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th1nk

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Everything posted by th1nk

  1. IMO you should scrap everything and move to the best forum/mod site software, Jive. For real though, it looks good, though I'm not sure how well people will take to news being more prominent when they're rushing to get to the mods.
  2. Bumping this - having an issue where the EyeBots in my mod aren't lootable and as Vertibirds are the same I think there might be some clue there, so if anyone knows anything about it it'd be useful info for me. EDIT: After some experimentation, it appears to be part of the collision data for the COM node. Using that of a different robot in the Skeleton (required in my case to prevent eyebots falling through the floor on loop) causes them to a) freeze mid air on death and b) become unlootable. I suspect I'll need to find a workaround instead, seeing as the physics data can't be edited AFAIK.
  3. In response to post #39803635. The 64 bit part would be the executable, and Pete Hines said existing mods would be compatible (they'd be mad not to do whatever they can to make that the case). Keep in mind most users were using unofficial 64-Bit patches when most of these mods were made, too. Though obviously there is discussion above about mesh/light formats. At a guess, I'd say external tools like SKSE would need to be updated, so mods using that would have to wait until an updated version with relevant functionality is out (if they need to redo large amounts of work to get that working again then I guess it could take a while). I've got 0 idea what would be involved in that though, so take it with a pinch of salt.
  4. Maybe this has already been done and I just can't find it, but I could reaaallly use a few of the emblems of various factions from other games. Personally I only need silhouettes (for use as decals like the BoS emblem). I can't draw worth squat, though. I'm sure it'd be a useful resource for others too, if anyone feels like whipping them up.
  5. Update (hopefully this is okay): I've made a model of addons to the FO4 eyebot mesh myself, it's passable, marginally more detailed than the NV ingame mesh. The UV map is laid out, albeit a bit shoddily. The FO4 texture would need to be altered a bit as well, I think, to look a bit more beat up. If anyone thinks they can (and are willing to) work with that, I'd really appreciate it, because I'm awful with textures.
  6. Hi all, I uploaded my Automatron EyeBot Companions mod yesterday and since then I've been inundated with requests to include an actual ED-E mesh. I'd love to, but I don't have the skill to do so and I'm not allowed to use a modified NV model and textures for copyright etc reasons, so at the suggestion of a staff member I'm asking here: Is anyone willing and able to make a nice ED-E model and textures for Fallout 4? I'm sure a lot of people would love it and obviously major credit would be given. I know it's a long shot, but I figure I might as well try asking.
  7. There's an extra variable or two in how weapon randomization is handled this time around, because of 'mod collections' (generally entries prefixed 'modcol_' in the Object Modification category in FO4Edit - omods that use an Includes list). For straight up new weapons though, they can just be added to whatever levelled lists and a merged patch made by the user and it should, in theory, work. May depend if the game mods are doing anything funky themselves tho. When the GECK comes out, we'll be able to use scripts to add items without conflicts, but in the past no one has really bothered with that anyway (in my experience it was annoying to update/change things if you did it that way anyway). Basically the same as it was in FO3/NV - it's just adding custom weapon mods where things might be different (though I imagine FO4edit will (maybe already has, I dunno) merge include lists in modcol_ OMOD entries once they've sorted out other stuff).
  8. My problem was down to using a different race and some other stuff, basically, rather than just a generic thing with a weapon. If you haven't already, try moving the ProjectileNode in the .nif in NifSkope. In my case, it was trying to equip the weapon to the Left Hand slot, probably due to how automatron handles race changes and default stuff for constructed robots (or maybe I'm just dumb). While the mesh was going to the right node (due to nif stuff I'm pretty sure), as Eyebots don't have a left hand, the projectile origin stuck on the floor (not sure if that's because that's where eyebots sit if done like I did without raising the skeleton nif, or if it's just a default position (I'd assume it's model origin or something like that but really, I've got no idea). ... Don't know if any of that helps you at all. Hopefully so.
  9. Solved it - Equip Type shenanigans in the weapon and race records rather than a .nif thing. Duh. Changed equip type to 'OTHER', added an OTHER entry to the race equip slots and added the name of the node I wanted it to sit at as the ZNAM. Not sure all of it is necessary, but it works.
  10. Could be a bad mesh. Disable all of your mods and then move your Data\Meshes\ folder somewhere else or rename it and see if that works. If so, there are probably scope meshes or something that are bad.
  11. One was a .950 JDJ rifle - definitely ludicrous (not quite Hotchkiss level, but still, it was specifically designed as a range rifle, don't even think it has proper grips for shoulder fire), back in NV I had placed a range of scripts and effects on it to cause damage to the player on use if certain checks weren't met, but I could've done with more info on the actual effects, as well as whatever other info really, I wanted to try to make it as accurate as I could for something that ridiculous. The other was the Thunder .50BMG handgun. I saw it while doing some reading for the above and thought it looked fantastic, really well suited to New Vegas. Was kinda curious about the general workings of it, recoil, etc. Sadly, I lost both models and everything else associated with them in a HDD crash. Sorry it's vague - you can probably tell I'm not a gun guy, really I just wanted any information I could get, and there's not much out there for either.
  12. I've posted this elsewhere so I hope it's okay to repost here in the hope more people might see it, anyway: Can anyone tell me if there's some trick with projectile origins in fallout 4? Moving the projectile node isn't working (it moves the muzzle flash but not the projectile origin). I'm working on a mod to add buildable eyebots to automatron, and I've got most of it sorted, but I can't get the projectile origin to move from the floor. I had to move the skeleton up in the nif to get the eyebot itself off the floor (I've used both the regular skeleton and a modified mesh with the skeleton and skin combined), and the skeleton includes a projectile node that isn't on the floor. I've used weapons based on the original without the dummyweapon.nif (which adds another projectile node), ones with dummyweapon, and ones with the projectile node in the eyebot skeleton removed. No dice. Anyone have any idea what's going on? This is the last major stumbling block for this mod and I'd love to get it sorted asap.
  13. Bookmarking this in case I decide to remake some mods I was working on back in NV, though they were mostly obscure very high caliber weapons. Really good idea.
  14. Can anyone tell me if there's some trick with projectile origins in fallout 4? Moving the projectile node isn't working (it moves the muzzle flash but not the projectile origin). I'm working on a mod to add buildable eyebots to automatron, and I've got most of it sorted, but I can't get the projectile origin to move from the floor. I had to move the skeleton up in the nif to get the eyebot itself off the floor (I've used both the regular skeleton and a modified mesh with the skeleton and skin combined), and the skeleton includes a projectile node that isn't on the floor. I've used weapons based on the original without the dummyweapon.nif (which adds another projectile node), ones with dummyweapon, and ones with the projectile node in the eyebot skeleton removed. No dice. Anyone have any idea what's going on? This is the last major stumbling block for this mod and I'd love to get it sorted asap. EDIT: Solved it - Equip Type shenanigans in the weapon and race records rather than a .nif thing. Duh. Changed equip type to 'OTHER', added an OTHER entry to the race equip slots and added the name of the node I wanted it to sit at as the ZNAM. Not sure all of it is necessary, but it works.
  15. Just fiddled with modav'ing this and I'm pretty sure it just controls drawspeed anyway. Handy for its own things if you could get it working, but it ain't what you'd hope. And yeah after looking through various actor values it looks like animations are the only way to do it - probably why there are no "increase speed" melee mods in the game (which is something you'd think would be an obvious and useful sort of mod to include but oh well). Thing that gets me is that I'm pretty sure previous fallout games had this, and skyrim, which the game files still have a lot of junk left over from, made modding melee speed really simple. Don't see a way to insert new animations into the game using FO4edit either and somehow I doubt the GECK will offer that either. Bah!
  16. All working well for me, kind of curious about a control rebinding thing - is there a way to unbind individual functions bound to E, so the three different hold times (tap, short hold, just slightly longer hold) can be split off to different keys instead? It's been driving me nuts since day one, and while I'm guessing it's hardcoded, I figure you'd be the person to ask whether it's even possible (even if only in the long term).
  17. This one controls animation speed, so it does increase fire rate (smaller number = faster animation), but also increases reload speed. http://i.imgur.com/UuUQ2um.png e: It's possible it might not affect reload speed, just realised I changed something else around the same time that might be responsible for that. Try it and see, I guess.
  18. Probably too late, found this while searching for an old post I made about the split beam thing, lost my work where I'd solved it in an HDD crash (alongside a WIP mod, models and all). Anyway, I've updated the GECK page to be accurate on Split Beam (value B is very important). Here's my post on Value B: http://forums.nexusmods.com/index.php?/topic/1653748-weapon-mod-value-bs-beam-splits-is-a-min-spread-multiplier-but-are-there-others/ As for Value A, it's the number of projectiles you want to add - the wiki was wrong on that, it's easy to see that in-game just by looking at your pip boy, so I've corrected it. It adds that number of weapons - so you'd end up with 7. Damage, I haven't looked into it, but I'm pretty certain it'd apply 30% to the base damage, then split that new base damage between the projectiles as normal. e: I assume crit damage is applied to each projectile as usual, which would add to the damage pretty significantly on crit-focused builds. Just something to consider, I guess. And negative values reduce the number of projectiles, as you'd expect. The GECK wiki is pretty accurate, that split beam thing is an outlier for sure. I'd assume it's accurate about how weight mods work, I've never worked with one though. No harm in putting them first anyway though, right?
  19. Hm, well other users did seem to get it working to some degree, so perhaps aside from that it isn't the mod itself and something is up with your setup (perhaps with the pathing also causing issues of it's own potentially). The only thing I can think of, and I'm not sure if that would cause the problem you're having (I haven't dealt with archiveinvalidation for a long, long time now), is if your INI settings weren't activating archive invalidation properly - I assume you'd notice it in other mods too in that case, but it might be worth downloading FOMM (or NMM, I think it also does it consistently) and activating archiveinvalidation in that, and seeing if that helps. I can't really think of anything else, I'm afraid.
  20. That's... Not something I've encountered before though I don't think I've had missing textures in FNV happen to me yet without models also being missing so perhaps that's the result for FNV (if you don't have a mod that adds it, giving yourself the papa khan armor and equipping it and seeing if the same thing happens would tell you if that's the case, at least if I remember rightly that is one of the things already in the game missing textures). Anyway, taking a look at the .nif file in the black-only download, the texture paths in the BSShaderTextureSet blocks for all the clothing aren't relative (i.e. they list the full thing starting from C:\ rather than just starting from 'textures\' - c:\program files (x86)\steam\steamapps\common\fallout new vegas\data\textures\dlcanch\armor\outcastscribe\outfitf.dds and the same but _n.dds) so at a guess that might be the problem (it would definitely break it if you had FNV installed to a different directory, but the first download listed, which would be a red one, uses the proper relative path for the red robes so that should be completely fine aside from not being the color you're after, unless something else is broken in it (though that would presumably cause a different issue)). If that is the cause of your problem (I haven't played around with not making directories relative or having incorrect directories so I can't say for sure but it's possible if you made the folders it's pointing to and put the texture files in there it *might* work but yeah, not sure), then the way to fix it is to use nifskope and edit that yourself (basically find all the clothing's blocks in there, basically all of the stuff with bsshadertextureset blocks with full paths, and remove everything before the folder textures), or create a textureset using the included textures and set the relevant parts of the item's model to use them in GECK or FNVedit (using the alternate textures blocks), again may need a tutorial. Hope that makes sense, I'm a bit out of it today.
  21. For future reference and if this doesn't help, remember to describe the bug you're getting. From a quick check of the mod's thread, it's mentioned that something or other is bugged - presumably the one of the three files not listed as "fixed"? Maybe try one of the others (if you don't want the features in them I'd guess you could use the .esp from the first one and the rest of the files from the other, assuming they overwrite that mesh).
  22. Load up your load order as it is when you see the problem, find the relevant entry in FalloutNV.esp (if it's the Bright robes it should be under Armour I think it's called?), select it so the entry appears in the main window, and see what mods are editing it (basically, what other mods are shown in the window as having an entry for it, next to that). Then look at the differences, most likely in the model or texture fields at a guess from what you're saying (unless they've just overwritten the base model file, in which case there won't be differences, but the file will be in your data/meshes folder wherever the model entry says it should be).
  23. I was playing around with a little mod for personal use (might fix some of the balance issues and release it at some point but I'm working on something else right now), a gauss shotgun basically, I added a beam split mod (to simulate 4-0/3-0 Buck ammo in a ballistic shotgun) and noticed all the projectiles the weapon shot were landing in a single location. Eventually after a while fiddling I figured out that Value B for a Beam Split mod is a spread multiplier. Not sure how I worked it out, as even on the weapons with beam split mods that have spread (eg Laser Rifle, LAER) the Value B is set to 0 - meaning the spread they have drops to 0 if the mod is applied (which on one hand means actors are always hit by both beams at once but on the other hand means the weapon also becomes more accurate - it could perhaps be intentional for the former but I would say only if other parts of the weapon spread formula don't cause the two beams to diverge at all if, say, your arm is injured), IIRC I just put numbers in boxes until I noticed something - trying the weapon's min spread caused a massive spread (the weapon has high spread as it is) and after what I recall being a far greater amount of time than I felt it should have taken, it clicked for me that it was just a flat multiplier, I set it to 1, and hey presto, all is well. Basically, Beam Split Mod Value B is a multiplier for the Min. Spread. I couldn't find a reference to this anywhere so I'm not sure if it's known (though if so, I still have other reasons to make this thread). It's very odd that this wasn't used in the DLC (though it's a nice addition, you'd think the value B would be the damage addition or something seeing as beam splitters increase damage) but you can quite easily test it yourself by adding a beam split mod to a shotgun with large spread and shooting at a wall ythe impact decals will show up on - try it at 0, try it at 1, try it at 5, etc etc etc. I'd throw together a little esp to demonstrate it but anyone able to verify that I hadn't tried anything tricky would be able to do it themselves - this is pretty simple stuff. (I'm also pretty sure the GECK wiki is wrong about Value A being beams added + 1, as the beam splitters in the base game just use 1 (which doesn't fit the (half damage+30% x2) shown in-game for the damage), so I figure Value A is just the number of added projectiles.) Anyway, I have to wonder if there are perhaps others we don't know about - the 9mm pistol has an increase zoom mod with the second field set to 2 - my guess was spread but playing around with copies of the weapon with min spread set to 2 and the scope mod's value b set to 0.0001, 2, 100, and 0 didn't have a significant effect (though "shooting at a relatively close wall and trying to stop my cheap mouse from jittering around and throwing it off" is hardly scientific procedure, the range of values I used is surely a bit wide to not see any differences in a fairly wide spread pattern) - shame, I was hoping to combine a scope and spread reduction into one mod (as with the odd way weapon mods are implemented I don't think there's even going to be a workaround to make that happen without something like Antistar's trick from F03). The 9mm pistol has value B set for all the mods - even the third mod, which isn't present, has value b = 1 (with value a = 0), it also has a value b for the clip capacity increase set to 3, so perhaps that does something, but then, what would it do? Basically, I want to see if anyone else has stumbled on any in their time (and also because I didn't see this mentioned and figured it might be useful)? I experimented with the Value B for Regenerate Ammo (Shots) and it didn't affect the regen rate (still 16 shots on a 24 ammo/2 ammo per shot (12 shot) weapon before reload if it's set to 1, 2, or 100, will try decimals next).
  24. Thanks for the reply, I gave what you said a shot and it didn't quite work out, however it did lead me right to the solution - I had overlooked animaction (I was mainly using the ONFIRE block type for my attempts). Animaction 2 interrupts the firing entirely, i.e. after clicking but before it can get to the point that stops the knockdown effect working in 1st person (which seems to be animaction 3). However it also means the weapon doesn't fire - which I immediately tried to fix by delaying the knockdown until animaction 3 and then spending hours trying everything I could think of to work around animaction 3's issues without success. Then I realised I could just fix the not-firing itself instead of delaying things until a later problem. Sticking Fireweapon in there, and seeing as even playound3d isn't making the firing sound play, using an explosion that uses the weapon's firing sound for the knockdown effect, did the trick – weapon fires, with sound, and player is knocked over. All is well. Thank you so much for getting me on the right track and taking the time to help me out. :smile: In case anyone else needs it, here's a generic version of the script I ended up using: scn WeaponKnockDownObjectScript ;Object Script to knock down the player when the designated weapon is fired if their strength is too low. ;There are other methods to do the knockdown but I went with the explosion as it allowed me to simulate the sound of the weapon firing, which doesn't seem possible through the script even with playsound3d. For the explosion, weaponknockdownexplosion works as a base, change the impact dataset to NONE and Sound1 to the firing sound of the weapon. short WeaponAnim BEGIN GameMode if ( Player.GetAV Strength <= 6 ) if Player.GetEquipped MyWeapon && Player.IsWeaponOut set WeaponAnim to Player.GetAnimAction if ( WeaponAnim == 2 ) ;this is the animaction number for firing Player.FireWeapon MyWeapon ;fires weapon as script cancels that Player.PlaceAtMe MyExplosion ;places explosion at the player Player.UnequipItem MyWeapon ;Limits script to 1 knockdown per activation endif endif endif END Could go so far as to implement stonewall stopping it which I might do eventually (pretty sure it requires scripting) but eh. It also only works on the player, there are probably ways around that but it's not a priority for me right now.
  25. For a weapon-based mod I'm working on, as a major part of one of the weapons I want to have it knock the user over (a la Stay Back or even just very short paralysis if that doesn't work) if their strength is too low when they fire it. I've tried a lot of things you'd think would work but ran into problems - everything I do only knocks the gun out of the player's hands (the gun in most cases then shoots from the floor if you're in 3rd person and continue to fire it - which is nice for looking at firing/reload animations in more detail I guess but not very useful for what I want to do). I've got a few working in third person (spawning an invisible explosion tends to be most effective) but even those don't work if I make the firing animation/reload (as it's a single-shot weapon) as long as I'd like (as then an animation playing blocks the knockdown or whatever I assume) - and very few people play in 3rd person, and using NVSE to hit the change view key for people in 1st person doesn't do whatever is making it work fast enough to work. Has anyone managed to actually do this successfully before? I've tried literally everything I can think of that produces a reasonable effect to no avail, scoured the geck wiki etc (the effect was going to be kinda a surprise for people to find out for themselves so I didn't want to mention it on-site, but between that and not having it at all, well, here we are).
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