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Everything posted by pepperman35
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FO4 Modding Tutorial List
pepperman35 replied to Deleted33373940User's topic in Fallout 4's Discussion
Jelly's Production has a number of tutorials available https://www.youtube.com/@Jellysproduction30/videos -
Settlement boundary size by itself can be misleading. The amount of objects you stuff into the boundary will also influence performance. I built a huge Institute themed settlement on Spectacle Island and notified some performance issues. Granted some of those could be related to precombines and the like.
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Textures.BA2 files don't load with my mod
pepperman35 replied to Redflame18's topic in Fallout 4's Discussion
How did you name the mod (esp) and the main and texture bas2 files? -
Desired features in Creation Kit 3.0
pepperman35 replied to Pickysaurus's topic in Starfield's Discussion
My guess is that modding tools won't be released right away. But it would be nice if they would include better documentation for the CK SDK. wikis are fine but the wiki for FO4 still isn't all that great. I also wonder if they will provide plug-ins for 3d modeling software and which version will it be for. My guess is that modding tools won't be released right away. -
Desired features in Creation Kit 3.0
pepperman35 replied to Pickysaurus's topic in Starfield's Discussion
This would greatly reduce the learning curve and time required to create intricate stories and quest mods. +1 this idea But in general ChatGPT doesn't do that good a job with this type of scripting. I could see where it would be very useful to story creation and dialogue build, so integration into that aspects might be quite useful. -
Give this a look/read PJM's Previs Patching Scripts
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redacted *duplicate*
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Strange pink plane in render window.
pepperman35 replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
This is from the CK render window, correct? If you press, the M key do they disappear? -
Hello I'm new hir and have the problem
pepperman35 replied to jogi76's topic in Fallout 4's Discussion
In order to get help, you might want to articulate the problem. -
Mod Development Noob Reporting in
pepperman35 replied to Fantastfisk's topic in Fallout 4's Discussion
Welcome to the modding community Fantastfisk. Good luck in your endeavors. -
How does the sea sound (Yes I'm serious)
pepperman35 replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
"I don't know maybe I should take a vacation and find out." Highly recommended, good for the soul. -
Universal action markers.
pepperman35 replied to South8028's topic in Fallout 4's Creation Kit and Modders
A couple of years back I ran across some youtube vids depicting something called the havok behavior tool (HBT). When I watched them I thought, wouldn't it be cool if we could do some of that it FO4. neeher's mod, climbable ladders showed us you could actually climb ladders purely through animation and without the use of scripts, and now south shows us scaling a wall with ice axes...too cool. I could even a mod where the author made a quest which depicted a building and the only way to enter the build would be to scale the exterior walls to some entry point. Lots of possibilities. BTW, here is the vid of the HBT, there are several of them on there. Don't think it was tied to FO4 directly but pretty cool nonetheless./ -
Sound trigger.
pepperman35 replied to zlostnypopolnik's topic in Fallout 4's Creation Kit and Modders
Did you perform the last step of Zorkaz's instruction: "After that fill the sound property to the sound you want to play." This step maps your "sound that the trigger should play" to the variable "TheSoundToPlay" in the script. -
Universal action markers.
pepperman35 replied to South8028's topic in Fallout 4's Creation Kit and Modders
Nice job. In other games certain animations are tied to keys on the keyboard. I wonder, for example, if hopping of a fence could be tied to a key stroke. -
Okay, I quickly assigned the textures to it and exported it out. I am not seeing the shadows like you showed.
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Took a quick look. Have you assigned any materials to the mesh Items? I saw no material assignments. Also, as South mentioned it looks like some of your verticies are black. When you exported the switch, how did it look in nifskope?
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Custom Creatures
pepperman35 replied to MooseWatcher's topic in Fallout 4's Creation Kit and Modders
CK is only one of several softwares that you will need to acquire, learn and master. A 3d modeling (e.g., Blender, 3ds Max) package capable of exporting nif formatted files will be needed. None of these softwares are available on xbox so a PC is a must have. The other thing you will need is time..lots of time. Making 3d models takes a while to master. So in summary, you need a PC, you need 3d modeling software, you need time to learn to master those skills. I would not consider making animated 3d creatures a beginner's project. -
Where can i learn how to mod fallout 4?
pepperman35 replied to ulisesw's topic in Fallout 4's Mod Ideas
Modding FO4 covers a broad range of categories. Learning to use tools like the Creation Kit, FO4edit, Outfit Studio, 3ds max, etc can take you a long way towards the goal. kinggath has a youtube video series called Bethesda Mod School that I'd recommend watching. It will cover many of the basics regarding the Creation Kit. -
Back in 2022 mod author jellyfish1965 (aka Jellybean) bought us a settlement mod named Bartonville. I was impressed with jellyfish1965’s original creation, and asked his permission to mod his mod. I used it to experiment a bit (e.g., basic questing, NPC creation, quasi working church, etc.) and hone my skills a little. Anyways a bit of shameful advertising but you are welcome to give it a look. Bartonville Township II
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Actor [Questions]
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Thanks for the answers folks. Sounds like including the meshes and accompanying dds files into the mods ba2 archive is the way to go then. -
I have created a couple of custom NPCs for a mod I am working. I noticed in my data folder that there are now folders for meshes and textures. In the textures folder (e.g., Data\Textures\Actors\Character\FaceCustomization\BartonvilleTownshipII.esp) there are *.dds files and *.tga files. Now for the questions: Do these meshes and textures need to be placed in the ba2 when I package up the mod? Do the *.tga files need to be packed along with the *dds files? If so, what compression settings should be used on the ba2 archive?