Nice feature to let you know what you've edited. Right click the "NULL - Null Reference [00000000]", select edit, and paste the value you copied from you previously mat swapped letter. If you'd only copied the "[MSWP:0200DCCC]" part, you do not have to select only the "[00000000]" part of the Null value. Just paste it into the window and once you hit enter, FO4Edit will populate the value with the entire "CustomMaterialSwap0700DCCA [MSWP:0200DCCC]" string. Rinse and repeat. There are even faster ways to do this in FO4Edit by utilizing scripts, but if you're unfamiliar with the application, you might want to stick with the method I've just described. However, if you're interested in going the script route, this is a great tutorial for learning to use the Automation Tools scripts for FO4Edit. AT scripts allow you to export a .csv file (spread sheet) containing the record info you intend to edit for several forms all at once. You can then edit that info in your favorite spread sheet app, save it, then Import that .csv back into FO4Edit to apply your edits to all your forms at once. You still have to do the Add "Material Swap" thing to each form first, but in the end, this method can shave another 30 minutes or more off the entire process. Even going with the one-at-a-time method is a lot faster than trudging through the same process in the CK. Hope this helps.
  11. I'm assuming you're trying to eliminate the white pages sticking out of the book. If that's the case the problem is you did not include an alpha channel in your texture. The alpha channel determines which parts of the mesh will appear transparent. The lower half of the UV map for the book mesh contain the "pages". The lower half of your texture is white. That's why the "pages" appear white when viewed in Nifskope, in the CK, and in game. I went ahead and edited your texture to include the needed alpha channel. I had to reduce it's size by half in order to upload it here, so you might want to either enlarge it or edit your original to include the alpha channel. I don't know which image editor you use for creating your textures, but here's a short tutorial on how to create alpha channels in Photoshop. When saving your .dds, select Color + Alpha from the texture type. If you don't use Photoshop, I'm afraid you'll have to find that information somewhere else as I'm not familiar with other image editors. Lavender.dds
  12. First of all, I do not know of any step by step tutorials that would cover this exact scenario. Second, and I cannot stress this enough, the best way to figure this kind of thing out is by looking at vanilla nif files in Nifskope. For the flicker effect, I suggested looking at the projector beam from the Far Harbor drive-in. You can find that here: Data\Meshes\DLC03\Effects\DLC03ProjectorLightBeam.nif It is a very simple nif. The only mesh is the projector beam. It only has one shader property float controller assigned to the material. This particular texture animation does not even use a controller sequence. The animation is set up to play continuously. Try copying the controller, interpolator and data assigned to the projector beam material to the detective sign material.
  13. There are several ways to do each of those things. Without going into a lot of detail, my first suggestion would be to learn how to use Nifskope, then find vanilla assets that do the things you're looking for and do a little reverse engineering. Glowing is typically handled by the type of material used. Glow maps can be used in a BGSM material. They work well for simple objects, but do not give off a bloom effect. Additive BGEM materials work similarly to glow maps, but with an added bloom effect. If I'm making a button or switch or simple little indicator light on a control panel, I'll use a glow map. If I'm making a neon light or light fixture, I'll use the additive BGEM. Flickering is done with texture animations. Very briefly, an animated texture has any number of shader property float controllers assigned to the material, and are then manipulated within a controller sequence via float interpolators and float data to achieve the desired effects. Off the top of my head, the one good example I can think of for a flicker effect (if you have the Far Harbor DLC) is the drive-in theater projector beam. Shine can be affected by a specular texture as well as a environment map texture. The specular texture determines how much light will reflect off an object. Environment maps (cube maps) work well for giving an object a metallic shine. There are several different cube maps to choose from here: Data\Textures\Shared\Cubemaps. Again, the best way to learn this stuff is to reverse engineer using Nifskope.
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