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dikr

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Everything posted by dikr

  1. There's also a newspaper (more like a leaflet) reading animation tied in to the keywords or marker file (not sure which of those) of the vanilla vendor bar workshop item. But that's a standing animation that patrons use. Another one coming to mind is a sitting reading animation used in CWSS Redux: https://staticdelivery.nexusmods.com/mods/1151/images/14326-0-1470546261.jpg mod here: https://www.nexusmods.com/fallout4/mods/14326/ That one looks pretty vanilla to me but maybe you can take this mod as an example for what you like to do. (To quickly sort all the files changed by a mod in the CK, drag the object window larger and sort everything on date modified).
  2. Never had any issues like that in OS. Always one on one as ingame unless something is affecting your body nif ingame and not set up accordingly in OS. Like a different skeleton. Also make sure that your outfit is weighted properly to your body reference and that it works for all body slider settings. p.s. After saving a project in OS, always completely close OS and BS, then reopen BS to build your outfit. Because as soon as BS opens, it loads all the projects. So if you build an outfit you just altered in OS without first closing BS, it will use the old nif!
  3. Hi Foppa61. The Nexus site has a really handy search function. It can be used to look up all kinds of things that you want to find. https://www.nexusmods.com/fallout4/ Email addresses aren't needed here by the way, unless you are phishing for mails, of course. In regards to installing; Do you have the steam version of Fallout 4?
  4. @ZerAndOne Not sure if that was informational, poetic or philosophical but it sounded great. Workaround I use for this is using different bodyslide presets for different outfits. Allows for -some- variety, as long as actors and/or you wear different stuff governing slot 33. Also most named actors can be changed ingame with Looksmenu (in console click their body and type for example SLM 1239890PP, where the latter bit is the ID of the actor. This won't change the basic shape but you can add or decrease body weight, etc. Named npc's can also be adjusted with "setscale #" if you click them in the console (insert number from 0.8ish to 1.1ish, default is 1).
  5. I use Regrowth: https://www.nexusmods.com/fallout4/mods/9656 in combination with No More Twigs (install after): https://www.nexusmods.com/fallout4/mods/27392 Works like a charm to get rid of the undergrowth that impairs vision while still making the world realistically greener. Without regrowth it should simply get rid of those twigs.
  6. Interesting stuff. Just checked the black face fix resolutions (on the version I had installed and the latest) and both only contain 512 px specular maps of all the faces and parts. While it's advised to have the 2k texture pack installed. Kinda weird ... I had expected them to be larger than my 1k diffuse and normal maps. I do occasionally have a stutter when loading in a good amount of npc's but I reckon it simply has to do with the sudden load on cell change. It's not just body and face textures, it's also behavior and a ton of (often modified) gear and objects in the cell which are probably way less optimized than vanilla stuff in all kinds of ways. It doesn't bother me too much. I still vividly remember all the stability issues in Fallout NV and I have to say FO4 wins the comparison by a landslide on stability and performance.
  7. Because FO4 uses normal maps saved in other channels / in another format. That's why all of the old methods to open them result in different color schemes and basically our old workflow has become a bit harder and our plugins are outdated. So yeah, we need to adapt ... the workaround I mentioned is one of the best ways to do it. There are other ways too. Google for "[Tutorial] How to edit Normal & Spec maps for Fallout 4" and you will see.
  8. Yeah, and I just want to be able to grow a tree with apples made of solid gold but we have to work with the what we have and the tip I gave you about that workaround is the best a lot of us can do with the programs we have available. And it works fine for me. Try it. Also most normal maps don't use alpha channels. And I never had problems with channels getting deleted with the Nvidia and Intel plugins. Always gives me popups whether I want to preserve them. D and S maps work fine, N has become a bit awkward but there are ways around it.
  9. You do need those colors if you want to make further adjustments with the normal map filter in photoshop. I made stuff based on the greenish normals and on the regular, old fashioned purple ones for FO4 and I prefer the latter because of the normal filter that happens to work in those colors. Workaround I use to first open the original dds is this: Use the "open as" command and pick the .dds file type. (from the Nvidea plugin, not the Intel Texture Works plugin). The result will be in the right colors but very faded. Now open 'levels" (ctr+L) and change the left box to somewhere between 120 and 128. Now you've got a fairly regular normal map. Might require a little more tweakage but its close. To save them I use the BC5 Normalmap option of the Nvidea plugin. After that I always keep psd files as a source for further adjustments as you can't easily go back to those settings and every time you open and save a dds, you loose quality anyway. edit: I find that while saving the purple ones as BC5 you often need to bake your normals with all channels (X, Y, Z) inverted. Good luck. p.s. There might be better ways. I'm always open for suggestions :smile:
  10. "BUT every time i edit the name in the CK, the in game name stays unediited" Does the dps bit still work? You might have to change it's properties in more places. As mods change item names too (and damage scaling). i.e. Making unique versions of all associated files and entries in the CK and renaming everything. Can't be more precise as I'm not much of a weapon modding specialist.
  11. I'm also a fan of renaming armor / clothing but the difference between items that accept it or not is in my experience really simple; if a piece of armor or clothing can be modified at the workbench, you are able to rename it. If not, you can't. Also keep in mind that there's a character limit to renaming items; if you go beyond it, it won't accept the name. Make it shorter and it will work fine. To enable renaming for armor or clothing items that don't allow it anyhow you need to add some keywords to them in the CK or otherwise, in that they become accessible at the workbench. Keywords such as for miscellaneous mods, linings, weaves or legendary mods. Just take a look at modable items for examples.
  12. Thanks, chucksteel. Makes sense. Made a new quest and it all seems to work fine. First time I play around with quests in FO4 CK so please bear with me :smile: I had to edit the "Magstagescript" on the new magazine with my own questname and the new stage number (see pic). Which leads me two further questions: It still mentions Perksquest in the name but I guess that's just an existing property? In the value field it links to my new quest and I removed my edit of the vanilla Perksquest from the .esp. Is this the right way to go about it? And in regards to publishing, did I alter any existing script files in this way and do I need to pack some kind of fragment with the mod's files? Can't find any related new files in my data folder. Thanks.
  13. Hi, I'm currently making a mod that adds a new perk mag (to unlock a range of new workshop items) and it seems I got it all figured out. But that's local! I'm not sure if all changes and additions I made are the proper, clean way of doing it in order to publish the mod. I added a new perk magazine to add new stuff to some of the workshop menus and edited the vanilla perksquest with a new stage linked to reading the new mag. I picked a reasonably far away number for the stage to minimize conflict with mods that might do the same thing, but I can't rule out a conflict in stage number. What is the proper way to go about this? Should I create a fully new and unique perksquest or has the game engine some way of avoiding those conflicts? Thanks!
  14. No idea :( I do hope that modders like Eli earn a good living out of it but otherwise I never liked the idea of Bethesda having their own platform where mods are bound to conform to the age rating of the games themselves and cost money too. Been avoiding it like the plague. Also in support of the Nexus and the concept of open & free modding.
  15. First make sure all your files are in the right locations of your install folder (Data / Textures, Meshes & Mats / <Yourmodsname>). You first need to link the material file (with the right textures you say) to the mesh in Outfit Studio by right clicking the mesh in the right pane, choosing properties and linking your new mat file. Not sure if you want to weigh it or if its already weighed for a specific body but you might want to read up on some Bodyslide / Outfit Tutorials for that. (For instance you might still need to add a body mesh as a reference). You can save it as a Bodyslide project or export it as a nif. In regards to adding it to the game, open the Creation Kit, go to file 'data' and activate Fallout4.esm. It will now load all the vanilla Fallout4 assets. Click away any warnings. Find and expand the 'Armor' tab and choose an object that most resembles yours. Double click to open it. Rename its ID and name and change other properties to your liking. You can also change the world model here: the version of your armor when lying on the ground or previewed. Double click the entry in the ArmorAddon field, rename the ArmorAddon and link your meshes to the female and male versions of the armor. Make sure the body part slots in the Armor dialogue matches the slots active in the Armor Addon dialogue. Accept to create a new ArmorAddon and link it in the ArmorAddon field of the Armor dialogue (a step I forgot hundreds of times as it doesn't change automatically) click accept and agree to create a new object. Now to get it in game you can make it craftable pretty quick. Not behind the CK at the moment but from memory: find the 'RecipeFilter' category, find the Chem or Med category so it will be a filter linked to the Chemistry workbench and double click it; change the ID and name of the filter and accept. Now find the category "ConstructibleObject" and choose one that is created at the chemstation like mentats but it could be any of them if you edit it properly. Give it another unique name and now link the RecipeFilter you just created (right click to add a new one). Delete the old filter. In the Created Object field, link to the ID of your new armor. You can also change the required mats or perks here. Now save your plugin: give it the name of your mod + .esp and you're done! At least, that's the gist of it.
  16. Well, to me it seems they are trying to capitalize on it, (Creation Club, mods for consolians). Sadly in an effort to have control over mods and that's my personal, biggest fear; Future releases with mods restricted to their platform only and their "safe for all ages" morals and standards. i.e. exit Nexus and other platforms. The problem is that Zenimax and Beth as well, are traditional companies with stakeholders demanding profitsss yet they are doing something extraordinary: creating 'open source' games. There's a whole lot of tension between commercial interest and putting in effort to make your game's assets available for everyone to f*ck around with. Yet I'm convinced that's one of the biggest strengths and a unique selling point of the franchise, assuring their games' long term value. Problem is ... it's mainly a strength to us; the older-people-playing-rpg's-on-PC and we have become kind of a niche. I just hope that the core of folks at Bethesda is in our camp and want what we want: total gaming and modding freedom.
  17. If there's one thing that has broken my immersion bubble time and time again in all Bethesda games it is this: https://youtu.be/I7X9S8q1FXQ?t=122 The age-old hero cliche. I don't want to be a friggin' leader, I just want to fend for myself and remain an underling with factions I choose to align myself with. Those factions having a far more established hierarchy would be so much more believable.
  18. To me it looks like some people are looking to much in the 'now' and paint out doom scenario's for the entire single player RPG genre based on current affairs: Bethesda working up towards the FO76 release and perhaps even more important: Starfield. It's only natural that most quotes we hear now are in line with that. Yup, we're not playing the first violin at the moment as one or both of those games might turn out not being our cup of tea. Like before, (the great draughts between previous FO & TES games), we need to suck it up and be patient for FOV and TESVI. These IP's and the formula have been a major pillar of their foundation for a long time and that isn't going to change. It might evolve and they might make sidesteps with other titles, but it likely won't change profoundly. I understand that some of us aren't getting younger and we'd rather have them now than in 3 years or so but so far I'm still enjoying this game, (thanks to the open modding platform it still is and the Nexus). Just don't let the passion you have for these games turn into entitlement and obsession. It's best to sit back for a while. (I already ordered a metric ton of popcorn for the FO76 reception). And if Bethesda does drop us and all your doom scenario's turn out true, you can bet your behind on another developer picking it up where they left of and that might not even be a bad thing. I would love to see some more competition in the open world / open modding / single player rpg genre and developers and marketeers finally realizing that there's a rich, older audience demanding better writing, mature stories & true roleplaying.
  19. Update: it's baked in the nif alright. Unbelievable what they manage to stuff in there :) I managed to create a dirty fix by adding the mesh with the sound effect to my custom one in Outfit Studio.
  20. Thanks Akiras! Would it be possible to clone the info from an existing object in Nifskope? I see a bhkNPCollisionObject block in the nif with a bhkPhysicssystem node attached with a 'binary data' string.
  21. For instance a rubber tire plays a sound when it bumps into something. I can see those impact sounds are linked in an ImpactData file in the CK which is used by a matching ImpactSet file. But how are ImpactData files linked to world objects? Weapon dialogues have their own fields for sound but world objects don't and I can't find the 'missing link': when I create a new object based on an existing world object it loses those impact sounds in game and I have know idea how or where to assign them. All help appreciated!
  22. Hey Zanity, not sure where you get the time and energy from to get so invested in the whole FO76 pre-launch discussion with all the lengthy replies and the topics you started but it sure as hell isn't worth mine to argue about the details. At least not at this stage. I merely voiced some ideas I have about a potential good direction (in my personal view), and a lot of bad ideas that I'm very skeptical of and in which I'm probably in the same camp as you are. You yourself wrote somewhere else that we can only truly judge the game when it is been released for a year. I have subscribed to that piece of wisdom with every game purchase since the release of Age of Conan and will leave it at that. We shall see how it all pans out and what effect the fallout will have (pun intended). I recently read a book called "The subtle art of not giving a f*ck" by Mark Manson, pointing out to its readers that you need to be very selective in the things you get invested in on route to a happy and fulfilling life and I can recommended it wholeheartedly. Cheers, dikr
  23. My hunch is that it will fall flat. Not twitchy enough for the FPS / BG crowd (you need a much more fleshed out combat system for that), not laid-back, rpg'ish and persistent enough for the long time single player fans. It could however be a fun game catering for its own crowd and maybe even better; a prequel to further developments where a vast and persistent FO or TES world can both be multiplayer and RPG friendly, with dedicated RP servers, crews fighting over resources, PVE instances, base building, etc. i.e. a full fledged mmorpg like EVE online. That would be a positive future in my book. As roleplaying in single player games means we are always dependent on Bethesda writers for immersion, which can't compare with the amount of roleplaying potential and player created 'content' brought by a like minded crowd of players. (I wish they hired the FONV writers on FO4 tbh). However ... I don't have Bethesda high in my book in regards to decision making. A game like that would require careful balancing between PVP and PVE minded people, a balance which few companies ever pulled off. So far it seems they are throwing the biggest USP's of the franchise out with the bath water (open modding and a vast, persistent gameworld), and that can't end well for us, I expect. /skeptical
  24. You can try importing the Nif(s) in Outfit Studio (doesn't matter if it's not clothing) and use the right-click "move" command to put them higher up in regards to the 'floor'. Also works with scaling, transforming and rotating of nifs. Export them as nif and overwrite your source file. You don't need to make a Bodyslide project out of it at all. Sometimes it helps importing some additional stuff to have more reference in regards to positioning, just delete them again before exporting.
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