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Everything posted by IAmTheClayman
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So I get crazy high conflict numbers when attempting to merge most mod files. We're talking 100+ (no counting whitespace conflicts) in a lot of cases. I determined this is because kDiff3 is only comparing the mods' versions of a particular file, rather than doing a 3-way merge where A is vanilla, B is mod 1 and C is mod 2. That's the whole damn point of kDiff 3; 3-way merges are easy to deal with because in 99% of cases a section in vanilla matches one of the mods. So why the hell is Script Merger attempting 2-way merges instead of 3-way?! How can I resolve this? Don't get me wrong, I could manually open each file, setting A, B and C by hand, but that really defeats the purpose of having Script Merger in the first place
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Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
Will the Brahmin be animated if I do that? Or would they just be a static model? Because in theory I'd like them to behave AI-wise just like they do in vanilla -
Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
bump -
Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
Does anyone know why an Activate perk entry point wouldn't trigger the OnActivate event in the actor being interacted with? I even tried calling the Activate function in my perk fragment and that didn't work -
AddItem in Fragment Error?
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
I'm still confused though. How exactly should I set up a property for an item then? -
I'm trying to do the following in a Papyrus fragment for a perk: Debug.MessageBox("Hello World") ;just as a test game.getPlayer().addItem(MeatBrahmin) However, this produces the following compilation error: "...\Fragments\Perks\PRKF__01000F9A.psc(8,25): variable MeatBrahmin is undefined". I know that in Papyrus you don't use the Form ID like you would in the in-game console, so what gives? This is exactly how the Creation Kit docs show to use addItem, but I can;t figure out why Papyrus is unhappy with that line
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CK Suddenly Crashing on Load
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
Are there any problems I should expect deleting the actors folder? Will it affect my game at all? I do have a bunch of mods installed -
So my Creation Kit has started crashing on me out of nowhere :sad: I've tried uninstalling and reinstalling Creation Kit, validating my Fallout 4 game in Steam (if I launch CK from Bethesda.net Launcher I was getting a message saying Fallout 4 not found), reinstalling msvcr110.dll, and nothing has worked. All I'm trying to do is open the fallout4.esm file. My game language is English, and CK is installed in the same path as FO4. If I open from the Bethsda.net launcher I get to about 33%, and if I run creationkit.exe from the file explorer I get through to "finished validating forms" before I crash. Anybody know another potential fix? EDIT: It's important to not **I do not know what I'm doing when it comes to this** but I allowed Visual Studio 2015 to attempt to debug Creation Kit and it mention something about no loading msvcr110.amd64.pdb if that is helpful
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Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
OMG, this is amazing. Thank you so much! -
Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
Wanted to start a new post here. Found something I think is useful regarding changing the interact prompt. I remembered that in the quest "Here Kitty, Kitty" the interact option for Ashes is "Send Home." In light of that, looking over Ashes's files in the CK revealed two things: there are perks detailing interaction with Ashes which check to see if you can send Ashes home, and a quest called V81_01 which details various quest stages, one of which awards the player the perk allowing them to interact with Ashes. -
Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
Okay, so I've been reading articles and watching videos about modding, Papyrus scripting, etc. and realize this is a significantly bigger undertaking than I had anticipated. So if it's alright with y'all, I'd like to break this down into a few simpler problems to try to piece together how to make this work one step at a time: 1. So Workshop Brahmin (which I believe to be the brahmin that can occasionally wander into your settlements) already have the workshopnpcscript attached to them. Looking at the values there shows that this script is responsible for, among other things, not being able to move brahmin to other settlements, assign them to caravan duty, or make them workers. What then controls why brahmin seek out feeding troughs? I even inspected the EncBrahminTemplate and found no answers there. Is this relevant code perhaps in the trough itself, making some kind of a "call" to nearby brahmin to move to its location? 2. Flora type objects have an Activate Text Override, which allows custom text to be displayed when hovering over them. NPCs obviously don't have this, since the assumption there is that you'd want to talk to them. Is there some way to control what happens on dialogue, possibly with a dialogue trigger function in Papyrus? For example, could I do something like (and this is just pseudocode): OnDialogue() { Kill() Player.additem [BrahminMeat] [#] } to butcher the brahmin and immediately add some amount of brahmin meat to the player's inventory? I know you can normally just give an NPC items for their inventory, but I'd like butchering to be different from just killing the brahmin normally (eventually I'd like to make a custom animation for it.) Is there a way to override the "Talk" text to have it display something else? 3. How could I accomplish assigning NPCs to milk brahmin? I've found this mod which allows the player to milk Brahmin, which I believe answers my question about about changing the "Talk" option, but would the Brahmin need to somehow be Furniture to allow an NPC to do that? Can furniture be animated, ie having a brahmin that stands in one place, but moves its head, etc while having a furniture marker for a settler to milk it? 4. Could the brahmin provide two types of resources? So if an NPC was assigned to it, the NPC would milk the brahmin, but if you interact with the brahmin you could butcher it for meat? Or if you interact with the udders you milk it, but the head you butcher it? Sorry if this is a lot of questions, but I'm hoping this is something people could find valuable and I'm really interested in making this work. Also thank you KernalsEgg for the help above! -
So I noticed an odd quirk today: Even though the armor on my character's left arm (currently the Champion's armor aka metal armor mesh) is visible in 3rd person, when I go 1st person the armor is no longer visible. Now I'm assuming this is because I have Pip-pad installed, and the vanilla game expects a pip-boy there and so renders that arm's armor invisible to avoid funky mesh collisions. Is there any existing mod/console command/etc to make that left arm armor visible in 1st person?
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Livestock Farmer? (New Modder Here)
IAmTheClayman replied to IAmTheClayman's topic in Fallout 4's Creation Kit and Modders
bump :confused: -
So as the title says I'm just starting out with modding FO4. What I have in mind is a mod that allows you to domesticate certain animals, keep them in your settlement and assign a settler to them so that the animal produces meat on a set schedule. So for instance, let's say you can go to the food resources tab in the workshop and place 6 brahmin down for 100 caps apiece. Then, like with any other food resource, you assign a settler to "farm" the brahmin herd, producing brahmin meat every 2-3 days that appears in your settlement workshop. Is this simple/feasible? If so, would someone mind helping me out and pointing me in the right direction to make this? I know there's some creation kit tutorials on youtube and the like but nothing I found relating to the resources
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Does anyone know what exactly this is/where it is located in the file hierarchy? This is what I know so far: It is somehow related to the tables where armor stats are stored (possible weapon stats too, needs further testing.) These files can be found under game/exceldataimports. One example is the armorstats file, which has a type of DifficultyWeaponTableDataIt allows other classes to reference these weapon data tables indirectly. For example, the stats on a given piece of armor have 2 components: a StatLookup, which combs thru the hierarchy to find a StatReference (ie game/progression/stats/defense/statmod_regendelayreduction), and a StatValue, which accepts this FrostySdk.Ebx.WeaponTableProvider 'thing' and then links to a weapon data tableAttempting to use the "Assigned selected asset" option in FrostyEditor to place an actual weapon data table in a StatValue field does not properly match the formatting required for this data, and causes your mod to crash ME:AIf we can figure out where this thing lives it will allow us to mod armor to have additional bonuses, ie Pathfinder chest armor with 4 bonuses like the Angaran and Remnant armor, or Hyperguardian arm/leg pieces that also have the damage resistance bonus the chestpiece has
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Eureka! I think the appropriate file modify is the Impact data for the power. For example, let's compare Overload (a power which has detonation built-in), Incinerate (a power which can be specced into combo detonation @ Rank 6), and Assault Turret (a power which can never be a combo detonator). Going to game/powers/[power name] and clicking on the power's folder reveals a number of different files. So if I wanted to modify Assault Turret, my first instinct would be to go to game/powers/assaultturret and click on the 'assaultturret' folder in FrostyEditor. Each folder contains a number of different file types: BlueprintBundle: I believe 'blueprint' is similar to how Unreal Engine refers to prepared/grouped assets as Blueprints (for anyone else familiar with Unity Engine, what we call 'prefabs') BWAggregatedStat: based on the UIData field I assume it relates to populating information on the user interfaceBWBaseStat: similar to above with focus on populating UI informationBWBeamBlueprint: perhaps a blueprint/prefab required for any weapon with a long, beam-like projectile?BWCSMState: as far as I can tell, animation info (based on the inclusion of a timeline at the bottom of the file inspector)DataProviderAsset: I believe this is an organizational file type used in other higher-level files, based on it requiring a BaseStat and AggregatedStat file in the 'BaseStat' and 'ModifierStat' fieldsLogicPrefabBlueprint: TBH I have not investigated this file type much :huh:MEImpactPackage: seems to contain detailed information regarding a single aspect of a powerThere are several other files type -- perhaps it makes sense to start a post elsewhere cataloging these file types and what information they house/what their purpose is -- but the only other one important here is the MEPowerData file type, which is where I started looking to modify powers. There's an attribute here called BaseStats, and a lot going on, but essentially it's an array responsible for storing various info about a power. For example, going to game/powers/assaultturret/power_assaultturret brings up the MEPowerData file for the Assault Turret. The BaseStats[0] attribute in this file seems to store a conditional statement that determines the turret's damage per bullet by checking if the player is in singleplayer or multiplayer. I'm sure this will be useful for makign singleplayer-only mods that don't get users banned in online play, but unfortunately nothing in BaseStats gave me the solution I was looking for. However, when I dug into game/powers/assaultturret/imp_laser_assaultturret, one of several MEImpactPackages for the Assault Turret, I found something interesting. If you open up the ImpactList attribute, then the index 0 of the array (the dropdown listed as '[0]'), you'll find an attribute called 'ComboData'. And sure enough, opening up ComboData reveals a tickbox called 'IsComboDetonator'! Sorry if this seems long a pedantic for some, but for those of us who aren't pure programmers I thought the full explanation might be beneficial. The TL;DR version: I'm 90% sure that MEImpactPackage files are responsible for setting combo detonator status. I will test this out and post once I can confirm. P.S. There is a file under the assault turret's data called 'imp_projectilecollsiion_assaultturret', so it is possible that for this power one file has to do with the basic fire mode and the other for the flamethrower spec.
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Just bumping this. Would really be grateful if anyone can point me in the right direction! Agree 100% Phnx, and if I somehow figure this out on my own I will absolutely post the solution here
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So I realized that all of the scars available in-game are really just based on 10 scar textures rotated and scaled in various ways, then placed on a particular part of the character's face. That said, it's trivial to then change the actual appearance of a scar texture. What I want to do is alter the orientation of the scars in each preset. For example, hum_gen_scar08_mask is a cool scar that I'd love to place over my character's right eye, but this option isn't available. So does anyone know if there is a way to set position, scale, and rotation of each scar preset?
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- scar
- customization
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I know, but I figured doing it myself would be a good way to learn FrostyEditor a bit better. Don't plan on publishing my own version or anything -- Ooogen did an awesome job figuring it out
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Is it possible to make a power a detonator? I wanted to turn Nova into a detonator as opposed to a primer (because it honestly doesn't make sense as a primer, it's an AOE ground pound that looks like it should explode things) and noticed that it has an "Action" called FrostySdk.Ebx.MECSMAction_ApplyComboPrimer, with the ComboPrimer attribute pulling from game/damagetypes/combos/biotic/status_bioticprimer. I've found options for each type of detonation in the folders under combos, but no way to just apply a combo detonator modifier to the power
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Understanding How to Mod Hair Model
IAmTheClayman replied to IAmTheClayman's topic in Mass Effect's Andromeda
That makes a lot of sense, didn't consider that the use of multiple models was an engine-side decision and not a developer decision. Thanks! -
Understanding How to Mod Hair Model
IAmTheClayman replied to IAmTheClayman's topic in Mass Effect's Andromeda
I see, thanks for clearing that up. Just out of curiosity, if the hair model is being morphed to the base head model then why isn't there only 1 hair model per style? I guess this is more of a game dev question, but if there are (for the sake of argument) 20 different base heads wouldn't it make sense to have 1 hair model and 20 morph files instead of 20 pre-morphed hair models? As a sidenote, how would you accomplish the hairstyle combinations I've seen in some mods? Like I remember coming across a hair mod which added Cora's asymmetrical 'do to one of the female ponytails -
So I'm still *very* new at modding ME:A (and modding in general.) First mod I worked on was a tintable version of the Angaran armor set, but that was fairly simple overall since it just meant editing the diffuse and tint map texture files. Now I'm interested in swapping out hair "models" to change the available hairstyles in game. I've been digging through 2 different areas in FrostyEditor: game\characters\human\customization\hair -- this seems to contain a texture file responsible for the gradient that goes from hair root to tip game\characters\human\hmf\0_hair -- there's a ton of subfolders here, but I figure this is where the models are located for the female hairstylesMy problem is that there's almost 2 dozen subfolders in 0_hair with SkinnedMeshAssets that have very similar names but pretty drastically different models (for example, hmf_hair_a_mariah_unique_mesh.fbx does not look at all like hmf_hair_n_mariah_unique_mesh.fbx), and as a result I'm unsure which models to alter. As a side note, unlike with texture assets FrostyEditor doesn't give you the option to import 3d models as far as I can tell Does anyone know where else I should be looking in the hierarchy? Has anyone tried working on a mod like this before?