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mkborgelt13

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Everything posted by mkborgelt13

  1. Thanks for the advice about ba2, I indeed did not pack them. Other loose assets have worked for me before, however. I wanted to avoid doing anything CK related because I will not be able to find all instances of dolphin carcass, and the occlusion/previsible stuff is so whack, I just don't want to even touch anything in the environment. I managed to hide the carcasses by adding an alpha channel to the texture.
  2. Ugh I was hyped but it doesn't work for me. Even last in LO. Something else must be overriding the stubborn dolphin carcasses. Thanks though. They're supposed to pop when you shoot them. All the carcasses in my game are popped, I've only shot one so something must have already popped them as I've been playing a while. Once the carcass is popped it's probably a separate object not edited by the mod. Update: I managed to disappear the carcasses by making the alpha channel of the diffuse map totally black. It mostly works, enough for me. There are specs of blood floating in the air where the carcass was but they aren't as much of an eyesore as the whole carcass was, so I can live with it.
  3. So it sounds like you are saying to replace all entries I want to delete with a null reference, then delete the null references. That is a good approach, thanks.
  4. Hey all, I want to get rid of those rotting dolphin carcasses you find along the coast. I've tried... Replacing the meshes whaleBeached01.nif and whaleBeached02.nif with another mesh (spare tire, car seat, etc) in CKUnpacking the mesh files, opening them, and deleting branches (mesh and collision) from the NIF to make the carcass invisible, then using these emptied meshes as replacersNeither of these has any noticeable impact in-game and it's driving me crazy. What's going on?
  5. I'm a bit stuck. So, the scripts are installed. I've got an esp having the mod I want to make deletions from as a master. I was going to do all the work of deleting on this child esp to keep the master/parent clean. How can I show the records added by the parent mod in my override/child esp? There's got to be a setting somewhere to show records from a specific master, but I can't find it. I want to avoid modifying the parent mod and have all the changes/deletions in the child. Is this possible in xEdit/FO4edit? So something like, delete a bunch of guns from the parent, but save these changes in the child, which then loads after the parent. Secondly, I am guessing the specific script in the tools you were talking about is QuickChange. Is this correct? So then... could I select a bunch of guns, right click- apply script, select quick change. Then option "Remove," but what is the path? In the documentation it says the path is supposed to be something like "DATA\Value", where DATA is one of the abbreviations in the View panel of xEdit. However as far as I can tell, there are no LL entries in the View Panel, only in the References Panel. But apparently the signature for Levelled List is LLVI. So could I use something like "LLVI/[*]" to delete all LL references for an object? Sorry for all the questions. This seems like a promising way to go about it and I want to understand.
  6. I want to remove some weapons and items completely that have been added by a mod. The reason is some items I just don't want in my game, personal preference. Overall is good, but there are a few things I just want to remove. What is the community's suggested best practice to do this? I've done it before by deleting the actual base item records from the mod using xEdit, but this felt janky and I'm pretty sure left broken references all over the place. Obviously if that is an acceptable way to do it, I will gladly continue, as digging through hundreds of LL entries is, uh, daunting. And some of the items I deleted had a sneaky way of getting back into my game even though I deleted them. Right now I made a new blank esp which is dependent on the mod in question, and am ready to start deleting!
  7. Hello, Nothing ruins a FO4 session faster for me than killing some gunner with a stupid voice wearing what looks to be vintage army green GI-Joe fatigues and a poorly modeled anachronistic Gulf-War looking helmet, with a plasma gun, heavy full-length combat armor on left leg, nothing on right leg, and a combat armor torso that is a different color than the leg piece. I already made a mod to trim off the poorly textured and disproportionate belt but it's time to finish the job. I want to make a small modification for myself. Basically I want to completely eliminate the WW2 D-Day cosplay stuff. This includes the vanilla army helmets, the uniforms, etc. I want them totally gone from my game, out of LL, etc. If I can do that, I next want to eliminate the (in my opinion) hideous vanilla combat armor. If I could never again see a raider wearing poorly matched sea-foam-green armor, I'd be so pleased. I could do this quick and dirty by modifying the base mesh to one I prefer. But I actually have a few candidates for replacement in mind. Is there a way I can "point" a reference for one object to another? For example, replace every usage of the vanilla army helmet with a helmet from another esp? I know I'll probably have to get guts-deep into leveled lists and this will be a long and painful process. But before that I figured I'd ask if there was a better way. Any suggestions or discussion welcome. I have The Mercenary, however that only affects (in my game) 10-20% of gunners.
  8. Hi, did you ever figure this out? I'm trying to do the exact same thing for my own game.
  9. Hi all, I'd like a way to preserve the order of items in a hand-sorted inventory grid when loading/exiting the game. For example, I like to put all my alcohest, white gull, etc at the top of the ingredients menu, and likewise order crafting and alchemy materials. As it is now my inventory feels chaotic and difficult to find things in. Is there a vanilla feature I've overlooked, or a mod which addresses this? Thanks in advance.
  10. Hi Mktavish, the issue is mostly resolved, fortunately. After a lot of stuff what I ended up doing is, delete all objects in CAM that overlap with Edisleado's mod. This caused a few problems but I was able to fix them. Then, I loaded Edisleado's mod after CAM, so it basically filled in all the holes. The main problem was both mods assigned a script to cigarette items placed in the world, which replaced the misc item with an aid item. The aid items had scripts which were slightly different, but the names of everything in both mods was the same. It was a tangled mess I caused and I fixed it by removing all cases of overlap with CAM. Now I can litter the wasteland with cigarette butts and empty boxes again ;) There was probably an easier way to do this, for next time
  11. Hi all, I am using these mods: CAM - Chems Alcohol and Meds by SenterPat Light Up and Smoke Those Cigarettes by EdisLeado It seems like CAM has integrated EdisLeado's mod, but lacks a few features of the original, such as: - Dropping of cigarette butt when finished smoking - Dropping empty packs and cartons when retrieving cigarettes Basically, I want EdisLeado's mod to overwrite all cigarette-related records in CAM. I've tried... - Load order - Merged patch - Combining the mods - Manually editing records of CAM I love the "dropping trash" feature of EdisLeado's mod, I find butts and empty boxes all over that I've left dozens of hours ago. I don't care about the extra cigarette brands that CAM adds. I want everything from CAM except the cigarettes, which I want to be overridden by EdisLeado's mod. How can I accomplish this?
  12. Thanks guys :tongue: http://imgur.com/a/adnLR As you can see from the 2 images in the link, the zoom in effect is not subtle at all, and it's very noticeable when the iron sight zoom is disabled. It is also difficult to solve with 'self control' because I have quick trade etc, and right click has legitimate uses with the weapon holstered, and it is jarring to suddenly zoom in to someone's shoes or a brick wall. It is definitely a personal preference, like how there are mods which disable fast travel. I feel like this feature is controled by a game setting, or ini variable, but I haven't been able to narrow it down yet, mainly because I am not sure what this feature would be called. There are many settings that effect zoom and FOV in different scenarios. This feels like a "default zoom." Edit: It seems related to Iron SIght FOV. One thing I have discovered: the "Iron Sight zoom time" setting in the MCM for 'FOV Slider' affects the speed of this zoom-in. Further edit: Maybe, instead of "zooming in," a better description is "narrowing the FOV." I am not so familiar with the technicalities, but with narrow FOV, the view is also magnified. Acute angle versus obtuse angle. IF so this implies there are 2 FOV settings that are switched between. I will try adjusting the ratio of world FOV and first-person to see if it affects the "magnitude of the difference."
  13. Oh OK.... do you know if the feature is called something other than "right-click zoom with weapon holstered?" Other people must have tried to turn this off before. That's exactly what I was thinking, it is exaggerated by the FOV setting
  14. Thanks for the pointers. I'm gonna be out for a few days, should be back Sunday. Do you have this "zoom in" thing in your game, or is it only something with me?
  15. Wow, cool! I'm not so familiar with the means of making quests, but I am a programmer so I understand what you mean. What about a "hidden perk" with this script? I was looking into some stuff with the chem "Steady," and it works by activating and deactivating a perk which has a script attached to it. Or maybe it's the other way around... But to prevent it from blocking right mouse in menus.... I'm not sure, is there some kind of "mode" that can be used to tell whether you are inside a menu? If so there could be a conditional to check for that. Or maybe instead of disabling the control, if there is some means to disable the zoom. I know it is done with JSawyer Ultimate. I'll post any progress on here, thank you for working with me.
  16. Thanks for your response! I saw that mod, it's funny because the feature he is trying to accomplish I have on accident. In the description he says, " Known Bugs : - Holding block with your weapon holstered makes the view zoom in very slgihtly, and zooming in after this makes it zoom in slower than normal." This sounds exactly like my problem, except the "holstered zoom" is very exaggerated, it's like having binoculars with your eyes. I am hoping the problem is related to FOV settings and doesn't require disabling controls while weapon is holstered, but that is a creative solution which sounds very likely to fix this. It seems there are 3 different FOV settings : World, Player, and Ironsight. I can control World and Player, but only the "Ironsight ratio" with FOV slider mod. Maybe if there is some way to directly modify the Ironsight FOV, I don't know. It's also Iron Sight FOV is only active while a weapon is drawn.
  17. Hi guys, There is an annoying "feature" I am trying to turn off. When I have no weapon equipped, or when the weapon is sheathed, I can press the "aim/block" button (right click or alt), and there is a zoom-in effect. I want to stop this from happening, so you can only zoom in with a scope or binoculars. I've tried various configurations with 'FOV slider,' 'Jsawyer Ultimate,' and 'Project Nevada.' There is a toggle in JSawyer that disables zoom for ironsights, this is exactly what I want, except the zoom also occurs without any weapon. I have a feeling it is related to FOV -- I prefer higher FOV of 100. I'm not even certain how to phrase this problem, and there are quite a lot of mods and discussions about ironsights, but no one really mentions this specific issue. I'd appreciate any advice, referrals, etc. Even variable names to investigate that are related. There are "fFirstPersonZoomMaxMult" and "fFirstPersonZoomMinMult" which seem related, but it's hard to tell. Thanks in advance!
  18. Hi all, I have a manic need to remove the glowing segments from (mostly enclave) tileset assets. It's a personal preference, visually, the featureless emissive/glowing things bother me to such an extent I have sunk hours into removing them. The worst are those "bug zapper" tubes which are light fixtures or whatever on enclave items. What do I mean? The blue "bug zapper" tubes on the floor in the Repconn test facility basement, the blue tubes attached to the enclave satelite dish, the blue strips along the walls in Lucky 38 control center, the yellow circular bands on the doors in Hidden Valley bunkers, the list goes on... I want to remove the flat blue (or yellow) glow from all of these, tone it down, or something. Most of these assets are from "dlc03," which I am thinking is Broken Steel assets that have been reused in NV. All of these flat glowing/emissive segments on the mesh use "glasstile01.dds" and "glasstile01_n.dds". By making the glass normal map transparent, I was able to make these glowing segments look better. But I want to go further... on a mesh by mesh basis, I can turn the emissive and specular colors off. However, on some meshes, such as "enclavecomtower," (the dish thing in the link below), part of the blue seems "painted" onto the mesh itself! This means, if I swap the texture, the metal fixtures which hold the glass tubes still have a blue tint. W-what? How can I get rid of that? I'd rather not have to use Blender, this should be a NifSkope job, but I'm stumped at this point. Have any of you guys, in your experience, dealt with this problem, or a similar problem? Any comments or advice? Please! Look at the thing with satelite dishes, directly above the player's head, in this image. http://images.cgames.de/images/idgwpgsgp/bdb/2007215/944x531.jpg
  19. I'm bothered by vanilla stealth boys, to the point where I ignore them in-game, and have considered completely removing them. My gripes are: 1.) Why is it disposable, instead of battery operated? 2.) Why is it not a wearable item? 3.) I can't get past the Nightkin thing. Why would it change the skin pigment? Why would it alter the brain chemistry? I can accept mutants being predisposed to insanity but the lore explanation makes no sense to me. I'd like to find, or even work on, a mod which alters Stealthboys to this behavior: StealthBoy is a wearable device that consumes small energy cells when activated. It is visible on the wearer's body, perhaps worn at the waist, with wires taped (or belted) to the limbs to extend the field. It is the result of U.S. reverse-engineering of Chinese technology and as such, a prototype device with flaws that never entered mass production. This conforms more closely with the "stealth suit" acquired in OWB, as a full-body device. It radiates visible light spectrum rays in a short distance which cause 'refraction,' masking anything within the field (SCIENCE!). It is easier to spot the distortion when the field is moving, but if the user is standing still, it is difficult for the human eye to see. It is a rare item (not randomly spawned in ammunition boxes) and prized by wastelanders and in particular, the Nightkin. The operation of the device in no way alters the brain chemistry of the user, and Nightstalkers certainly cannot become invisible by chewing on one. The Nightkin's insanity is caused instead an error during the creation of their "batch." What are peoples' thoughts on this?
  20. I ended up doing away with the Think Tank, but I took a liking to Dr Mobius, so he's all right. I like how the appliances have their own thing going on, Muggy said something like "While you were away, Biological Research Station told me a coffee cup fell into his intake chute. When I reached in to get it, he... he... seeded me." Muggy!! You're coming with me. This place is no longer safe. ;)
  21. Hi all, I am wondering if there is a mod out there which adds more misc items to the world. Like "Spice of Life," but for junk. Thanks in advance!
  22. If you are looking for a more lightweight type ballistic vest, get the mod "Satchels." It adds a bunch of loose clothing items clipped from vanilla clothing. One of these is the ballistic vest worn on top of some poweder ganger armors, it looks good.
  23. I like that kind of thing too. I ended up using the El Rey's rooms to test out the cannabis growing from a mod. So I covered the floors with dirt and planted cannabis seeds there. Now that I mention this, I haven't checked back there in like 2 real life weeks. Been busy with work. That's not helping the Freeside junkies at all, though. Just a quick off the cuff thing, I'd like to have some kind of resource management, like piping water from Lake Mead. They have all the pump stations. Farmland too, grow crops and distribute them. Divvying up the electricity from HELIOS One was cool. The NCR is mentioned to use rail cars to move goods. This would be neat, even with non-moving rail cars.
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