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icestormng

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Everything posted by icestormng

  1. The exporter for MAX 2018 does weird things. Better export as OBJ and create a NIF with e.g OutfitStudio. The best route would be to use MAX 2013 and the official NIF plugin from Bethesda which exports correctly for me. The only problem is, that 2013 isn't available for download anymore (at least not legally). Keep in mind though, that you can't create custom collision or physics data without the official plugin and Havok Content Tools.
  2. Hey, thanks ;) I send you a PM with my discord ID.
  3. Well, you have to define what they should do. The AI has no 'Intelligence'. You have to tell the AI what it has to do. You can define that it should only use owned furnitures/markers. Or everything. You also have to define the radius/area where the NPC should look for objects to interact with.
  4. You need to edit his AI package. Set it either to 'Sit' and link the chair he should sit on or let him 'sandbox' in an area around him and disable 'wander'. No script needed. But you need to reset his AI when loading the game from a save that already contains his old AI.
  5. Did you built the morphs in BodySlide? Thatâs important for in-game BodySlide to work.
  6. I assume youâre using CBBE and BodySlide. You would then need Looksmenu. When you install Looksmenu make sure you select F4EE while installing. This will enable in-game BodySlide. Now you have to build your outfits in BodySlide. Donât build them with your preset but with zeroed sliders and tick the box âBuild Morphsâ. This is needed for in-game BodySlide to work. Now you can open Looksmenu for any character and go to the body tab. There is an option âAdvancedâ. Here you will find all the sliders from BodySlide that you can apply live in-game for any character separately.
  7. Hey, What youâre comfortable with. Audacity is free and good enough. The quality of your microphone is more important. The ones that are mounted to headsets are usually quite bad. I donât expect perfect studio quality but I donât want distorted recording. You can always send a voice sample via PM and I will tell you if itâs good enough if youâre interested.
  8. The GO object is the world object. This is also used when rendering the preview on workbenches or in menus. You need to set an so called 'Preview Transform' which rotates/scales your object to be visible on the screen. You can find a lot of them in CK already. You can also create your own one if your item doesn't match any vanilla mesh close enough. GO objects need collision and physics data to be working. Interaction is actually done with the collision mesh, not the normal mesh. You either need to copy the physics from another object that has a similar shape and weight (make sure to copy collision from another moveable object or your object will still float in the air), or create one. Creating one requires 3DS MAX 2013, Havok Content tools and BGS Exporter with Elrich. The latter two are part of the Creation Kit, the first ones are something you need to get yourself. If it's only one or two meshes, I can create custom collision/physics for you, if you want.
  9. You need transparent parts in your texture. Then you need to enable alpha test in your material file and set the threshold accordingly. When alpha is lower than this value, the texture (and that part of the mesh) is transparent. If you want to get see-through objects (like darkened glass) you need to disable alpha test and either change opacity in your material file (this is for the whole object) or set the alpha in the diffuse texture. Make sure your diffuse textures are in a format that supports alpha. DXT5 is preferred here. DXT1 has no alpha at all. Normals and SpecGloss maps don't need the alpha at all. I'm still not sure what you want to achieve? Something like a fence with opaque and transparent areas? Or something like dark glass that is visible but see-through?
  10. I used the house dress for my long dress. I had to modify the cloth physics a bit to be less stiff, but the house dress is longer than Irma's. And you better weight the lower edges to the feet or they will clip while walking. Best is, to import the source dress you want to copy the physics from. Stretch it, so the flowing part is as long as your dress, copy bone weighting for all CLOTH_ bones and set the search radius to max. When the feet clip with the dress, paint the lower edges to them so they get pushes when walking. Even the cut at the leg is working while walking or in certain poses. Long dresses are just a lot of work in this game. The only thing is that the dress looks a bit knittered because the pysics was stretched.
  11. They're used by a mission from the Hubologists in Nuka World. They request you to collect some of them. If you don't mind the quest you can remove them via console. Player.RemoveItem xx00d2ae 2 Player.RemoveItem xx0296b8 2 xx is your load order of DLCNukaWorld.esm. This may result in problems if you still want to do the quest. Spoiler (Map)
  12. You usually want cloth physics for dresses. I'm not sure if Skyrim used the same system as Fallout 4. FO4 uses Havok Cloth Physics which isn't available for modders. We can only copy physics data from other dresses. I created a long dress myself and it's a real pain as the vanilla ones are all short and copying is a lot of trial and error. If you don't mind the physics, try to increase the search radius when copying bone weightings. If that still doesn't work, you have to manually paint the weightings. You may want to import the house dress from Fallout 4 and use that as a master. Then you can copy the physics data from it and only need minor adjustments depending on the length of the dress.
  13. Hm... Why do you think the game hasn't done anything. Some people forget about making a message that tells you it uninstalled the mod. You can always just uninstall the mod. Then reload the last save and check your menues. If everything is ok, go ahead. If not, close the game and re-install the mod. This will bring back your menu. You should then ask the mod author why that isn't working. BTW. Which mod are we talking about?
  14. I have that with a custom outfit that uses cloth physics. The game has no problem with it, but CK didn't liked it. So I moved the mesh while working in CK and placed it back when launching the game.
  15. In an upcomming update for one of my mods, I added some small dialogues to some (new) NPCs. It would be great if they're voiced, but I don't know anyone who can voice act. In total there are 10 NPCs (7 female and 3 male) + Female/Male player voice (10-15 short lines of dialogue). Most of them only have 3 or 4 lines of dialogues. All 3 males and 3 of the females have more dialouges and one male and one female need a bit 'real' voice acting. The others are more or less just talking normally. In total: 4 male voices and 8 female voices. Maybe we can reuse voices if you're able to speak them differently. It's not that important that they all sound differntly. Dialogue texts are in English, but you don't need to be a native speaker. The scene is just a clothings store (Fallon's, which was rebuild from scratch) and most NPCs are employees there who will explain you how the mod works or do some small talk to bring a bit of life into the store. You're interested? Great! Please send a voice sample via PM. You will get proper credits for your work, of course. :) You can use this thread for questions. Cheers IceStormNG
  16. Ah. No problem. You need MAX 2013/2014 or 2015 because these are the only versions the Havok Content Tools are compatible with. They won't work with 2016 and later as far as I know. Changing the path for animations is not a something you do in the NIF, but in the SubGraphAdditive in CK. You will need CK to generate the AnimTextData. https://www.creationkit.com/fallout4/index.php?title=Subgraphs Animations are tied to the skeleton, not the mesh. This is called Sekletal Animation. Animations are a rather complex thing to mod in this game. Not only because animating isn't easy but also because of the steps necessary to get the animations into the game.
  17. Hm.. nice idea. ;) What did you think of should happen when it's too cold/hot for the player? I was also thinking on giving armor/clothings some kind of warming effect depending on the type of clothing. PA should probably make you immune to these effects. When I'm done with the update for another mod, I will have a look into it. If no-one else is faster... ;)
  18. Just a word of warning: You will have a LOT of work to do. 1a. You need to either edit the HumanSubGraphAdditive or replace the animation files. Keep in mind, that either will replace all animations for the Player AND for NPCs. 1b. You need 3DS MAX (2013/2014/2015 with Havok Content Tools) and the F4AK. If you don't know how to animate in MAX, you will have a tough time. Importing animations can be hit or miss and is a lot of work. Some bones don't get imported correctly and do weird things which means you have to corrct the manually. Weapons have their own set of animation. Even all walking animations are separate sets for each weapon type. 2. Do you want to replace the frame itself? You just have to replace the mesh and make sure all the attach points and bone weighting is intact. Power armor is a different race and has it's own subgraph. This means: Another set of animations and records in your ESP. For a new one, do the same thing, but create a new mesh and create a new record in CK. The frame is not armor but furniture and uses a different skeleton than the without power armor. I hope I could help you to some extend.
  19. Hey, I hope I posted that in the right section. I'm currently working on a rather large update for my Autumn Outfit - Redux mod, which will now include a custom rebuild of Fallon's. Before releasing this mod, I would like to let some users test the mod on their rigs and their load order to get feedback about conflicts and performance. The amount of objects there is quite high. Of course you can also try to break the mod to find bugs we forgot to find, but the focus is on Fallon's and especially performance. Requirements for running the beta: Fallout 4 and the following DLCs: Nuka World, Far Harbor, Contraptions WorkshopCBBE(Optionally) BodySlideCommonwealth Cuts (KSHairdos) and KSHairdos with Physics. ESPs of both don't need to be active, but both mods need to be installed as I have no permission to include files of them into my mod.Playing as female character with access to Diamond City.20+ GiB of available disk space where Fallout 4 is installed (mod is about 14GiB, if you run BodySlide, more data will be generated. Download size is about 4GiB for the main file)(Optional) Character is level 35+ to see the full leveled lists.Willingness to test the mod and give constructive feedback (in English). Preferred are users with midrange gaming rigs, as the mod was built and tested on a quite fast machine and works great there. But I also want to make sure that it runs well on slower computers, too. I would like to have at least 2-3 additional testers. You can apply here or via PM. I would like to know the following things from you: PC specs: CPU, amount of RAM, GPUFallout 4 graphics setting (low, medium, high, ultra) and resolutionThis is needed to do proper performance testing. The beta test will (hopefully) start in one or two weeks and will run for as long as needed. I'm going to send you the download link via PM. If you have any questions, ask them here and I will answer them. Cheers IceStormNG
  20. It depends on the compression used for that file. If I remember correctly Bethesda used DXT1 for diffuse maps and BC5 (3Dc) for Normals and SpecGloss maps. Maybe your plugin cannot decompress BC5.
  21. Hey, I had this problem, too. The cause for that is, that some head parts (like makeup) are at a different resolution than your face. All headparts and the face have to be the same resolution or you will get a brown face. This usually happens with the HD DLC as it changes the resolution from 0,5k to 1k for the specular map. When you install e.g. a makeup mod that uses 1k textures, you will get a brown face when applying something from this mod. To fix this you have to either remove the mod that causes that, or upscale (or downscale) the textures of this mod. In the mod description of Valkyr Face Texture there is a description at the bottom explaining this issue. It starts where the red text says 'For everyone who has "dark face" bug:'.
  22. Well, the ma_VaultSuit is just the mod association keyword. There is another keyword for vault suit detection: VaultSuitKeyword [KYWD:000C5625]. No problem. Glad I could helped you :)
  23. I'm sure the ma_armor_lining doesn't point to OMODs. You can use ma_VaultSuit for the vault suit lining or ma_combat_armor_* for combat armor lining (they have different options). Find the keyword ap_armor_Lining in your object window then right-click and open 'Use Info...'. Then look for OMODs. There will be even more than from Vault Suit and Combat Armor. I hope it helps you... ;)
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