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icestormng

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Everything posted by icestormng

  1. Maybe these textures are BC7 compressed. If you use Photoshop, download Intel Texture Works (https://software.intel.com/en-us/articles/intel-texture-works-plugin). It's probably the only plugin for PS that can read those files. Some mod authors use this format as it's the same size as DXT5 but better quality.
  2. I knew what you've meant. But even that is no issue for that game and won't make it crash. I've tested it. I'm always playing with my own mods and I know at least two others, doing that too. Neither they, nor I experience those problems. But for the luck of the modding community, my mods vanished now and the problems with it.
  3. Well, at first I wanted to move over to Beth.net exclusively. But after uploading new mods there and getting the same insulting (not criticizing) response as here via PM, I pulled the plug. I’m not talking about criticism on my unoptimized meshes. If that would be the case I would’ve deleted all my stuff much earlier. I was even working on a complete re-topo for my weapon mods. Got my MP5 already down to 30k polys for the whole weapon with all attachments (from 350k). And the game can barely handle 50k polys? I’ve made a different experience (maybe it’s true for consoles). The game can easily handle millions of polys. But think what you want...it doesn’t matter anymore.
  4. Yeah. I knew that stuff like that would happen some time. Iâm always thinking that there must be someone who pays for these pirated mods. I mean, otherwise nobody would upload them behind a paywall anymore. But piracy wasnât the reason I pulled my mods (just to clarify). My mods had a bunch of issues and there where to many people trolling and also insulting me (and now do because Iâve pulled my mods). Sorry, but you may understand that, I have better things to do if people act like this. And yeah. It looks like the modding community for FO4 is slowly breaking apart. Really sad.
  5. Looks like a texture (or material) problem. The bluish area looks like a normals map which shouldnât be visible like that. The mod author may accidentally selected the wrong texture for a material. I donât have that mod so I canât check it in detail yet.
  6. do you mean in-Game bodyslide (Looksmenu F4EE)? For this to work you need to build your outfit in BodySlide with the zeroed sliders preset and the âžBuild Morphsâ checkbox ticked.
  7. Hm.. that shouldn't compile but glad you have the script working now. Did you added the properties to the script? Here you choose the toggle item. Then you should get the toggle potion back when you "consume" it.
  8. You forgot a part of my script. The like that stars with âžPropertyâ this declares it. You have to declare properties before you can use them. Your script also shouldnât compile without.
  9. That can happen if CK doesn't like a mesh or a texture in your data folder. I will also refuse to load Cells that contain these items. The only problems is that CK doesn't tell you what file causes the problems.
  10. No. there should be a list of properties. You have to click on the property with the name "DontbeaPyscho" and on the right, you have to select the item you want to assign to this property. In this case it's the toggle item. You don't want to create a new property.
  11. You also need to fill in the properties in CK for that script in your magic effect. This is needed to tell the game which Form you actually mean with "DontbeaPyscho". The name in your script doesn't need to be equal to the name of the object.
  12. Will you be hosting them elsewhere, or just done in general? For now my stuff is gone. I already found the stuff uploaded by others on other sites (even charging money for my stuff...WTF). Not sure whether I wil re-upload them anytime soon. If you still have the mod files, you can re-install it. You don't need to download it from Nexus everytime you re-install it. If you're on XB1 that won't work of course.
  13. This is incorrect. You can make a "- Sounds.ba2" archive and it will load up fine. "- Misc.ba2" also works, FYI. Fairly certain you can also use "- Materials" and "- Interface" but I haven't tried those myself. Sure? I've tried that numerous times and the "Sounds" plugin never loaded that way. The only archives that loaded for me where "Main" and "Textures".
  14. I could give it a try. The thing is that itâs a settlement cell and therefore may conflict with scrap mods that purposely disable precombined meshes in those cells. Otherwise it shouldnât be a problem.
  15. Actually you don't need Roombounds. Even Bethesda didn't used them in most more complex interiors. PreVis also works in interiors. Interiors can be made out of multiple cells. Look at cells like Sentinal Site. They just used PreVis which is less of a hassle and works good enough. At least in my tests.
  16. Why do you want to merge the plugins? What about making light masters out of them? Most weapon most don't have anything near 2048 records. So you can set the ESL flag to the header with FO4Edit. You may have to compact FormIDs with CK before. That way they don't count towards your 254 Pugin limit but instead towards the 4096 ESLs limit. And you don't break mods that rely on these weapon mods (if that even matters).
  17. I think this is part of RSE Abduction (combat surrender) but not on on nexus. I'm sure you won't find it here but on the more... adult...mod-site.
  18. Whenever you use sounds (either PCM or xWMA) in your Main.ba2 you have to disable compresssion for the whole archive. CK does that automatically. You can only have a Main.ba2 and one Textures.ba2. All other files are not loaded for mods.
  19. These rugs are even more work as they require enter and exit animations and SubGraphData. Theyâre technically furniture (like a chair). Most pose mods use a ring and/or a special gun that allows you to force yourself or NPCs into a specific pose. The S&M poses do have 100 poses that have to be put into menus. One menu can only handle 20 entries. So one main menu and 6 sub-menus at least plus some convenience functions. As I said: Itâs not impossible and not hard (for a halfway skilled modder) but a lot of work. If I wouldnât have decided to not release my mods anymore, I wouldâve probably ported it.
  20. Technically yes. It's still a lot of work to do and needs testing.
  21. CK doesn't allow ESPs to be used as master files. Only ESMs/ESLs can be used. You can do the following: Instead of referencing the mod as master, copy the HeadPart record you want to use, into your ESP with FO4Edit, but don't add the original hair mod as a master. Then save and exit FO4Edit. Open CK, open your NPC in edit mode and add the added haircut to your NPC. Your mod will still need the original hair mod installed because it references the mesh and textures from that. But you don't need the ESP as a master. If you don't want to edit the mod at all with CK, you can do it in FO4Edit completly. Add the ESP as a master. Then look for the NPC record and go to head parts and replace the entry of the haircut with the ones you want to give it.
  22. First. You shouldnât recycle the player. This can cause all kinds of trouble with quests. There may be temporary buffs applied (like Well-Rested, or chems/food). It can also be caused by a mod which is uninstalled now. The buffs will never be removed then. You have to use the console to remove them manually until there are no + or - signs after the numbers. Use player.modav {ACTOR_VALUE} {AMOUNT} e.g. reduce the strength by one. player.modav strength -1 Increase agility by 2 player.modav agility 2 Use this only if youâre sure there is no temporary buff applied. Otherwise your stats will be messed up whenever the buff wears of.
  23. Use Elrich which is part of CK. It can convert Textures to XB1-DDS. Keep in mind though, that you need CK to upload the files to Bethnet in order to download them on your console. If CK crashes when creating an archive, check your files for corruption. Meshes are a good starting point. You can try to run them through Elrich. If Elrich crashes you know what mesh causes the problem. I had that, too with one of my mods and it was a corrupted outfit file. The game loaded the file without problems, but CK crashed every single time.
  24. You can add magic effects (by enchanting) through OMODs. This way you attach the script to the magic effect. When the player equips the item with the modification, the script will run. Else it doesnât exist on the armor. If you remove the OMOD afterwards at the armor workbench, the script is also âžremovedâ from your armor. Technically the script is never attached to your armor. But your armor applies a magic effect on equip to the wearer which will then execute the script. No magic effect => No script.
  25. It's like most compainons, too. You can change their clothings, but you can't strip them naked (without mods). You can give them other clothings and press T to let them wear those. This will also unequip their current outfit and put it into their inventory. You can then take it away from them. And if you want to change their Face, use Looksmenu. You need the console for that. Open the console, click on the settler you want to adjust and look at the ID on the top of the console window. You should make sure that you've alread oriented the camera so you can edit their face properly. You can't change the camera easily in Looksmenu for others than yourself. Then type in "slm [iD_OF_THE_SETTLER]". This will open the looksmenu (the one you use for surgery and haircuts) and you can edit them. If they run away while you edit them, toggle their AI off (the command is tai while the settler is selected). Toggle their AI back on when you're done with their face (tai again).
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