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DeltaType90

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Everything posted by DeltaType90

  1. Hey guys, yes I am back with another question hehe :happy: For a while now I have been trying to make a mod that will replace the Pack Brahmin with a piecemeal Sentry bot made up of parts from the Robot DLC, but no matter what I do, it just won't show up correctly (most attempts ends up with an invisible bot). If anyone would be up for having a look and tell me where I am going wrong, this is one of several ways I have tried setting it up. The .ESP only requires the Fallout4.esm and the DLCRobot.esm https://www.mediafire.com/file_premium/f76ktc632h1gqdp/TEMPORARY_-_Brahmin_Replacer.zip/file As always, any help would be much appreciated :thumbsup:
  2. Okay, I found a way to do it, it is still manually done, but at least it is faster than before :dance: Thank you for the replies and suggestions, much appreciated :thumbsup: :thumbsup: :thumbsup:
  3. Overriding means keeping the original .ESP, which is what I want to avoid :confused:
  4. This is basically how I have been doing it so far, but it takes an insane amount of time, so I was hoping there was a tool for it hehe :sweat:
  5. Thank you for the very elaborate reply, appreciate it :thumbsup: But I am sorry to say that this was not what I meant :confused: Basically what I am trying to do is this: I want to create a single .ESP (my "main" .ESP) containing every new weapon I add to my game, so I have them all in one "place", making it easier to use the data to build replacer mods for my personal game. But this requires that the IDs doesn't change in the main .ESP, when I add another .ESP to it. So far I have only found tools that will merge .ESPs indiscriminately, resulting in the renaming of IDs in both .ESPs, which will then break any replacers I have made using the main .ESP as a master. What I am looking for is a tool that will merge new .ESPs into the main .ESP without it touching the existing IDs of the main .ESP. Hope that makes it clearer :sweat:
  6. Hi guys and girl :smile: Anyone know if there is a tool that will allow you to merge an .ESP into another .ESP (or even better, into an .ESM) without changing the existing data of the 2nd .ESP? I can only find tools that merges two .ESPs together, rearranging the IDs of the data in both :confused: Thanks in advance for any help :thumbsup:
  7. Will have to look into all of that, thank you! :thumbsup:
  8. One of the first things I did, doesn't free enough memory, sadly... :confused:
  9. Did anyone ever find a real fix for the sporadic recurring game stutter? :unsure: It seems I am now one of the unlucky people who have the bug where the game begins to freeze (temporarily) and stutter every 5, or so, minutes when in the exterior world space, and my game is sadly now close to unplayable :wallbash: I seem to remember having read that it has something to do with the game pulling too much memory from the computer (I'm on PC), so when the PC try to run background programs, there's not enough to keep the game running smooth, and it starts to stutter :wacko:
  10. Hey guys n girls :smile: I am working on a weapon in FO4Edit, and I have given each mod combination in the "Object template" a different "FULL - Name", and I would like each combination to keep these names when they spawn in-game. But all I get in-game is each combination using the base "FULL -Name" instead of the names of the combinations... :wallbash: Can anyone tell me if there is a way to make each combination to keep their individual names in-game? :unsure: Any help will be much appreciated :dance:
  11. Nice! will give it a try, thank you :thumbsup:
  12. Hey guys n girls :-) It seems my current version of Nifscope (version 1.1.3) does not work with FO4 (any changes I make to a model will make it invisible in-game for some reason), so can anyone recommend a compatible version? :-) Thank you in advance for any advise ;-)
  13. Hehe :laugh: Thanks again, will try and have a look :thumbsup:
  14. Oh sorry, maybe I should have written it differently, but I don't mean the actual "entering" part, I meant once you are inside the PA, so after the entering animation, guess I should have been clearer on that, sorry In any case thank you for taking the time to reply
  15. Hey everyone Have anyone made a mod that will (always) automatically change view to 1st person when entering a *once you have entered your* power armor, and back again to 3rd person when exiting *once you have exited* it? Or does anyone know what I would need to do to do it myself? (been a long time since I have worked with this stuff, but still remember a little lol ) For some reason the view seems to swap at random in my game when *after* I enter/exit, but I would really love it if the default POV was 1st person when *after* I enter the armor and 3rd person as a default when *after* I exit Any help or advise would be much appreciated *Sorry for the confusing formulation, should be more clear now*
  16. Seems the forum and support for this game is pretty dead, but I thought I would ask anyway, anyone know of a mod that has a fixed model of the Stormcrow mech? :huh: I currently use the "Hangar of MWO Stompyness" mod, but the Stormcrow model in that mod has some bad rigging, so I am kinda hoping that there is a mod out there that has a fixed model :happy:
  17. Hey guys n girls :smile: Anyone know what it is that triggers the mortar bug which causes the game (in combat) to lock up at the start of the mortar launch sequence? o_O It seems to be only on modded mechs (models that have had their chassis file edited) :unsure: Thanks in advance for any assistance :thumbsup:
  18. Hey guys and girls :smile: Is there a tool available that will let you easily export/import textures for this game? :unsure: Thanks in advance for any assistance :thumbsup:
  19. Hey guys and girl :smile: Is there any mods available that has the Shadow Cat model from the "Hangar of MWO Stompyness" mod, but with fixed weapons textures? :unsure: Thx in advance for any assistance :thumbsup:
  20. :dance: Thank you! :dance: So... how did you get it to work? Blacking out the channels and saving in DXT 5 is the only method I know, and Delta said that didn't work. And yea, I would love to know what you did to make it work as well :)
  21. Don't you get the different tiers of those armors automatically? :unsure: Just remember to check the "Golden Nug" and / or the "Special Deliveries" chest regularly :happy: If you by "upgrades" mean arms and legs, then I don't think so, well you can, but it would look really odd, the Avvar model is a one piece so the upgrade model parts would be added on top of the Avvar model with all sorts of clipping as a result :confused: Some armors only go up to tier 3. There are only a few tier 4 armor and weapons (item and schematics) in the game, and most of them are associated with the story DLC. Ah I see, truth be told I still haven't finished the game, so I haven't discovered everything yet, too many things that I want to change so I keep returning to the tools :laugh:
  22. Don't you get the different tiers of those armors automatically? :unsure: Just remember to check the "Golden Nug" and / or the "Special Deliveries" chest regularly :happy: If you by "upgrades" mean arms and legs, then I don't think so, well you can, but it would look really odd, the Avvar model is a one piece so the upgrade model parts would be added on top of the Avvar model with all sorts of clipping as a result :confused:
  23. I have both v1.1.0.16a and v1.1.0.19a installed and always try it out on both if I hit a problem, neither have worked in this case :confused: Btw for anyone wondering, so far it seems 16 works a lot better than 19 for importing BINs edited with Frosty, just remember to change the file extension from .BIN to .EBX :thumbsup:
  24. Basically what I did in the first attempt was taking the textures that I also included in the first post (qhm_warpaintXX_m) and then cleared them of all textures (i.e. blanks) then saved them as DXT5, which resulted in inf loading. Oh and the warpaints don't have tint maps, they only have "mask" ( _m ) textures, I assume they simply use the mask maps as tint maps. In the second attempt I simply used the existing blank warpaint texture called "qhm_warpaint01_m" which I then duplicated and renamed to replace the rest of the warpaint textures and as mentioned that also resulted in inf loading :confused:
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