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Emilgardis

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Posts posted by Emilgardis

  1. Anyway, back on topic, if TesVEdit/FO3Edit throws errors when trying to load the Fallout4.esm, does that mean you cannot make changes (and thus no esp files) or does it mean it causes errors to be created in the esp files created, that may corrupt a save game?

     

    To be blunt Purr4me, you haven't exactly been all that helpful. All you've basically done is speak in riddles and beat around the bush. If you actually want to teach me, you need to provide useful information that can be acted upon. Thus far you've provided the bare minimum and are getting angry because I want to know more...? I would love it if you would teach me, but what you've given thus far is insufficient to get me anywhere.

    I just loaded Fallout4.esm into TES5Edit, including all strings into data/Strings, but it give like 100 errors and message that says "En error ocurred when loading module" Editing is disabled...???

    You cannot mod from the Fallout4.esm. You need an empty.esm file that's named Fallout4.esm to be able to set the master file. You open the original .esm to compare what's reused. If you have Fallout 3 and Skyrim put Skyrim.esm and Fallout4.esm into the Fallout 3 data folder and aopen Fallout3.esm, Fallout4.esm, and Skyrim.esm in FO3Edit then start seeing what in FO4 was also used and the same in the 2 previous games as well as find out if what you are planning to change is one of them. Then you use the empty Fallout4.esm and either Skyrim.esm or Fallout3.esm, whichever has the data you want to change. then once it is changed make the Fallout4.esm the only master in your .esp.

     

    Helpful tutorial includes the empty fallout4.esm:

    http://www.nexusmods.com/fallout4/mods/277/

    Temporary build for FalloutSnip, the tool for editing Fallout4 .esp's

    http://forums.nexusmods.com/index.php?/topic/3409835-falloutsnip-tesvsnip-for-fallout-4/&do=findComment&comment=30566350

    Editing right now can be buggy, errors are known to happen with ShadowPlay or anyother overlay service. Sometimes throws exceptions when editing, but it is workable.

  2. So I've compiled figments FalloutSnip for people that don't want to compile themselves.

     

    Built from:
    Source:
    Virusscan for those that don't trust a guy with less than 10 current posts <- OLD, if you want scan of current release please do say so.
    Download: v1.0b Dropbox, v1.0b2 Github Dropbox
    If you have any troubles please report to either here, on my fork or figments repository on github!
    Please note that FalloutSnip will most likely throw exceptions everywhere!
    A special thank you to figment!
  3. Ha, sorry for the double post, but this is to important to put it inside a edited post...I've managed to edit the MainMenu.swf, obviously the game would not read the MainMenu.swf unless started a new game. The MainMenu.swf probably only handles the main menu in game, but the intro screen seems to use another MainMenu version? Proof of concept...

    What do you mean when you say you had to start a new game? As in a new save or just restart the executable? The latter one seems obvious and the first one seems plain wierd, that's why I'm asking.

  4.  

     

    Not text of the wheel, and seems color blinds did't like it for some reason. I'm not export on that condition to offer a full explanation on the matter sadly.

    Colorblind here, the reason it's bad for us is the yellow, orange, red(?) scheme for difficulty of persuasion. For some types of color deficiency (deut, prot, etc) it's hard to recognize what each color is, as they all look the same for us.

     

    Try setting these in the fallout4.ini file:

     

    [interface]

    iDialogueSC_Hard_GlowB=

    iDialogueSC_Hard_GlowG=

    iDialogueSC_Hard_GlowR=

    iDialogueSC_Hard_TintB=

    iDialogueSC_Hard_TintG=

    iDialogueSC_Hard_TintR=

    iDialogueSC_Med_GlowB=

    iDialogueSC_Med_GlowG=

    iDialogueSC_Med_GlowR=

    iDialogueSC_Med_TintB=

    iDialogueSC_Med_TintG=

    iDialogueSC_Med_TintR=

    iDialogueSC_Easy_GlowB=

    iDialogueSC_Easy_GlowG=

    iDialogueSC_Easy_GlowR=

    iDialogueSC_Easy_TintB=

    iDialogueSC_Easy_TintG=

    iDialogueSC_Easy_TintR=

     

    You'll need to pick colors because I am not sure what will stand out. Each value should be from 0-255, and the RGB triplet makes a color.

     

    I did what you suggested but I'm not sure I'm seeing any change. Could be that I let the tint be the same as default, (by copying from http://pastebin.com/Yrrpwy0E that someone uploaded here)

  5. Woa chill there.

     

    So installing texture mods is done ike this (for now, it is likely this will change):

    -- Finding the fallout folder.

    1. Simply open up steam, then go to library and right click fallout and select properties.

    2. Now on the local files tab click "browse local files".

    3. Done, follow the mods instruction. If the author tells you to drop the contents of the zip file inside your fallout installation simply unzip/unrar the downloaded file, and drop it into the folder you opened in the previous step.

     

    -- Changing .ini file / configuration file

    1. Open up file explorer

    2. On the left panel go to Documents and then go to My Games -> Fallout4

    3. Open up the required file, preferably in Notepad++ (https://notepad-plus-plus.org/), and then find the line you are supposed to change.

  6.  

     

    Not text of the wheel, and seems color blinds did't like it for some reason. I'm not export on that condition to offer a full explanation on the matter sadly.

    Colorblind here, the reason it's bad for us is the yellow, orange, red(?) scheme for difficulty of persuasion. For some types of color deficiency (deut, prot, etc) it's hard to recognize what each color is, as they all look the same for us.
    Try setting these in the fallout4.ini file:[interface]iDialogueSC_Hard_GlowB=iDialogueSC_Hard_GlowG=iDialogueSC_Hard_GlowR=iDialogueSC_Hard_TintB=iDialogueSC_Hard_TintG=iDialogueSC_Hard_TintR=iDialogueSC_Med_GlowB=iDialogueSC_Med_GlowG=iDialogueSC_Med_GlowR=iDialogueSC_Med_TintB=iDialogueSC_Med_TintG=iDialogueSC_Med_TintR=iDialogueSC_Easy_GlowB=iDialogueSC_Easy_GlowG=iDialogueSC_Easy_GlowR=iDialogueSC_Easy_TintB=iDialogueSC_Easy_TintG=iDialogueSC_Easy_TintR=You'll need to pick colors because I am not sure what will stand out. Each value should be from 0-255, and the RGB triplet makes a color.
    I'll do that and come back later, I don't have my computer available. Also, anyone know a npc one can spawn or an action to trigger the persuasion?

     

    Best colors for this would be (I think) just the hard end of the colorfield. So:

    Hard: Red + 128 Green

    Med: Blue + 128 Green

    Easy: Green

     

    For making it more fallouty, I think adding a green tone to them all (except easy ofc) would fix it.

     

    EDIT:: I'm actually not sure if that is a good choice of colors. Maybe straight red, blue & green. But the red and green would be to similar.

  7. Not text of the wheel, and seems color blinds did't like it for some reason. I'm not export on that condition to offer a full explanation on the matter sadly.

    Colorblind here, the reason it's bad for us is the yellow, orange, red(?) scheme for difficulty of persuasion. For some types of color deficiency (deut, prot, etc) it's hard to recognize what each color is, as they all look the same for us.

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