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Deleted49413338User

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Everything posted by Deleted49413338User

  1. Was that how they turn to skeletons over time? probably removed for stability reasons but idk. the vanilla game cleans corpses over time. If a mod edited that to retain the corpses for much longer it would probably impact performance over time . idk if this is the mod I'm thinking of though.
  2. its probably gonna be slots. try experiment by adding or removing different slots to the hat. My guess would be that you want the hat to take up the Hair Top Slot only. if you are still getting clipping with hair coming out side of hat for example, not much you can do without editing the actual meshes I think.
  3. hmm. Its a lot to explain, Plus I havent looked at your mod and how it works. I am not sure that bodies of water actually use a nif for LOD the way Objects do. If they did, you could use XLODGen. Take a look at my winter pine tree mod. I made a bunch of lod meshes, assign those as LOD to the tree objects then drop all those meshes into the data floder of fallout 4 as loose textues and meshes. Then you just run XLoDGen and it does everything for you. I mean, its still not that simple, but if you ask questions on here, Sheson is very helpful https://forum.step-project.com/topic/12466-fo4lodgen/ Anyway, I dont think water LOD is done like that, but its still cool thing to learn. Check this mod and see what you can learn from it. It might be simple as finding the texture used and making it white, or changing the texture to a custom one. https://www.nexusmods.com/fallout4/mods/33815
  4. I feel like some "authors" will just block people and get soooo defensive for no real reason. Is that because they kinda know there work is actually not that good? idk Dude just know blocked myself for suggestions and deleted mine and Gambit77's reply. Can you even imagine blocking Gambit 77? lol I am gonna just say, it was a courser coat retexture.. I really don't care. I like to see new people learning modding and I always try help when I can. I am not sure where these weird type of people come from though that refuse any form of help and just f*#@ing block you if you try. It's a bit odd imo.
  5. I've always wanted this too. I have downloaded a whole bunch of PA mods to see how they work and what they change. I want to create an overhaul that edits PA to be much slower but almost immune to small arms and melee. But, the difference is I can't just add that immunity to melee/small arms to the frame coz it has gaps in it and no helmet. Would have to be some sort of condition that requires all pieces. Mainly I want this for enemy NPc's. I can make the armour very rare and very strong but when all I have is 3 bullets, a machete and two mines in a hardcore survival playthru, I want them to be slow enough to run away from fairly easily or bait and use mines. I guess for speed edits I'd maybe have to make a custom race. I think it would be frustrating for most players to be slow moving only but I feel like in this game, and with mods, you can easily become OP. I feel like there should be more penalties for PA but also benefits such as the use of Heavy weapons only and perhaps even other restrictions. Something like the Glowing sea will give much Higher Rad damage unless in PA.. I would also like to add O2 tanks that deplete to the Hazmat suit while on that subject, similar to how the gasmask filters deplete in the GASMasks of the Wasteland mod. So I have all these ideas for PA to make it more of a choice that has pros and cons and not just based on how it looks. Coz ballistic weave on a bit of modded armor is often just as strong as PA, It seems. Everything is of course needed to be balanced to vanilla, you can't account for other mods. But generally, I play Survival, I like loot to be very rare such as PA. But I want it to be worthy. Maybe with scripting something could be added using the AP system that allows sprinting/running but requires a cool down of the fusion core just like Sentry Bots. This AP cool down meter should be slowly going up even during normal movement and much faster during combat of running. Sprinting or jet pack should max it out in a very short time, like one burst of jet pack just to get out of trouble up onto a roof or a 5 second sprint. Again this sound like it would be frustrating to have to be temporarily stationary while in a cool down state. But I feel like it would make for more tactical choices.
  6. https://www.nexusmods.com/fallout4/mods/38670 This mod is great but can someone do a long sleeved version? I am playing a winter version currently. Had a try myself but I suck at armors.
  7. IDK why you are wanting Left and right as separate? It should be one piece. make it as obj, import to outfit studio and then export as nif. It might be that simple, but probably not. if not, open in nifskope double click on Num Strings and set to zero, hit the green arrows to refresh that selection. Next delete the BsSkinInstances from every BsTrishape. One that is done you should have a basic nif of the shoes that contains no bone data. open it in Outfit Studio and import a reference outfit. Any outfit would probably do. move the shoes to match the position of the shoes on the reverence outfit as close as possible, then copy bone weights.
  8. meh, if it looks good in game who cares, just turn off grid in nifskope if its in the way. This model looks fine in game and in Outfit studio, but it looks like this in nifskope. idk why but I don't care either. Outfit studio seems to replicate how things look in game better so I use that rather than nifskope for adjustments of small pieces. https://imgur.com/a/OWFwJC3 *edit, I never realise how old these posts are.... damn. haha
  9. you cant add weapons from another mod into America rising. You need to create a new esp and add a record from each file you want to use, eg America Rising, Weapon mod A, Armor Mod A, weapon mod B. Copy these as override into your new esp. From there you can copy as override the LL you are trying to add the weapons too. You could do this to the America Rising mod itself and save one esp slot, but if the mod ever updates you will lose all your work. a patch esp is better.
  10. I use a different method of copy as new. I just make a new esp in xedit, Add combined objects tab, add a new combined object or whatever its called (scol) then select that , hold ctrl and select the record or your other mod you want to copy. Select compare records and drag and drop everything from the original to the new. This way, no master is needed and no cleaning step needed. I thought simple things could be copied as new and then master reference removed but I had a mod that made world placements of vanilla records (places a teddy bear in cell X) and copying that worldspace placement as new record required the master. Cleaning did not remove the dependency. But making a new Worldspace record in my new mod and comparing/ dragging and dropping the original into the new required no master as they are all vanilla assets. I think older versions of xedit would remove masters like this but now it doesn't.. Perhaps its their contribution to help stop mod theft, idk
  11. CK cant read BA2 also (kinda weird) files must be loose. If mesh is packed in a ba2 it shows as the red exclamation symbol. This is probably not the issue though.
  12. It's funny coz when people request stuff like this, they probably don't look much into how things work. When you say you have load order that fluctuates between 75-90 mods, does that mean you are constantly adding and removing mods on your save file?
  13. I am currently creating an Alternate version for Boston Natural Surroungings Pines only that is a winter Version. The LODS (distant Trees) will match very closely to the actual tree shapes. I will Perhaps release a Greener version and Dead Far Harbour type version too. Sill a little way off atm but maybe another week or less hopefully. https://imgur.com/a/a7q1SvH
  14. Rustbelt makes ivy invisible because the trees it changes are no longer the same shape so ivy is now floating. If you install any other flora mod that adds an Ivy texture, and it is placed below rustbelt flora , the ivy will re-appear. So you wanna place other flora mods above Rust belt in the load order. For birds try Simple Bird remover https://www.nexusmods.com/fallout4/mods/35575/ Rust Belt Flora is a good mod but it breaks precombines and impacts performance significantly. One mod I can suggest that simply adds pine trees and keeps everything else in place is Boston Natural Surroundings Pines only version. If you want brown grass or your own grass mod, go with the Pines only/Trees only version. https://www.nexusmods.com/fallout4/mods/30673?tab=files With this mod you won't need Bird remover and Ivy will all be in place. As long as Rustbelt is removed, of course. Then for Grass add something like this https://www.nexusmods.com/fallout4/mods/23532 If you like a rustbelt Look . Or find a Green Grass mod Like True Grass if you prefer. https://www.nexusmods.com/fallout4/mods/23469 The pine trees Look different to the Far Habour and Rustbelt ones but they are quite nice. Plus there is a good retexture mod found here if you prefer a different look.https://www.nexusmods.com/fallout4/mods/36820 The same mod author also offers a mod that edits grass placement for a selection of grass mods so it is not growing up through roads and building floors etc. https://www.nexusmods.com/fallout4/mods/37891?tab=files Choose the file specific to any grass mod you choose. Place Boston Natural surrounding highest in load order then your grass mod then any pine texture replacer then the grass placement mod last. This is an alternate version of Rustbelt and much better performance, though it does require more mods, imo It is the better choice.
  15. An old post but with ENB disable Detailed Shadows under the Effects settings.
  16. If anyone is interested I think found the reason. I had the meshes and textures packes as BA2's in the mods folder. I use MOD Organiser so I copied the Mods Loose files to texture and Meshes folder in Data when I used LOD gen to generate the LODs, then forgot they were still there. It seemed that the loose files in the data folder were causing the crash. But unsure if it was crashing due to a bad mesh within those loose folders or not still. I will have to trouble shoot further. Its most likely one of the new trees I added that is the Aspen tree from the base game retextured, or a lighting shader property I've changed
  17. idk Min/max on actors worked for me when I accidentally scaled a feral ghoul to 7.0000 instead of 0.70000 But if say I made min height 7.0000 and max was still 0.80000, the max height overrides and the actor remains small. changing max to 8.0000 was what i did accidentally as well as the min of 7.0000 lol Be aware though I have no idea how this affects the game, the skeletons hit boxes etc. I imagine its probably not as simple as changing actor height. I know Frost scales RadRoaches down in size and I have seen other mods that scale dogs to be larger and ridable
  18. So I been working on a mod that does what Boston Natural Surrounds does, but since I wanted a winter theme due to the recent release of Nuclear winter by D1v1ne, I had edited textures to add some snow to the Pine branches. I was using BNS Pines only/trees only version, but it still adds quite a lot of extra plants to the worldspace. Mostly GoldenRod, PreWar Holly bush, Lure Weed, and Ferns. So using Xedit I copied all the pine tree worldspace placement references as new references into a new ESP. I also made the BNS pines as stand alone meshes rather than replacers for Far Harbour.. Because I was wanted Far Harbour to have the dead pines and foggy look while having greener pines in Commonwealth. I am using Icepick overhaul for Snow textures and it has its own textures for the Far Harbour trees. The meshes from BNS and also used by SpiffySkytrooper in some of his mods are created by ImpulseMan45. I edited the Texture UV maps for some of the bottom branches of them. But If I use these meshes and replace them into BNS They still work fine. I also created all new LODs using BillBoard Creator I had read that if CK crashes on Render window its probably due to a bad mesh trying to load. But as I say, the meshes load in CK fine if added to BNS and renamed so the esp reads them as replacements. The render window opens fine. To further test that it was not the meshes I completely deleted my Main BA2 for the new ESP I made but it still crashes CK when trying to load exterior Worldspace in the render window. Interior I am unsure of but I have had no reason to try test interior cells in the render window because this is a landscape mod. So it seems the problem is with the ESP itself. In game I have had no problems so far testing this esp everything seems to work as it should. It reports zero errors when checking with Xedit. All other mods I am able to open worldspace cells in the render window. Anyone Know why this would happen?? I was planning to begin adding many more pines before generating LOD but the only way to do that effectively is with the Render Window of CK as far as I know, otherwise you have no idea where you are actually placing them. An Alternative I guess Is to just use the BNS mod and create a bunch of blank textures so ferns etc don't show. But I really was hoping to create this as independent from BNS and be more of a winter mod while maintaining compatibility with Icepick Overhaul as much as possible. And, I really did want to add those extra trees for a bit more dense look. PS, I know The native flora of the area must have a certain look. I an not interested in recreating a realistic image of the geographical location. I am not from the US so to me, the game really could be set in any location.
  19. https://www.nexusmods.com/fallout4/mods/20763/?tab=description&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D20763%26preview%3D&pUp=1 There is a large quest that has been being made for a very long time now. Apparently still being worked on last I checked a couple of months ago. Hope we see it someday soon.
  20. I don't really know of any all in one guide. I have just learnt from a lot of different sources, mostly Youtube. Creation Kit I can use when I need to but I am barely utilising its potential. I find it too hard to learn but If I had to I would have, the problem is Xedit does most of what Creation Kit can do but its simpler. I think Creation kit is more for scripting and Worldspace mods. I intend to one day replay TW3 with mods. I haven't played it at all since owning a PC and never actually finished it on Console. Its like On a long list of games to play but damn, I seem to be stuck here at Fallout 4 for a long time.
  21. There are a lot of overhauls but you need to be able to patch them yourself to combine things and edit stuff to your preference. In the years you could have easily learned this, it's pretty simple. I find the problem to mostly be loot, it's easy to make damage adjustable so you die easily and use systems like Horizon where enemies scale equal to player so you don't end up OP. The main problem especially is using a lot of mods that add new healing systems etc is the loot LLs. I make my own and make everything extremely rare, NPc's use ammo so u rarely find it on them and ammo is far more rare too. Mods like Horizon, PIRAD, Agony, GASMasks of the Wasteland, Nuclear Winter, and a loot table overhaul from the author of PIRAD (I forget the name of it) are all quite good but to use them all together and get the balance you want, and maybe make things even more challenging Loot-wise, you need to know how to use Xedit. Also, many weapon mods take the liberty of injecting themselves into LL's so you start finding new powerful guns and ammo everywhere. These are all things you gotta edit if you want a truly challenging Survival type game. As for RPG elements I think Horizon has the most to offer still.
  22. This is Fallout 4 but thought I might ask here too, Sry video (which is poor quality and recorded from the microsoft gamebar.) Hopefully people can see the issue. https://www.youtube.com/watch?v=TVaWlVRXrDY Its not really a flicker like you see on a lot of buildings where there is one texture placed over another , Like a sign on a wall for example. Its like if you look directly at the tree LODS they get brighter and on a certain angle the get a wave type shadow pattern that moves only when you move camera. I made these LODs to better match the Pine shape I am using and they match well, just this weird lighting is bad. Would it be do do with Shadow settings or more to do with the Nif properties, like specular strength? I already tried This "Hi, i was having the same issue but i just figured out how to fix it.... Go to the nvidia control panel, then select (manage 3d settings). Next go to the program settings tab and select fallout 4 in ( select a program to customize). Then turn on antialiasing -fxaa. Next put antialiasing-mode to (enhance the applications settings). Then put antialiasing settings to (4x). Antialiasing in the fallout 4 options when launching the game is set to TAA (Best Quality)..... I've tried many different settings, this is the only one that worked" But I don't think that "Flicker" type issue is what I'm getting. I know trees are treated as Objects in Fallout 4 and different to Skyrim, but maybe someone knows why this issue might be happening?
  23. I posted b4 but will add a video (which is poor quality and recorded from the microsoft gamebar.) Hopefully people can see the issue. https://youtu.be/TVaWlVRXrDY Its not really a flicker like you see on a lot of buildings where there is one texture placed over another , Like a sign on a wall for example. Its like if you look directly at the tree LODS they get brighter and on a certain angle the get a wave type shadow pattern that moves only when you move camera. I made these LODs to better match the Pine shape I am using and they match well, just this weird lighting is bad. Would it be do do with Shadow settings or more to do with the Nif properties, like specular strength? I already tried This "Hi, i was having the same issue but i just figured out how to fix it.... Go to the nvidia control panel, then select (manage 3d settings). Next go to the program settings tab and select fallout 4 in ( select a program to customize). Then turn on antialiasing -fxaa. Next put antialiasing-mode to (enhance the applications settings). Then put antialiasing settings to (4x). Antialiasing in the fallout 4 options when launching the game is set to TAA (Best Quality)..... I've tried many different settings, this is the only one that worked" But I don't think that "Flicker" type issue is what I'm getting.
  24. I think the settlement thing would be hard, unless you forefit the animations and just have them spawn inside your settlements if you don't have required defence or something.
  25. I thought outfits and Clothing mods do not have body parts underneath, so making the texture transparent will not work without editing also body slots and maybe other esp edits. Since Body slot is basically full torso, using this method will result in clipping. IDK, maybe CBBE armors have the naked body underneath? If your request is every Vanilla outfit to be edited this way, It would be a lot of work that would appeal to very few people..( probably more than I like to think though, sadly) Good luck though. Start with one outfit yourself and learn the time it takes. You would be better off Remaking proper armor. I would take an outfit, add a body to it in outfit studio. Hide the outfit and its parts so you can only see the body. Remove the Fitted body that comes with the outfit (unless it contains the nude bits u want to keep. Next use the Mask tool to remove parts of the body that will be totally covered by the outfit Try to replicate the original fitted body that came with the outfit as much as possible but while including the extra nude areas. Make the outfit visible again and see if the nude body is clipping thru the outfit in places mark and remove as much as possible apart from the bits you want. If the bits you want to keep are still clipping in places, use the shrink tool with the body selected or the grow tool with the outfit selected and edit it till they are hidden under the clothing. Now You wanna add an alpha property to the original outfit if its not already there. Find the original texture of that outfit and edit it to make a "window" I would go like, Use a shaped Eraser and create jagged edges to look like tears in the clothing but idk what style you are going for.. The tears need to be in the exact correct places or you will open up places where there is no Body to see. You can avoid risking this by leaving more body behind and not masking and removing as much, but you will risk more clipping the more body that is left under the outfit. Use the jagged eraser at 100% opacity in the centre of the areas you know you definitely want gone. Decrease the opacity in small stages as you enlarge the radius of the transparent area. In the Nif of the outfit you assign the new edited texture and go to the alpha property, you can edit the number in Alpha property to increase or decrease the transparent area. This will still probably look very rough as you practice, but it gives you an idea of what would be needed to rip "holes" in every piece of Vanilla armor just for some mild amusement. I Looked at Lazman's piper outfit. I can see he leaves the entire CBBE body under the clothing. I am not sure that is done for most armors but probably is for very skimpy and form fitting outfits. I can see another mod above Rogue Prototype looks basically the same. The outfits are very form fitting and revealing so The entire nude body can be placed underneath. Perhaps many CBBE mods are like this. This makes it much easier, If you can find more mods/outfits like that then you will only really have to edit textures. If you don't want tear type looks you could create a clean "window" and add a Border that attempts to look like it is the design of the clothing for example. Like Lace or Leather strapping, depending again on what outfit type and style u are going for. I've never made an outfit that is skimpy or used any CBBE outfit mods. But I have used Outfit studio a few times. I hope this helps if you wanna learn.
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