Jump to content

Deleted49413338User

Account closed
  • Posts

    667
  • Joined

  • Last visited

Everything posted by Deleted49413338User

  1. a single texture can crash that render window.. I had some trees from a skyrim mod, I guess its pretty old, maybe the texture format was different. I ported them to fallout 4 and works fine in the game but render window crashes. renamed my texture folder for that mod so only meshes and the esp loaded and it was fine.
  2. I asked this before and wondered about material swaps with condition on region. But far as I see there is no way to do it. Scripted commands might work but probably be a massive script to change so many material files at once and if it was even possible, might cause problems or just cause massive load times etc... idk.
  3. Oh so Changes show after update, not in real time? Hmm, that makes fine tuning hard I guess.
  4. I am not sure how to use these sliders in CK. I am trying to edit the face of Nat, Pipers kid sister. But Sliding them all the way left or right seems to give no change at all in appearance. I know after editing there is a step to generate face gen nif files. But I don't need that step just yet, I just need to know why the sliders do nothing atm? Also, since kids have less headparts compared to adults, I tried adding some from the adults to the child race and then applying them to the npcs list of head parts. I added just few different lips and eyelashes etc. Obviously my goal is to try recreate a likeness to Ellie from Last of Us. But on adding those extra head parts, in Xedit was fine but in CK, it caused CTD when trying to load the esp as active file. So I removed those. Is there another way, Like can I just use Show Looks menu in the game via Console command and will it save the settings to the esp if I do it that way? https://imgur.com/YzeK6m3
  5. So, I have used this feature in the past with no problem. I, like many other modders recently have used Boston Natural Surroundings framework and changed references to create a variety of different trees. In the past I have been able to select "Change Referencing Records" of one static tree ans it brings up a list of worldspace placements using that particular static item. This step still works. For here I can Select ALL or manually select the records I want to change. its just a long list with check boxes next to each record. Select all still works fine but if I go thru manually and select approx every tenth tree (I don't want to change them all whole point is variety) I will go through for like 5 mins as there is hundreds if not thousands of records of some trees in my esp, change the ones I want but at the end of the process click ok and it says like 2 records were changed successfully.. I don't understand why I can change all but manual select is not working properly.. it used to work fine.. its how I created the first version of my mod. My only other theory is perhaps esps have limit on how many times you can change a referenced record? cos a lot of the records I am trying to change have probably already be changed before for the initial version of the mod. I am gonna guess that I'll be lucky to get an answer here, I know this section of the forums is mostly script/quest related. I have gotten Some trees from enderal into the game with working animations. but I really dont have patience to hand place them. Also, it would be overkill to swap one type of tree completely for another imo.
  6. I came across an ENB by hitman called 47 enb version 2. Its on another site and only for New Vegas with a version for fallout 3/ tale of Two Wastelands coming soon. It looks pretty nice, maybe little too much bloom but seems that is case with a lot of ENB's. Anyone know of a similar preset for Fallout 4?
  7. yeah the levelled health system of the game is just bad. A gunner with no armor on his head takes 17 headshots to kill (as example) coz his level is higher.. it's just dumb. I use Horizon and it's a better system. Still though, some things like PA enemies have higher health. that makes sense but majority of PA npcs have no helmet. the higher health in body part data is same weather helmet or not.. I had to change npcs PA outfits to all include helmets and then I could find it acceptable to have to deal multiple head shots for a kill. I just feel firearms based games are not a good base for rpg. Its better to create challenge from Survival elements for this type of game.
  8. it probably wont look as cool as you imagine. Like the hunching and twisting will make metal parts curved and flexible like flesh I could try it. Not sure on voice though.
  9. I wanted this too but in reality, I think only vehicles that are in settlements of ones that can explode can be replaced, the ones that cant explode I think are part of precombines so, it could be done with breaking precombines or breaking them and remaking them which adds a lot of incompatabilities I think. Other thing is you would want a fair variety of cars and that means basically buying a 3d model pack from a website (unless you are making them yourself) I seen some good ones exactly made for this type of thing, but they are expensive.
  10. If you can use Blender and then Outfit Studio and know what you are doing its possible. But You will never be aloud to publish the mods here. There are heaps of 3d models from games to be found on this site. https://www.deviantart.com/rotten-eyed/art/MK11-noob-saibot-kilgore-796358402
  11. Probably need to make a custom race and in there edit the flag for gender. But custom races are more trouble than they are worth. Idk might be an easier way just using the Actor record or a script.
  12. If there is a limit, anyone know what it is? I know each ba2 has a size limit of I thing about 4.2gb but is there a limit to number that will load and does it depend on ram, vram or other factors? I heard Ba2 is more optimized to load faster but that probably means its being stored in some sort of temp cache I guess?
  13. Cool. I asked this myself befor but got no reply. was curious about scripted material swaps for dlc locations and even more so, region specific. Mostly regarding foliage.
  14. thanks. yeah this dudes Hard drive was probably on the way out anyway and just coincidental timing
  15. How safe is FaceRipper to use? I have read it can cause problems and the bug section has one person saying it bricked his HD.. But it has a lot of endorsements too. I think its the only tool that can do what I think I need it to. I have a friend who enjoys making face presets for character and then wants them Ported over to NPC's like settlers etc. I know this mod already exists. https://www.nexusmods.com/fallout4/mods/17343?tab=description And it does something similar. It mentions here FaceRipper was used, and Thuggy and Co are pretty top modders, So if they are using it, I feel like it should be safe??
  16. I personally would just open vanilla female postman hat nif, change the bgsm to your own and leave everything else as it is. Then just save as you preferred nif file name. Check Material file too for any sort of scale data though I don't think there is any.
  17. Was PMC uploaded here without permission? I was wondering where it went, but it is part of Modern Firearms?
  18. I figured out it was the flamer trap projectile from this mod https://www.nexusmods.com/fallout4/mods/34937 But since it has no other reports it is probably something specific with my hardware set up of ini files. I use Horizon also but nothing else I could see was editing the traps projectile. I wanted to test flamer too but idk how to use in Horizon. Seems to have no ammo type? Maybe Its cause I need to have higher strength idk
  19. So each time i try do the Gauntlet bit in Nuka World, The Flamer Trap causes my game to freeze. The flame sound loops but screen is frozen and pixilated. I have iMaxparticles set to 250 in my prefs ini. I also found some info online about changing a setting in the Nvidia control panel, but that did not work either. I could just go around the trap but thats no the point. I am assuming all flame traps will cause this until I figure it out. Probably flame based weapons too. Has anyone had problems with flame animations freezing their game or know of a reason/fix? Thanks
  20. I seen this mod on AL chest breach's youtube channel. It looked like it might be good. So a few weeks back I downloaded an earlier version of it that had some skyrim stuff in it apparently And I wanted to keep that version coz I was assuming that was what was used for the screenshots. I had forgotten about it till seeing the AL video. The mods structure was weird, like every vanilla texture used in the mod was for some reason in the mod files, they seemed to be unchanged. So I began deleting vanilla textures and hoping I didn't delete any skyrim textures that were used for added skyrim meshes in the first version. Later versions might have removed these uneeded textures, idk.. The mod page (that was up about an hour or less ago had disabled comments and suddenly now the whole mod is deleted. Perhaps due to Alchestbreach video the author got a sudden influx of new users, but like, why disable comments? I guess eveyone is different but no one expexts a mod to be perfect. if people are commenting on how something isn't working, I would rather read that than not be able to. There were comments on the first day about skyrim assets being used and I think most of those got deleted by the look of it, but possibly, all negitive feedback was deleted because I didn't find anything when the page was up like an hour ago. but as soon as I opened the mods files I could see a lot of unnecessary texture files that, depending on your load order, would overwrite mods you might have for texture improvements. To me, modding is a constant learning curve and I welcome feedback. I find it weird these people that take it personally and delete comments etc. As a mod user, I want to know what bugs have been picked up already and sometimes, I can sort them out myself or know if its a compatibility issue just from reading them.
  21. is it possible to use a material swap on grass with a condition based on region? I made a grass mod that I think looks pretty nice in the commonwealth, but in Far Harbour it just doesn't fit, even with re-textured greener pines. I can't see a way to do it conventionally but could something like that be scripted? Another option I have not tried but doubt it will work is to try change the ground texture types in the far harbour worldspace to one that has less grass or a custom one. I would assume they would be non editable though?
  22. Was this mod removed or deleted by author? I thought it probably wouldn't have contained any assets coz I didn't know people were already able to extract them yet? or is it just meshes people cant use in nifskope yet? maybe the mod contained 76 cloud textures or something?
×
×
  • Create New...