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Flowerguy360

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Everything posted by Flowerguy360

  1. Reminder: Bethesda does not allow the porting of assets across their games. This means it is against copyright law and the Nexus TOS to do so. Making such a mod and publishing it on this website will result in the mod's removal and a ban of the person doing so. Sorry to be the party pooper. :/ This just isn't happening, though.
  2. Irony. I am working on a mod that will introduce the synth arm using Kellogg's arm piece as part of a body replacer, and had planned on introducing it with a "Full" and "Lite" version, but decided it would probably be simpler just to remove the shoulder and strap to offer it as under-armor and just stick with the Lite version as the body replacer. Totally unrelated to your post, but it made me think of it, any way. Thus... irony. Still, I hope my reply helped. :)
  3. I support the idea of a Nuka Cult, though not as much of a full-fledged faction as the Children of Atom. Think more like Atom Cats sized. They could dress like Nuka Girl, with outfit variants based on that model and other wasteland gear. They could also use different new chems, with different Nuka Cola flavors as ingredients to produce different effects. Nuka Jet, for example. Or Nuka Buff. This could be fun. And, of course, they would likely set up their base of operations somewhere near Nuka World. Perhaps in an old Vault by NW that was full of Nuka memorabilia. But that's about as far as I see all of this going (which is nothing to shake a stick at).
  4. This is all going to sound WAY more complicated than it is. If you're trying to edit out a specific part of the mesh, go into edit mode and select the vertices you're looking to remove, then press X and Delete Vertices. Make sure to duplicate the object in Object mode, first, to have a backup. For export, first save your Blend file, then delete the backup object if you've made one, so that the only objects in your file are those you wish to be included in your export. Then go to File, Export to OBJ, and export it to OBJ. Then go to NMM, open up Bodyslide, open up Outfit Studio, Import from OBJ, and select the OBJ you created with Export. MAKE SURE YOU HAVE THE LATEST VERSION OF BODYSLIDE AND OUTFIT STUDIO. Once that's done, under Shape, select Scale, then set it to 0.1000. Blender makes object 10x larger than they are, so this is vital. Then Load Reference, find Kellogg's armor, and load up the shape you're using. Right-click on each shape you've imported from Blender and select Copy Bone Weights. This will give you a search radius and number of vertices to target. You should be good to click OK here because you're not really changing the shape of anything. This should copy the bone weights. Again, do this for each shape you've created in the right side of Outfit Studio. Once that's done, Export to NIF. Load up the NIF you used as your reference from Kellogg (Kellogg's armor NIF). It's time to set your texture, assuming you're using the same one. Load up your NIF in NifSkope. On the left, expand your BSSubIndexTriShape and find the BSLightingShaderProperty. Do this in the Kellogg NIF, too. Note the directory it is pointing at, which should give you the BGSM file you want to use. In your NIF, click on the BSLightingShaderProperty. In the NifSkope window below you should now have an entry that says Name. Right-click on this and select Edit String Index. A new window will pop up. Enter the directory for the BGSM you see in Kellogg's armor. (Materials/KelloggsArmor/CrappyMetal.BGSM) Click OK. Go to the top where it says Spells - Optimize - Remove Bogus Nodes. Click OK when it pops up. Go to the top where it says Spells - Optimize - Remove Unused Strings. Click OK when it pops up. Go to the top where it says Spells - Sanitize - Reorder Blocks. Go to the top where is says Spells - Sanitize - Reorder Link Arrays. Go to the top where it says Spells - Batch - Update All Tangent Spaces. THE ORDER IN WHICH YOU DO THIS MATTERS. Go to File and UNCHECK Auto Sanitize before Save (I don't know this does anything bad, but I don't mess with what I don't understand) You can now save the file you have created to the directory you want to use for your mod. Have fun. :smile:
  5. It sounds like you may still be starting the game from the F4SE executable it put on your desktop, which means you are still running it with F4SE. Try running the game from inside Steam instead of from your desktop and that SHOULD fix it. It works for me, any way (though, again, doing it this way means NO F4SE).
  6. Random Update: Nothing has changed. Not really. Whenever I start the game with F4SE my controller basically acts like a single push of a button is two pushes. I haven't tried delving into it further than that since my initial forays into this lovely experience, but by all appearances everything is the same. I had hoped this problem would more or less fix itself as things moved forward and got stabilized with the addition of the Creation Club which borked my game in the first place, but it is going on five months since I initially mentioned the problem and it remains the same. What's worse is that I am now trying to work on a mod that, in order to make it do what I want, will absolutely require F4SE in order to work. How the f*** do I make a mod that requires F4SE if I can't use F4SE in my own game? And honestly, the prospect of making such a mod when I cannot even use it, myself, is pretty f***ing shitty. Words fall short of properly expressing my frustration and anger at Bethesda for their little cash grab that has not only broken more than one game for me, but also f***ed up my ability to make mods for said games - at least in the way that I'd like to. I'd love to hear something actually helpful if anyone else has had (and solved) this particular problem. Thank you.
  7. Homunculi: After considerable investment and at a terrible price, a master Alchemist can create up to 3 homunculi, with only one ever able to be summoned at a time (and should not count against the conjuration limit). These miniature extensions of the Alchemist's self can perform a variety of tasks, depending on the sort of homunculus that has been summoned. The mod would work like this: The Alchemist is able to create a Philosopher's Stone at an Alchemy Station. Say it costs a filled black soul gem, human flesh, and a daedric heart. Upon creation, the Philosopher's Stone can be used to create one of three "spell" tomes (that the Alchemist cannot read): Call Homunculus Sage, Call Homunculus Minstrel, Call Homunculus Guardian. Once used to create a tome, the Philosopher's Stone crumbles and the Alchemist must make a new one if he wishes to create a different (or a copy of the same) book. These tomes, once read, teach the Alchemist the corresponding Ability (not spell) that summons said homunculi. In order to read the tomes, the Alchemist must first gain the corresponding perk: Sage Homunculus (-10 Permanent Mana), Minstrel Homunculus (-10 Permanent Stamina), Guardian Homunculus (-10 Permanent Health) from the Alchemy Tree. The Homunculi each would serve different functions, with each having a different model. The Sage Homunculus, for example, could resemble a Plague Doctor while offering support/healing spells to the player and companions. The Minstrel Homunculus would cast spells that hindered foes in combat and buffed allies, and might be able to pick locks for the player. Minstrel Homunculi might look like a miniature busker with a little lute and foppish hat. The Guardian Homunculus could serve as a proverbial tank, drawing foes away from the player and allies while absorbing some of their attacks. The Guardian homunculus might look like a miniaturized Troll, Daedra, or something similar. Each Homunculus should be able to be slain, but should be summonable once again after a short delay. For Fun: https://www.stufftoblowyourmind.com/blogs/how-to-make-a-homunculus-and-other-horrors.htm
  8. I haven't done any PA mods, so maybe there is something more to it, but to me when something isn't moving with the rest of the body it is caused by a weighting issue. Have you tried weight painting it in Outfit Studio, using the PA Frame as a reference?
  9. You have CBBE installed. I haven't really looked at the other mods you're using, but one of them is using non-CBBE textures, so your mesh and textures don't match. Find some CBBE textures you like and install them over whatever textures you're using. You need to be using CBBE textures for your body and any outfits you wear if you want to use the CBBE body mesh. Good luck. :)
  10. That's it right there in the tin. I'm not sure if the engine would allow it, but... Why is it that I can sneak up on someone with a bow or a dagger, but I cannot do the same with a spell or a staff? Why is a Fighter/Thief combo plausible in Skyrim but a Mage/Thief isn't? Or something like the Duskblade? Fun stuff like that. I want to play a magic assassin. Maybe even tie it to something thematic like Shadow Magic or a not-quite-legitimate artifact, such as a Staff of Mephala. Put a big spider on it and make it shoot balls of shadow that drain the victim's health rather than dealing direct damage. But make these things work with sneak attacks, PLEASE. Something compatible with Sneak Tools, too, of course. If it can be done, I am amazed that it has not YET been done. Unless, of course, it has... and I just don't know about it. In which case, please throw me the link? Thanks. :)
  11. Just checking to cover the bases: Is that third line intended to start with an "a", or is that a typo and should be "b"? I only ask because I have an existing line in my ini that is "bAllowMultipleEditors=0" and I do not want to tell it to do two different things. Thanks for this, btw. :)
  12. Yeah. Unfortunately, trying this method only results in my controller emulating mouse movements. I came across this solution a bit before I came across the second controller solution while looking at the problem Bethesda introduced to Prey in THAT update. It doesn't work for me. :( But thanks for trying. :)
  13. https://steamcommunity.com/app/480490/discussions/0/1471967615840235656/ So I found a stupid fix for my copy of Skyrim and Fallout 4 (which still does NOT work when running F4SE): If I plug in a second controller after launching the game, I can use the second controller to play it. ...So, my single player game requires a "second player" in order to work now. Way to go, Bethesda. Way to go.
  14. Nope. I've just been playing without F4SE. Fortunately, most of my mods that "require" it seem to work fine without it for the most part, but not all of them. I've just been making due. While I am sorry that this is happening to you, too, it is validating to hear that someone else is having the same issue. Since we are the only ones (of which I am aware), would you mind PMing me your plugins list? It may behoove us to compare mods. Edit: I just tried running Skyrim for the first time since before they released SE, and all controller support for both versions (Oldrim and SE) is gone on completely fresh installs. Until this is fixed, I am done with all Bethesda games and modding. F*ck this. If they are going to destroy their own products that I've already paid for over a fast cash grab then they don't need my money on any future products.
  15. I realize that it isn't exactly the same, but... https://www.nexusmods.com/fallout4/mods/11142/?
  16. As am I. Probably just maintenance or a temporary outage. Will have to try again later. :/
  17. Since you are already on the project, I'm going to repost some suggestions I've made before and let you keep/ignore whatever you prefer (awesome to see someone on this, btw! :smile:). I'm hopeful that this may lend some inspiration/ideas, though I'm sure those are not in short supply. Good luck with the project, and again, glad to see someone on it. Thanks! :D Nuka World Expanded: The ending for this DLC kinda sucks. We should be able to get something for completing Open Season. For starters, I would suggest a Free Trade perk; something that simply gives a global 25% price reduction on all bartering with Traders/Caravans. Also, I don't think freeing the Traders should mean you don't get to complete those evil radiant quests the NW Raiders gave you. Frankly, killing someone for money, kidnapping people for ransom (or other profit), and capturing slaves are all (immoral) means of making some caps. Why shouldn't the Traders want in on that action, too? Just because they were victims does not make them nice people. Throw a radiant quest giver in for the Traders after completing Open Season that keeps those radiant quests flowing. Also, if you choose to complete Open Season, you should have the option to throw down with the raiders using stealth to kill the leaders - this SHOULD result in the group whose leader(s) you have killed becoming hostile not only to you, but to the other groups, as well (reasoning being that they blame the Overboss for the letting their leader die - but all three groups are not going to work together without their leaders, either). So, if you kill Mags, the Operators become hostile to you and the other raider groups, but the other raider groups do not become hostile to you (yet) unless you also kill Nisha or Mason. Failing to kill any one of them stealthily should, of course, turn all groups hostile to you and have all three groups working together (and they just kill each other later) against you. And, no, Gage should NOT side with you if you decide to take out his pals. As for NOT completing Open Season, this was left out, too. So you go through the DLC, you complete Power Play, and now you're leading a bunch of parasites in and out of the Commonwealth. But your main factions? Totally oblivious, except for Preston. If you want to let me play a Raider, let me play a Raider. I want to kill EVERYONE (unless they pay my "protection fee"). After taking Nuka World, what better score for a bunch of Raiders than a literally endless supply of slaves? Let's conquer the Institute, everyone. And once you do that? Time to eliminate all possible threats: The Brotherhood, The Rail Road, and the Minutemen.
  18. Do a search by tags and you should get most mods that require F4SE. FWIW, my F4SE still is not working without an eventual (not immediate) CTD, and I have updated all known mods using it of my 200+ mods. Still no controller support, either (acts like every button is pushed twice instead of once), and I have no mods or software to alter controllers save what Steam has built in for defaults (which I played with to fix the problem, too, to no avail). But my game runs fine for the most part if I launch from the Steam launcher instead of F4SE. :/ This is not a problem with newbies. It is a problem for a select few of us, though, and it lies somewhere with certain F4SE supported mods. Edit: Rather than replying to the post following this one, I will edit in what should be obvious from my above statements - In addition to having updated all mods that are F4SE reliant, my version of F4SE is up to date, as well. But thank you for your well-intented response. :)
  19. If you want help for your project, you should really give more information about it. SOMETHING, at least.
  20. Hey There, :smile: So, I've been keeping an eye out for it since the updates to everything, but haven't seen it yet, so it's time for me to post: 24 hours before the CC update (F4 v 1.10) went live, I lost controller support for my PC copy of Fallout 4. I had been playing my game most of the night prior, and it was only something like 10 hours that had passed since I had turned it off before I returned to it. I was not opted in to Beta, but it happened any way. Given the time frame involved, coincidence seems highly unlikely. Hell, I even said as much on Discord in the Authors chat, and this was before we even knew it was CC being rolled out. I use a wired Xbox 360 controller. I went through a bunch of steps to try and restore controller support (including rolling back and reinstalling the drivers, reconfiguring what the buttons do in not only Steam, but also on an individual by-game-basis), all pretty much to no avail. My controller had basically started to act like it was in Turbo Mode (if anyone remembers what that is), where if I pushed up on the D-Pad once, it was like I pushed it twice - and the same held true of all of the other buttons. Other times, in certain circumstances, I simply lose all control (such as with the joysticks, but not consistently) and some buttons stop working entirely. This remains the case today. When I tried to launch the game the next day, things had gone Live and I played the waiting game and had to wait for F4SE to update. I was less than ecstatic at this development, especially in light of recent events, but these things happen. So I decided to load up my game without F4SE... and my controller worked! YAY! So I played the game for a little while without all of my fun-time F4SE mods that I adore. Then, finally F4SE updated. Hoorah, right?!? So I update that. I update all of my mods that rely on F4SE. I check my load order and all seems right with the world. Start the game up with F4SE, and I am still boned on any kind of controller support. But it works fine without F4SE. WTF? So I watched for someone else to have this issue. I've waited. And here I am, in a strange limbo between F4SE and no controller or no F4SE and a controller. Someone - Please help. Thank you.
  21. You aren't using a CBBE texture on the CBBE mesh. Different meshes have different UV maps; body meshes are no exception. Get a CBBE texture and put it in the proper directory and it will fix your problem. What that proper directory is will depend entirely on what mods you are using and what character's body is affected (if you are using Unique Player or Body Framework or Unique Followers, or even iCompanion, etc.).
  22. Why not make a West Tek Regional Office with a Cryo Lab beneath it? Then you could have a certain quest event that takes place and adds Wanamingos to the leveled list along with a Wanamingo Queen. Basically, something the Sole Survivor does shuts down the Cryo Lab and puts the Queen into an incubation chamber. This could work similarly to the Gatorclaw clones from Nuka World, where you'd have to track down the source to make them stop spawning. Hell. You could even have it tied to something someone ELSE does in response to the player completing a quest (almost certainly something Institute related). Maybe the player breaks into the West Tek Regional Office and encounters a bunch of synths, kills them, and since they were the only thing controlling the facility the Wanamingos are inadvertently set free by your actions. Or you could even create an abandoned Enclave base where they were storing Wanamingo embryos for potential use as weapons, and entering the base triggers the process that unleashes them on the Commonwealth. Or some combination of any of the above. There are a lot of potential options here without resorting to elaborate stories of how the West Coast Wanamingo made it to Boston. Keep it simple. I'd love to see the progress you make on this. Good luck on your project! :)
  23. You're right. I have no idea what I'm talking about, and neither does anyone else on the Nexus who has ever addressed this conversation topic. Boy. Thanks for saving me from that. I could've spent months on a project when all I had to do was lift it from another game. What a time saver! You know what? You should let Unoctium know that. I bet he'll be really happy to know he didn't have to spend basically this past year working on a new Hellfire PA instead of just grabbing the mesh from Fallout 3. Boy, do I feel sheepish. You sure showed me. I guess I'm still new here. I'm glad I had someone like you who has been here for a long time to tell me how it is. I'll just go and quietly curl up in a corner now, suck my thumb, and rock back and forth because I'm so traumatized at how wrong I am. At how wrong this entire community has been this whole time. Wow. I guess we can just throw the terms of service for Bethesda games and the Nexus right out the window, now that you're here. You're such a life saver! Would you like a cookie? <.<
  24. I could be mistaken, but doesn't the mod Needles do this already? Really, it's very under-rated: http://www.nexusmods.com/fallout4/mods/8352/? Looks like it's called a Stimpunch, and you can craft them at the Chemistry Bench.
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