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TheRejected7

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Everything posted by TheRejected7

  1. The basis of my question is this: Is it possible to have an NPC template its inventory from a container which would be accessible in game? The specific scenario: I have a mod that adds companions that can be individually spawned, customized, and equipped. They can also be set to die, at which point they will respawn nearby after some time and come running back to you. I like the way this makes me feel like they got injured, withdrew to a settlement for healing, and then found their way back to me. The problem I have is that when they die and respawn, any items I had equipped them with are lost and they spawn with a default inventory. What I want to be able to do is spawn a container which I can put gear in (from my player's inventory ingame, not via CK or console), and when the companion respawns they will have whatever gear I have put in this container. Preferably just a copy of the gear, not taking items directly from the container. I'm fine if they lose whatever I gave them in the field, but this container tactic should hopefully allow me to set their gear at an "armory" where they can always find the same gear to join me in the field. The most important part of this is that I can edit the default inventory in-game from my player's inventory. I can have companions spawning with endless assault rifles, but I want to first have to find one in the commonwealth and put it in the armory box. Later, if I want them using shotguns, I want to be able to easily take that assault rifle out and put in the shotgun.
  2. Thanks for the try but unfortunately that is not the issue. I'm starting to believe the problem lies somewhere in FO4Edit not telling the game to load the newly created meshes, but can't find where I would put in that order. Is this something I absolutely NEED to use the creation kit for?
  3. Hello Nexus Forums! I'm having some issues with what seems like a simple task. Having come up with a bunch of different topics that don't quite answer my individual question, I'm making my first topic here. What I'm trying to do is take an outfit and simply cut a piece out to make an independent item. I've got the item craftable, equippable, and even droppable in-game (on the ground it uses a vanilla model), but when the item is equipped, no mesh shows up on my character. I'm using the original weights, original bgsm, and identical entries in the creation kit, short of the actual .nif the item references, but the model is simply invisible in game. The original item still shows fine, and when I remove the bgsm the original item turns pink as you'd expect while the new item remains invisible. To get detailed, here is what I've done; In my first example, I used JC- Shirt and Jeans. Opening the existing outfit file in outfit studio, there are three individual shapes. I simply deleted the Jeans shape and the Skin shape, leaving a plain shirt with nothing underneath. Clicking on different bones shows that the shirt retained all its bone weights, so I simply saved it out as a new outfit project. In Bodyslide, the preview appears and deforms as it should, with textures and all, so I went ahead and built the .nif to my body preset. In game, the mesh is invisible. I also checked the .nif with nifskope after following a few forum posts I found, but all the nodes appear identical to the original (short of the jeans and flesh shapes being removed). As a second attempt, I tried to take the Female Tactical Armor by Newermind43 and isolate just the long sleeved sweater as its own item. In Outfit Studio, I discovered the pants, boots, and sweater to all be one mesh. In this case I selected all the vertices of the sweater, separated it out from the rest, and deleted the other shapes. Again, checking the bones revealed the weights had been retained, so I saved it out as an outfit. Everything worked fine in the bodyslide preview, so I built the mesh. In game, it is again craftable, droppable, and equippable, but again upon equip it is invisible. What am I neglecting to do?
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