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DeltaType90

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Posts 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. Still might try Inject Forms into Masters (RB on Filename), but requires manual work, i don't know if automation tool or script exists.

    Let's say A is aggregated file, B is addendum.

    Make B have A as Master (e.g. override anything from A), use Inject command (B to A), now copy all records from B as override into Master A.

    Save A, don't save B.

    Not sure how corresponding archives should be merged.

     

    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:

  3. If understand correctly, you want to merge 2 esp without changing the Form IDs of the merged one.

     

    The problem resides in the IDs itself, from its 8 digits, the first 2 or 5 digits of the ID (depending on the format, esp/esm or esl) are the load order of the plugin, so when you move the record to another plugin those digits will be the ones of the plugin to which you are merging, about the other digits, let's say I do a script that is programmed to keep such ID, if the plugin to which I'm merging the data has a record that already uses this same ID it would not be able to merge such record, it doesn't allow for duplicated ids, so that you can not keep the same ID structure.

     

    On the other hand, you can merge those records keeping the form id's, but those would become what is called "override records", which are meant to change a record existing on a master plugin. And you need the master in order to load it.

    F4Edit used to let us to remove masters without removing such records, and those become "injected records", to which I'm not familiar, so I don't know the behavior of the engine with this kind of record, but ElminsterAU removed such capacity, so I guess there must be a reason for it.

    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:

  4. 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:

  5. 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:

  6. 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 ;-)

  7. Heyas Delta.

    Ahhhh ok. I see what you mean. Thanks for the clarification. :thumbsup:

    Essentially now what you're wanting to get into, is scripting. A script that would kick the POV to first person, directly after entry. The same way that the character creation scene kicks you into 1st person view as soon as you leave the bathroom mirror.

    And of course, the opposite of, after exiting.

    Making those two scripted events is actually a lot easier.

    But

    Definitely requires a different skill set and knowledge base.

    And would most likely be used through F4SE.

     

    Unfortunately.

    That's about as far as I can take you. :sad:

    If you have some scripting knowledge, and need help, either the author's forums might be able to help. https://forums.nexusmods.com/index.php?/forum/376-general-mod-author-discussion/

    Or the CK forums, here local to FO4 https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/

     

    I would try the latter, first. (So then why did I post them in reverse? I dunno, I guess ADHD got the better of me again... )

    Hehe :laugh:

     

    Thanks again, will try and have a look :thumbsup:

  8. As far as I know, and I would happily accept a correction to this... but as far as I know, there isn't a 1st person animation for entering PA. It can be faked, by changing the camera length, which does happen if you are too close to an object, when exiting the armor.

    Unless I'm wrong about that, you would need to build a set of animations for entry. From the first person view. And then assign them as replacers for the 3rd person animations.

    Now... with the 3rd person anims... I DO know they're jenky. For entering PA. There's frames in the animation sequence that don't blend together very well, if tampered with.

     

    TBH I think it would be a lot easier, to try to create a custom camera angle, for entering. But how to actually go about that... I dunno. It would involve only the custom camera location during entry, and then have to go back to normal afterwards.

    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

  9. 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*

  10. 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:

  11. 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:

  12. 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:

  13. Here you go. Tested it with a bunch of other mods and in cutscenes, no crashes for me.

    :dance: Thank you! :dance:

     

     

     

    Here you go. Tested it with a bunch of other mods and in cutscenes, no crashes for me.

     

    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 :)

  14.  

     

    Hi guys, is possible make a superb avvar armor schematic in tier 4 and with upgrades?

     

    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:

  15. Hi guys, is possible make a superb avvar armor schematic in tier 4 and with upgrades?

     

    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:

  16. Are you using ModMaker v16 or 17 or image edits?

     

    I know this is annoying, I've had to deal with it myself, but you need to use 16 or 17 for image edits, and 19 for ebx edits. You can get older versions here. The image issues were never fixed before active work stopped on the tools, so we're left with this roundabout method.

     

    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:

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