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shinelucid

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Everything posted by shinelucid

  1. as the title said I'm looking for a mod that makes the player crippled on low health, I know that fallout 4 has a complicated limping system that counts each limb on its own, I'm fine with a mod that damages one leg for example when you reach 30% of your health, this mod works the same may as the limping in the resident evil series. Also limp speed has to change to be just slightly lower than normal speed instead of the drastic change vanilla makes.
  2. it seems that the issue has nothing to do with my mods at all as I there is a very old save that i can load with these same mods that ambient sound works perfectly on it, now im trying to migrate to that very save but there is no mod out there that can help me do that, not even a single item exporting mod.
  3. I would like for any door to automatically close a short time after it is opened just like in resident evil 2 remake, requires some scripting but the idea is that every door in the game should do that, not just the craft able doors for settlements, I am aware that that mod already exists.
  4. Hi, I have been having this issue for quiet a while now and I can't manage to figure out it's origin, as the title says, I have no weather/ambient sound, everything sounds silent, no birds, no trees leaves, no grass, no rain... except you can hear rain when inside interiors but once you go out the sound fades away as if you became deaf all of a sudden. I have no clue what mod could be causing this, or whether it is stuck in my save (which is weird how my save could be containing ambient sound alterations), the only major sound alterations I have installed are Reverb and Ambiance overhaul and project reality steps no sure if these mods leave void traces in my game save, here's my loadorder: Fallout4.esmChairFace.espDLCRobot.esmDLCworkshop01.esmVivid Fallout - All in One - Best Performance.espDLCCoast.esmDLCworkshop02.esmGCER_300.espDLCworkshop03.esmDLCNukaWorld.esmPip-Boy Flashlight.espWet Effects.espMosin.espCustomCamera.espaim_plugin.espOutfitSwitcher.espmurderquesttest.espmafia.espdD - Screen Blood Duration Long.espRevolver Enhancer.eslTreasureHunt1.espGVTFacility.espBetterCoastalWaves.eslBountifulBoards.esp45autoPistol Enhance.eslGlock19x Enhance.eslPD_VReload_AUG-A1.espSV-98 Enhanced.eslAlex's Bounties.espColt Python Enhance.eslFOLON - LugerP08 - Enhance.eslsw500Enhance.eslSettlementKeywords.esmAAF.esmAutoUnequipPipboy.esmAddonPipboyHolotape.eslArmorKeywords.esmJonsMod.esmLoads.esmNewCalibers.espQuestBoard.eslTheBigHunt.eslBerettaM9FS.eslCharming High Heels.eslXDI.esmHUDFramework.esmHomemaker.esmDrinkinBuddyCompleteQuest.eslUniqueFemalePlayerAndFollowersDLC.espUniqueMalePlayerAndFollowersDLC.espUniqueFemalePlayerAndFollowersDLCNoHancock.espUniqueMalePlayerAndFollowersDLCNoHancock.espUniqueFemalePlayerAndFollowers.espUniqueMalePlayerAndFollowers.espLoads of Ammo - Leveled Lists.espdD-Enhanced Blood.espCrimsomrider's 1950s Feminine Outfits.espDX Courser X-92 Power Suit.espTS-ShortSkirts.espAS_CraftableInstituteStations.espMax Performance - All Interiors - All DLC.espAS_Institute_Workstations.espAmmoCrafting.espAnimChemRedux.espPlayerComments.espNukaWorldReborn.espSD-Starlight-Overhaul.espJUHauntedHouse.espAirshipHome.espAssaultron Grab Skills.espAtomic Lust.espAutoEat.espPD_LowerWeapon.espDX Commonwealth Mini Dresses.espBuildable_PAFrames.espBrighter Wasteland Workshop Lights.espBusySettlers.espCWSS Redux.espCBBE.espAutomathroneAddons.espDX Chem I Care Outfit.espKSHairdos.espCompanionHealThyself.espSurvivalConsoleEnabler.espCrazy_Animations_Gun.espDarkerNights.espCrossbow.espEatFood.esp1ECHO.espMoreSpawns_Lite.espInteriorsEnhanced-All-In-One.espCombatZoneRestored.espSave Your Game - Resident Evil Style.espvault165.espFallComplete.espFlirtyCommonwealthFemale.espGhoulBlood.espThe House.espradioactivestories.espSkyship Welder.espWeapons of Fate.espAmazingFollowerTweaks.espZombieNation2.espMinutemen Supply Caches.espKellyManor.espBackpacks of the Commonwealth.espLR_Motorcycle.espLR_LoneWandererFarHarbour.espNatalieCompanion.espLR_LoneWandererNukaWorld.espRansackedRelay.espThe Metro.espAKMnv.esp45autoPistol.espVWDM_FO4_ALL_DLC.espMore Armor Slots.espMissouri.espF4NVServiceRifleRedux.espGrenadeExpansionPack.espRadiGhoul.espSubmersiblePowerArmorRedux.espellen.espDX_Banshee_Recon_Armor.espBloom Remover AIO.espColt Python.espDeeper Thoughts (Curie).espGlock19x.espDOOMDesertEagle.espFO4Hotkeys.espFO4HHS_AAF.espFO4_AnimationsByLeito.espCAMP.espFineZoom.espFriffy_Holstered Weapons.espGIAT_FAMAS.espGITS_suit_by_OniNigma.espSkyHQ.espHHFootsteps.espsw500.espHousekeeping.espSimSettlements_IDEKsLogisticsStation.espImmersiveLoversEmbraceRemastered.espImmersiveDOOM50AE.espTNR Shoulder Lamp - Alternate Slot.espImmersive HUD.espImproved Jetpack Flight Model.espIncreasedWalkingSpeed.espInstitutePowerArmor.espJetpacks Unlimited Master.espJU Original (Vanilla).espLacy Underwear.espKnockBack Ragdoll Always B&M.espLongRangeBulletHoles.espLMNSOverlays.espFOLON - LugerP08.espSSEX.espMWM4.espMore Armor Slots - Automatron.espMoreEnemies.espUniqueFemalePlayerAndFollowersNoHancock.espUniqueMalePlayerAndFollowersNoHancock.espUniqueFemaleFollowers.espNatural Curie - Subtle Tweaks.espDX_Overboss_Outfit.esprpampas.espPinUpRedLipstick.espAddonPipboyStyles.espPolice Romper.espMarmo1233 - PowerArmorAirdrop.espPreston_Forgive_At Promise_Kill_Raiders_First_Meeting_Only.espThirdPersonGunDown.espRSEE_Vol2_AN.espRealistic Movement Speed.espAES_Renovated Furniture.espRevolver - Pipe revolver replacer.esp[sGO]Holster.espSKKCombatStalkers.espSKKSettlementAttackSystem.espSV-98.espSanctuaryParts.espSavageCabbage_Animations.espS_Uniform_F.esp3dscopes.espSettlementMenuManager.espSettleObjExpandPack.espSnapBeds.espSnappy_HouseK.espShellRain.espSnappy_DLC03.espSurvivalOptions.espTNR Shoulder Lamp.espTNR Shoulder Lamp - Settings.espThe Eyes Of Beauty.espThird Person Revolver Audio Fix.espVaultPlus.espVinfamy_CP.espPD_VisualReload.espWD_44.espWENG_SA.espWeapons of Fate - Reduced Bullet Speed.espZaZOut4.espZombieWalkers.espcclfeCastleDefenceTrigger.espkaw_Finger_Nail_Chips_0.42.espAdawang.espwin1897.espRufgt's Animations.espDarkerNightsDetection.espGrenadeExpansionPackAWKCRPatch.espMore Armor Slots - Far Harbor.espS_Uniform_M.espUniqueFemalePlayer.espGrenadeExpansionPackLoadsPatch.espMore Armor Slots - Nuka World.espMore Armor Slots - Vault-Tec Workshop.espUniqueMaleFollowersDLC.espUniqueMaleFollowersDLCNoHancock.espUniqueMaleFollowers.espUniqueMaleFollowersNoHancock.espUniqueMalePlayer.esp44Increased.espAUG-A1.espCREAtiveClutter.espCommonwealth Mini Dresses High Heels Conversion.espStoner'sCustomMovementSpeed.espdeceleration.espextendedteslarifleammmo.espgordon.espmovetest.espArmorsmith Extended.espPoliceSkirt.espTactical Flashlights.espTactical Flashlights - Settings.espTacticalMods.espLooksMenu.esp
  5. I'm trying to simulate a 1st person view in 3rd person and to be able to avoid clipping I have to script a different camera position for the sighted aiming animation, I figured out that SetINIFloat doesn't work when continuously being called by the script, it just makes it default to a certain position other than the one I set it to, it only applies when I release the aiming button so I had to make a discrete execution of the function, I found the GetINIFloat function in the ck wiki but it gives me and error when compiles, I'm no papyrus expert so bear with me, here is my code: Scriptname aim_script extends Quest Event OnQuestInit() RegisterForAnimationEvent(game.GetPlayer(), "sightedStateEnter") endEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if(Utility.GetINIFloat("fOverShoulderCombatPosZ:Camera") != 30 && Utility.GetINIFloat("fOverShoulderCombatPosY:Camera") != 30) if (asEventName == "sightedStateEnter") Utility.SetINIFloat("fOverShoulderCombatPosZ:Camera", 30.0) Utility.SetINIFloat("fOverShoulderCombatPosY:Camera", 30.0) endif endif endEvent the compiler returns these errors: GetINIFloat is not a function or does not existcannot call the member function GetINIFloat alone or on a type, must call it on a variablecannot compare a void to a int (cast missing or types unrelated)
  6. apparently the modding tools provided by bethesda is not capable of tackling these kinds of tweaks so the only hardway I know to hack into the exe functions is cheat engine. if we manage to make the body not disappear while we switch to 1st person then we got the mod minus figuring out how to delete the hands.
  7. invisible body usually means that the game didn't find the mesh of the outfit in the right directory, make sure the files you have created in bodyslide are in the right location.
  8. I don't notice any scope accuracy problem, but the base hip fire accuracy is sure low no matter what weapon you're using it is made part of the gameplay, the bullet is random is a certain cone radius to fix that max out the stead aim perk, also get the dot crosshair mod it will help you more improve your aiming.
  9. This I something i kinda can help with, I will give you the general elements needed for an outfit mod to work: The ESM side: any mod in fallout 4 is a combination of types that are linked together to make the whole mod, outfits in fallout 4 are considered armor that takes certain amount of known slots of the body, it doesn't matter what slot's you're gonna be using if your armor is just for looks, but generally use the slots that you think your outfit is covering and no other type of gear should be used over it, the outfit itself has to take the BODY slot (number 33), this armor type (code named "armo") can be created in the armor section of the creation kit by right clicking then new in the list, although I recommend creating a copy of an already existing mod and changing just the meshes if you find a mod that resembles a lot the mod you're going to make. in the armor window you will find various stats that you can tweak including the slots that you have to choose, one important element that you have to consider in this window is the armor addon (code named "arma") this is another type that contains the meshes of your outfit, biped female should be the mesh you have to fill but there are others that you can add too, you can right click new or go to the armor addon section and create it there, I suggest you keep everything by default as a general rule of thumb and change the things that you're concerned about. now if you add these both types and put the armor addon inside the armor, then save the mod which create the esm file that you have to put in data folder, you can already have you mod working in game you can verify by typing "help name 0 armo" in console to search for your armor id then "player.additem theidyoufoundintheresults" the armor will be added to your inventory. now for how to make this outfit craftable in the chemstation you need 2 other new types in your mod; a keyword type (code named "KYWD") and a constructible object type (code named "COBJ"), the keyword is to add a recipe in the chemstation you can create new keyword like the other types, name it in the ID space, then select "recipe filter" type and give it the name you want it displayed, after that you create a constructible object you name it as for the others and select workbench type "WorkbenchChemlab", you add the keyword you just created in the recipe filter space just like earlier for the armor addon, you can add the junk required to create your outfit in the required item list (leather adhesive cloth...) another type you might need in your mod is the material type (code named MSWP) that change the texture of your outfit it is used by armor addon to change mesh group textures from original to custom you just have to put the links of original and destination material files, and that's it! I know this is a wacky and oversimplified explanation and im probably missing somethings but you can search for more tutorials along this one to help you. recap: the types needed for outfit mod: -armor <- armor addon (inside armor) -craftable object <- keyword this is explained from creation kit perspective, FO4Edit sees all types as separate entities but still it can be useful. The file side: In terms of putting files in the right location you just have to follow the regular file structure of the game, in the case of outfits you put the meshes in "\Data\Meshes\yourfolder" these are .nif files you can use outfitstudio to customize these files, textures in "\Data\textures\yourfolder", materials "\Data\Materials\yourfolder" these are .bgsm files they contain links to the texture files, you can create them with material editor, the final mod should be a rar file that contains a folder with the name of your mod, inside that folder is the esm file along with the data forlder inside which are all the files I mentioned in this section. that's it good luck with the rest!
  10. I was trying to find a way to make the movement more smooth and I found acceleration and deceleration rate in the race type but changing it didn't affect anything in game, the character still accelerates and instant stops no matter what values I put in the humanrace type, not sure if the overrides change anything but I added the default one and still nothing changed. can someone explain if there is any relationship between the racemenu and player controls?
  11. well there are a ton of mods that I can use to shape the gameplay and I personally I'm constantly thinking of making new mods based on what I know already, Just the mere thinking that this is a highly moddable game makes me wanna come back everytime, the problem is that the game is not perfect in a sense that it requires mods to actually fix the game or add features that are supposed to be there in the first place, plus this is the only open world shooter out there that has this amount of content while also being this mod friendly.
  12. I'm still confused as to how bethesda didn't implement cars in this game, there are planes, there are boats, there are blimps... people of the commonwealth just didn't stand cars anymore, they literally tuned the page on cars once and for all after the nukes! something tells me the car industry has something to do with the wars leading to the present :/ heck even raiders and other gunners didn't give a s#*&#33; about cars laying around the wasteland they didn't even try to do some mods on the cars so that they can play around with them, cars are the only think that only plays noise in the background of the games lore... all it takes is just some physics goddamn it bethesda! sorry guys for ruining the mood of the topic but I don't mind any car or vehicle mods or creations, its just these small things that bethesda misses and poops on the whole game and makes people wonder why this game sucks...
  13. I know that fallout 4 camera is not perfect but there are so many ways to tweak it though mods I personally use in-game third person config to customize camera, but there one thing I couldn't figure out, its the camera to wall collision, I noticed it goes straight into your body instead of keeping you over the shoulder like in other games like resident evil, that ends up very frustrating in interior locations, I tried different camera configurations but still doesn't help, I think this camera pathing is hard coded and needs to be addressed though scripting or something like that. does anybody know any way of dealing with this problem?
  14. well skyrim's immersive 1st person modder meh321 has provided the source code of his mod, we only need a papyrus expert to look into these files and try to recompile them for fallout 4 and see if it works, if not then some tweaking might be done to the code until it fits which is a very likely in this case, I don't think the variables are too many as both games use the same engine, but this is definitely a script mod, unfotunately I'm not very good at it otherwise I would be converting that code or making something that works like it because it looks perfect for fallout 4. immserive 1st person source code in Miscellaneous files: https://www.nexusmods.com/skyrim/mods/49036?tab=files
  15. cut it with the skeleon shaming the riggning and skinning of the models is fine and has nothing to do with making 1rd person body possible, the only limit here is programming skills and imagination, I myself, unlike others, is fan of the immersive fist person mod in skyrim, which if implemented in fallout 4 would work perfecly fine, here is how it works; the idea here is to make the 3rd person body appear in 1st person, no converting or recreating the bodies from scratch, depeding on how it works in fallout 4 either it being two different stances or just mesh hiding job some scripting has to be made in order to force either 3rd person meshes to appear in 1st person or vice versa, the only trick that you can find in skyrim immersive 1st person is that there is a mesh hiding feature which mean you can hide the hands and head while in first person so that it doesn't clip with the camera, that mod is just amazing, not only that it also keeps the shadowing effet on the whole 3rd person mesh which is mind blowing; some meshes are hidden but you can see their shadow. we need this mod asap
  16. I noticed that immersive first person mod for skyrim was written in C# so i needed someone look into the source code and see if it is possible to convert or at least translate the already existing mod to fallout 4, the compiled script is hooked through dotnetframework in skyrim, requiring a modified version of the binkw64.dll to load, in fallout 4 the only loader i found is DLL (Native mod) loader which uses a modified d3d11.dll file, not sure if they do the same thing. can someone take a look at the source code and see if it fits somehow into the fallout 4 engine? someone with experience in modding both games would actually be able to notice something that could work out for fallout 4. thanks in advance. the source code is the last version in Miscellaneous files: skyrim: https://www.nexusmods.com/skyrim/mods/49036?tab=files skyrim se: https://www.nexusmods.com/skyrimspecialedition/mods/22306?tab=files
  17. I'm requesting a player movement physics mod that adds more natural jerkyness to the movement that is slower acceleration and deceleration from walking/running speed and slope friction that is proportionally moving slower and faster moving uphill or downhill respectively. there is already an skse mod for vanilla skyrim for which the modder provided the source code it would be much apreciated if someone could figure out how to implement it in sse. All my thanks in advance. link: https://www.nexusmods.com/skyrim/mods/38572/?tab=files
  18. It think it is possible to reverse engineer immersive first person mod from skyrim to get it to work on fallout 4 since they both share the same file structures
  19. I'm trying to change the weapon charging sound used by NPCs of the tesla rifle weapon, NPCs use the gauss weapon charging sound instead, I couldn't find the keyword map that is using the WPNRifleGaussChargeLPM descriptor so I could change it can someone tell me how to find it?
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