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Hallgarth

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Everything posted by Hallgarth

  1. Usually, this is connected to a missing master that another mod needs. It could be that "Better Vampires NPC" requires "Better Vampires" above it in the load order (if they're connected mods)
  2. Parts of the map are for a future full province release. The large tower to the south is the Imperial City and not yet finished (As far as I'm aware). I can't speak for the team but I think the map markers outside the playable area are probably there because they didn't want to remove things they had already implemented.
  3. Only for the memory patch, which SE doesn't need.
  4. This is normal as far as I'm aware. The effect is just more pronounced than it was in oldrim.
  5. Hair Tint SkyrimShaderType located in the nif under BSLightingShaderProperty. Not sure that hair colour change will work if the hair is part of the clothing and not a headpart, though.
  6. I don't know if this is even possible, but the ships appear to be modular, so I thought it would be interesting to make some kind of ship mechanic mod, where you can buy upgrades from a terminal such as increased storage capacity, change pieces out to make the ship look better etc. Again, I don't know if this is possible but I think it would be cool if it were. I don't at all know how modding works with NMS or else I would attempt this myself.
  7. * isn't the end of the prefixes, it's to mark the name of the default item. For instance, you could put naming instances after the * and it would add them after the item name.
  8. As what's been said. In the past, I've attempted making my own custom followers for other games, but to do it properly is literally months, maybe even years of your life dedicated to it. For most people, me included, the time requirements just aren't worth it. With the ones I have played, my only gripe is that it's too easy to get the custom companions to follow you. On a side-note to this topic, I think there should be a new category. One for Vanilla Companions and one for New Companions, because I have spent quite some time sifting through vanilla companions that have altered looks/genders looking for custom/new ones.
  9. The vanilla .44 magnum receiver mesh is offset to the right slightly, but is central in game. Maybe you could do the same and offset the receiver .nif and it's attach points for barrels/sights etc. That's the only thing I can think of to correct it.
  10. I think the idea would have been that if the vault had been finished, then those areas would have been sealed off, probably with concrete or something. Also, bethesda are known to mess up when it comes to position and location. Galaxy News Radio from F3 comes to mind, where the rear exit was nowhere near the rest of the building.
  11. Since it seems people can make their own animations, I was wondering if someone in the know would be willing to make a separate standalone double-action revolver animation. While disabling the bolt action on a revolver does make it a double action in a way, the hammer doesn't behave like a double-action hammer and instead just flops back into the primed position. I ask mainly because I have a revolver mod that I'd like to make a full double-action, but don't have the means to make animations. Thanks and I understand if no one has the time.
  12. Okay, thanks. I'll give that a shot. Problem now is testing that it works.
  13. Okay so I've found a tutorial on how to make a specific named legendary gun, but how do I make it so a custom gun has a chance of spawning a random legendary version of it? This is frustrating me because I can't seem to find information on how to do this anywhere. If anyone knows of any tutorials or anything please let me know. Thanks.
  14. I'll be honest, when I first read the title the first thing that popped into my head was a Preston Garvey-like NPC saying. "Another settlement needs some milk. I'll mark the location on your map."
  15. Isn't that just a texture mod that hasn't got the awful compression? I don't think that actually changes the head mesh.
  16. That looks like a vert weight bug/skinning error. It could also be an error where the 0 and 1 weight meshes don't have the vertices in the same order, causing the mesh to rip apart as the verts move between their 0 and 1 position. Also, wrong or messed up textures can't mess up the verts or skinning like that. They would either CTD the game, or not show up if they were corrupt files and if they were the wrong ones, it would simply show the wrong textures.
  17. People have issues with this request for good reason. OP has stated that the mod author says they're 15-16. The nexus is unlikely to host any mod that might get them into trouble, so this request is unlikely to happen. It's not about "stirring up trouble" it's about what is seen as morally, socially and legally acceptable.
  18. What? You tellin' me that people don't like mods that have women with a coupla Hindumbergs on their chests? Blasphemy! Seriously though, do what I do. Ignore it if you don't like it.
  19. translucent transparencies in FO4 work a little differently than they have in the past. You can't use a BSLightingShaderProperty, it has to be a BSEffectShaderProperty and a BGEM not a BGSM for the material.
  20. You're seriously overthinking this. It's the same way you'd map a 1:1 image The UV is always displayed on a square, or it is from my experience. You already have the textures, so my guess is the problem you're having is that when viewed in the 3d software, the 2:1 image appears squashed or stretched so that it fits into a square. Simply change your UV so that it fits this stretched image and output the mesh/meshes. As you already have the textures, there's no real need to redo them if you align the UV you already have correctly. The UV will retain its shape relative to the texture. For instance, if your UV is a very simple square, then you apply it to a rectangle or 2:1 image, then the UV will display over the whole rectangle, and will be a rectangle. not a square. I suppose you could also think of it as a balloon that has a picture on it. The picture (UV) will stretch to the balloon (Image) I don't think I'm explaining this very well. Or maybe I'm misunderstanding your problem. If this doesn't help, then I hope someone else can help you with it.
  21. You have to map the UV to the 4096-2048 texture, which will most likely be displayed in the 3d software as a square, thus squashed horizontally. So you will have to double the height of your UV so it fits it. The UV will stretch to the texture, or rather the UV is the same scale ratio regardless of the shape of the texture. If that makes sense.
  22. If it's causing a crash at the main menu then it could be load order. If you have DLC, and it's using them as masters, check that it's below all of them in the load order.
  23. Thanks for the quick reply, but where is "ammo use"? I can't seem to find it. I know in F3 and NV GECK you could change the ammo use, but I don't think you can in the F4 CK, or at least I can't find a way to.
  24. I'm just wondering if there's a way to make it so that a shotgun fires both barrels simultaneously? As in both slugs are fired with one trigger pull like it was in F3 Point Lookout.
  25. Also, you have to make sure the parts align up to the nodes, for example, if you use the 10mm as a base, the animated nodes (such as trigger, magazine etc) must be in the same place, or it will move it into the animation position and might literally pull your gun apart when held.
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