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CatsWithMachineGuns

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  1. Alrighty, I'll have to putz around with this a bit to see which ways I can bend it, but until then I appreciate the work you've put into making this and teaching me, I'm quite appreciative! And if nothing else I can go be Laser Man Extraordinaire in the meantime. Thanks!
  2. Sorry for not responding earlier, but I've just been tinkering around with this a bit and reading up a ton on it from the Creation Kit wiki and whatnot. Of course it also helps that you've spelled out exactly what's unfolding behind the scenes, always useful to know! For learning purposes with Creation Kit, I've tried seeing if I can omit certain npc types from applying the effect on death, but to no avail. For example, I created the target condition on the perk Subject.GetInFaction (Faction:'GunnerFaction') != 1.0 to ideally make it read "If the subject is not in the gunner faction, then do the effect", so everyone except Gunners should do the effect on death, but it doesn't seem to be working I tried with every combination of AND/OR, Target/Subject, Swap Target and Subject, nothing seems to work. Is something wrong with my setup? And as far as stock bashing goes, I was actually wondering if there's anything that detects damage types. dtPhysical, dtEnergy, dtFire, etc. Since I'd imagine that a stock bash wouldn't (or at least shouldn't) be considered energy. Perhaps it would be possible to apply the effects based off the received damage type instead of the weapon itself? (and if so, then applying proper keywords such as ma_institutelasergun and whatnot) That way it could be set up so if the "perk" owner (we'll just say Super Mutants have their own perk for always melting from lasers, end of story) dies via specific damage type, then they themselves apply the effect to themselves. Of course the only point in making something like that would really be for science if one felt like more directly applying specific circumstances to more actors in the big picture, because otherwise I definitely got what I initially asked for, which was the ability to always do the critical hit effect. I appreciate all you've done and the insight you've given!
  3. Alright, I've been going through and checking weapons/keywords all day and you were right about using OR instead of AND, that fixed a few things. All smooth sailing so far but another question arose. Would there be a way to filter the effects by who's doing what to who? For example, if I wanted laser guns to instead apply a custom effect exclusively to super mutants that sets them on fire and melts them into the mirelurk queen goo puddle model (since both are green-brown and smelly, of course) when killed by anyone with a laser gun (not just by me, John Protagonistâ„¢) instead of doing their usual flashy red fire effects, would it be possible to detect it on a sort of per-actor basis? The question is moreso about seeing if I can specify conditions on a victim basis instead of an attacker basis, though I would imagine doing such would involve manually applying a perk to every relevant npc in the game and while that just doesn't sound super practical, I'm guessing it would be the only way (and it's not like there's too many super mutant types anyway). So I guess that leads to a question that's kind of the inverse: is there a way to apply a perk to an actor that makes it so that they themselves always trigger the magic effect (once again, ideally on a keyword basis)? I know the FXShaderOnDeath and FXCastSpellOnDeath both exist as scripts for MagicEffects, but it's more about figuring out how to make the game detect when and how to fire it that I'm struggling with. And of course I thank you once again, today's been a great day for learning!
  4. Hey, thanks for keeping up with this for some internet stranger, 'preciate it. I skimmed through the .esp with both FO4edit and Creation Kit and didn't find anything pertaining to the utilization of any keywords in there. If I were to plug these conditions in to get them working, where exactly should they be going? The spell, the hitspell, the magic effect, or the perk? I'm still trying to figure out how creation kit works its magic when it comes to the hierarchy. The Laser RCW does in fact have the keyword WeaponTypeLaser, and you're right that the Gatling Laser does not. And yes, I did bear in mind that the institute laser uses a blue laser, so keyword ma_InstituteLaserGun would be best for ensuring blue lasers as opposed to red :wink: Anyway, basically I guess the next question is "well, what should I be doing now?" Edit: I actually saw the perk has a "Weapons" condition tab for the first time in my life. The more you know!
  5. Hey, great work! I admit I was expecting more of a walk-through as opposed to someone just flat out making it for me, but either way it's appreciated! And of course I can just tinker around with it to see how you set it up to learn myself. You're right that it has a tendency to not work if it does cranial severance, but that's a negligible shortcoming, and otherwise this works great and consistently applies the shader on-kill. Fantastic work! I'll get to adding my own forms later for blue lasers, cryo, etc. Now I can go be John Protagonistâ„¢ with all the fancy laser effects, many thanks! Edit: it doesn't seem to work with community-made weapons like the Laser RCW :X Edit 2: it works with a bunch of community-made weapons except the Laser RCW for some reason. Strange. Edit 3: the Laser RCW never had a critical effect assigned to it. Giving it CritLaser has fixed it! Although the reason I was looking to do this on a per-keyword basis was to avoid some things that may slip through the cracks such as this, but I'll take what I can get I s'pose.
  6. Hi there, thank you for taking the time to respond! I'm still learning the ropes with Creation Kit (I've mostly made personal projects with custom armors enchantments, re-written vanilla perks, keywords, dynamic naming, etct) and I usually dabble along with FO4edit side-by-side but I've obviously still got a lot to learn with both of them. I frequently check out how other people make their mods by opening them in FO4edit. I know that it's possible to make energy weapons always do critical effects by giving them an enchantment type and adding conditions, but that would have to be applied to every individual weapon and just isn't practical, especially if I intend to download community-made weapons later on. I'm hoping there's some way that I could make my custom disintegration effects apply to anyone I kill via keywords or something simple that doesn't involve a lot of papyrus scripting. Any help or insight is appreciated!
  7. Hey Nexus, long story short I'm trying to make my own set of conditions for fancy energy weapon spells/enchantments, but I'm attempting to implement them in an admittedly unorthodox way. Basically, without altering each and every energy weapon by hand, tinkering with the player's critical chance, or fiddling with the Global Crit Effect variable or anything of the sort, I'm trying to see if I can make the player and the player alone, have some sort of perk or condition that can apply zappy/melty effects on a keyword basis, not via weapon enchantments or already existing critical effects. For example, the Alien Blaster has the AlienDisintegrationEnch to disintegrate things with blue flames, but that applies to everything killed by it, all the time, including stock bashes for kills. That just isn't quite what I'm going for. Is there a way to make a perk / ability / spell / enchantment / magic effect / script / quest detect something in the vein of say, "if the player has the perk '[MyCustomPerk]', then apply [MyCustomDisintegrationEffect] to whoever they just killed when they kill something with ANY weapon that has keyword [WeaponTypeLaser]"? (and I intend to make multiple conditions so plasma does the goo effect, laser does red ash, institute laser does blue ash, etc, but I need to know if this is even possible first) Here's an artistic interpretation that can probably illustrate what I'm trying to convey better than my words can I suspect it would have to be a script and/or quest as some people do, but I'm wondering if this is totally do-able in a very simple way I'm just overlooking. TL;DR energy weapons have cool kill effects and I want to make a perk that makes the player always do them, but in a very hands-off way that doesn't involve changing a ton of things by hand. Thanks!
  8. Hi and thanks for the reply! I am not using any sort of ENB or Reshade, my game is practically vanilla in terms of how few mods I actually have, which made the issue extra puzzling. And I must stress again, that this would happen exclusively on custom weapons, not on characters, outfits, the environment, etc. I believe I have found a solution to the problem though, of course I need to test it one weapon at a time to ensure they all work, but it seems I was merely not carefully investigating the settings in Archive2 for packaging textures. I tested the alleged fix with a custom assault rifle model (which too had this issue) by fast traveling around the map sporadically, equipping and unequipping it, reloading saves, etc, and it seems to successfully keep its textures intact. So far there have been no rainbow pixels. So for anyone frantically googling a fix for this issue 4 years from now, try making sure that you're using the proper Archive2 compression settings when packaging your textures into a .ba2 file!
  9. Has nobody else ever had this problem before? I should add that I have it set up so that the files are packed into .ba2 file format as opposed to loading a bazillion loose textures directly from the data/textures folder. I'm just curious as to whether or not this is an issue only I am facing or if others also have this error, and if so, I'm wondering how on Earth they overcame it.
  10. Hello fine people of Nexus, I've got a little problem on my hands here. I have tried googling the issue, but can't seem to find any similar thread, post, comment, or fix that matches the exact predicament I have here. I'm trying a new playthrough of Fallout 4, but this time with the addition of some lore friendly weapons that I'd like to try out this time around. The issue is these newly-added mod weapons seem to have this issue of randomly having their textures become rainbow and pixelated with no discernable pattern I can pinpoint and work around. I should note that unlike the results google shows from other forums and issues, this does NOT affect vanilla assets from the game. It does not occur with regular weapons, characters, or the environment. It strictly happens with community-created weapons and community-created weapons alone, seemingly at random. Sometime they fix themselves when entering a new cell or loading screen, other times they're working fine until entering a new cell or loading screen. I cannot seem to keep an arsenal of newly added weapons without at least a random handful of them at any given moment looking like the picture below. I am only using a small handful of mods (<20) with NMM and these new weapons make up the bulk of them, but unfortunately I can't really enjoy using them because their textures have a tendency to turn into cyborg unicorn vomit, which while definitely magical, is not quite what I was looking for in this particular Fallout playthrough. Any help appreciated!
  11. That seemed to get it set properly, many thanks! I didn't realize that Body Slide and/or its settings also played a role in what goes down in Outfit Studio. Like I said, I have never used Body Slide (I'm content with vanilla bodies) so it was never really on my radar to begin with. I'll have to keep this trick in mind for the future if I edit more creatures, thank you!
  12. Late coming back to this thread but thanks for leaving a response! After reading your reply I did come back and try again by setting the reference skeleton in Outfit Studio to refer to either the ghoul and/or super mutant skeleton, though they still seem to be improperly oriented. When you say "register the skeleton instead of a human in bs" did you mean bodyslide when you said bs? Or was that a typo and you meant os (Outfit Studio I presume)? If the former, then I'm not sure how to approach that given that I've never worked with bodyslide before.
  13. Long story short I wanted to mod ghouls and super mutants character meshes, but I found that in Outfit Studio those two (and likely more I am yet to discover) don't seem to be properly situated. Super mutants appear tilted, and ghoul bodies don't line up with their head placements. The pictures are obnoxiously large so I put them in the spoiler below. As you can imagine this somewhat complicates working with these character meshes. Is there a fix or workaround for this? Or has this always been a known thing amongst the modding community that I'm only just discovering now? Any and all help appreciated! Humans and human outfits are still properly placed and aligned, it seems to be affecting non-human characters I should add.
  14. Hmmm. I can't even make heads or tails out of this now. I'm just crashing altogether on old, pre-follower-mod saves, new saves, in-between saves, anything. I can spawn Abbot (08000f99) just fine, follower-ify them just fine, and fast travel to and fro with them both as a standard npc and a follower npc. I can sometimes spawn the Abbot clone (08000f9a) without crashing, but sometimes with. I can sometimes spawn them and fast travel without crashing, but other times I spawn them and fast travel and it does crash. Sometimes I can spawn them inside Sanctuary without crashing, other times it does crash. Sometimes I can spawn them outside Sanctuary without crashing, sometimes it crashes. This is all on an old save from 4 hours before I made the mod. Even on the old save the crashing is almost-but-not-quite-consistent, but it's never been like this before. I just had a crash from just dropping some power armor pieces from my inventory down onto the floor and that alone was enough to crash the game, even without trying to fast travel or console command spawn any npcs. Is my Fallout 4 just flat-out borked? Again, my mod list and load order is pictured in the initial post and hasn't changed since then. I play this game with hardly any mods, so I'm wondering why it's suddenly so corrupted. Update: I reloaded an old, old, old save from about a year ago before I had any mods installed whatsoever at the quest "Inside Job". I added my custom follower and was able to complete the quest. I then fast traveled back to Sturges in Sanctuary without crashing, saved as new game, and exited. As expected, I cannot load that save of me and my follower standing outside the teleporter at Sanctuary. It just seems like any semblance of a custom follower existing whatsoever will completely make any of my potential excursions to Sanctuary absolutely unstable. Is this happening because I suddenly introduced a mod(s) late into my already established playthrough? Does the game not agree with me trying such things? I had played the game vanilla without a hitch for the first 40 hours before installing the Unofficial Patch, xce (for the face grime transparency fix), All Fallout Radio Stations, and my follower mod in question. Update 2: I tried experimenting with a new game. New character, new Abbot clone follower. I am able to fast travel to and from Sanctuary with the custom outfit in their inventory so far with no crashes. I'm under the assumption that adding my follower to my long-standing playthrough is what caused it to s*** the bed. Unless anyone else in these forums is more intimately familiar with the nuances of specifically Sanctuary-and-follower-related crashes then for the time being I just have to assume that this playthrough is too far along to add custom followers now. Even using Create a Custom Companion (instead of my specifically hand-crafted follower) crashes when loading into / fast traveling to Sanctuary during my long-standing playthrough. I guess I just need to avoid the entirety of the top left corner of the map for the rest of this playthrough. However, this doesn't mean I'm not open to suggestions or interpretations and potential diagnostics!
  15. Okay, I remade the Abbot Clone as a new follower. All was fine. Tried deleting their default clothing and adding in my custom follower's outfit into their inventory via CK, and now the crashing is back. I tried removing the custom outfit via CK, but they still crash when loading. So it seems that perhaps it's not necessarily the outfit I made, but moreso the tinkering around with what was supposed to be in their pockets that's messing with the crashes....? With this new troubleshooting follower I was able to fast travel to Sanctuary without crashes. Then I saved and quit, removed their native gear via CK, and now I can't even load that save where we were both standing at Sanctuary. Using CK to edit Abbot's default gear back onto their person has not fixed the crashing. Any ideas? Update: I'm trying variations of them having the outfit in their inventory / on their person, fast traveling to Sanctuary, loading from main menu when at Sanctuary, etc. It seems like if they have the custom oufit and not their default outfit in any way, shape, or form, it will crash upon freshly loading into Sanctuary, be it from the main menu or fast travel. I think it might definitely have something to do with me digging through their hypothetical pockets on creation kit. Update 2: I made a whole new follower from the ground up. This time I left their default inventory exactly as it should be and changed their gender. I used faceripper to apply the face on them and do nothing more. I was able to fast travel to Sanctuary without crashing. I saved and exited the game. I can not load that save from the main menu without it crashing. However, I can load the save where I just freshly spawned them into existence outside of Vault 95 just fine and dandy with no crashing. But anything, and I mean ANYTHING pertaining to the mere idea of traveling to Sanctuary while the follower in question exists in any corner of the worldspace whatsoever is a guaranteed crash. Is Sanctuary itself just haunted? Or is the npc Abbot haunted? How do people get custom followers without crashing? Or are one of these console commands I'm using to follower-ify them to blame for the crashing? setrelationshiprank player 4, setplayerteammate 1, setconsolescopequest followers, forcerefintoalias companion Update 3: I'm at my wits ends. It just seems like if my follower exists in the world, end of story (with or without custom outfit, with or without face data, with and without using the console commands to make them follow the player), then fast traveling or loading to the Sanctuary area in any one capacity or another just crashes the game. I can't rack my brain over why this is being this way. Does anyone have any idea at all? How do you guys set your custom followers up? What am I doing differently from everyone else? I've tried using Construct a Custom Companion, but same issue. If a custom follower commits the sin of existing, then you can forget about loading saves set in or traveling to Sanctuary.
  16. I've tried coc-ing to santuaryext after reading this, but still to no avail. Other locations seem to be fine (diamond city, gunner plaza, random locations that aren't considered workshops). I do not presently have an unmodified version of the follower in question, so I guess I can try remaking them from the ground up for science. I'll try the steps you suggested and report back accordingly, thanks!
  17. Hello nexus, I hope you're all doing well and thanks for taking a look at this. I'll cut to the chase. I'm having an incredibly specific, consistent, replicable crash issue with a mod I made, though I have no idea why it would be causing a scene. Google yields no shortage of "Help! My game crashes when I fast travel to Sanctuary / a workshop!" but my issue is less general, more specific. Perhaps one of you Fallout 4 / modding veterans might be able to help me identify where I'm going wrong. I made a custom follower that's using a faceripped face and a custom outfit that I made. However, whenever I / we fast travel to the Sanctuary / Red Rocket / Concord area, it crashes straight to desktop with no errors mid-loading screen. At first I thought maybe it was the custom outfit my follower was wearing, so I removed their custom outfit via console so they were just in their underwear and then tried fast traveling to Sanctuary. Still crashed to desktop in the middle of the loading screen, no errors. Then I just deleted my follower altogether and then attempted to fast travel to Sanctuary. It worked with no issues or crashes, at the cost of me now being alone and not having my virtual buddy :sad: I am not using CBBE, F4SE, excessive mods, scripts, etc or whatever it is a substantial portion of the player base and mod community uses. My game is almost entirely vanilla and not cluttered up with a zillion potentially-conflicting things. Hopefully that makes it easier to address why and where my game may be crashing. So here is every singular step leading up to the point in history where my game decided that I am destined to never fast travel to nor approach the vicinity of Sanctuary / Red Rocket / Concord so long as I'm roaming the wasteland with my custom-built follower. - I started a new game with the intention of sculpting my soon-to-be custom follower's face. - Spawn in pre-war Sanctuary in front of the mirror, sculpt the face/hair, go get frozen in the vault, watch spouse get shot in the head, etc etc until the point where you say "Yes I'm sure this is what I want my character to be thanks" and take the elevator to the surface. - Save and exit game. - I create a custom outfit for them in Outfit Studio (vanilla body, no CBBE or bodymorphs/slides or any fancy things like that) - I boot up creation kit, go to actors, make copy of a random actor (probably Abbot or whoever was the top of the list), tweak it accordingly to give them the stats and custom outfit. Save them as a new actor (no, I did not overwrite Abbot) - Set my freshly made .esp to the top of my very short load order. - Launch my usual playthrough where I'm in the middle of doing plot stuff with an already-existing character, player.placeatme XXformIDhere the follower to myself. - Save as new game now that my custom follower is standing five feet away from me and is loaded into my world. They do not yet have the custom face at this point. - Exit game and use faceripper to transfer the face data from my save game of my soon-to-be follower's face onto the custom XXformIDhere npc. - Overwrite the original custom follower .esp with the duplicate one that faceripper spit out that had a random string of numbers in the title. - Boot the game up and be delighted to see my follower now looks exactly as they should. Use console command to force them to equip the custom outfit I made just for them. - Follower-ify them via the console commands: setrelationshiprank player 4, setplayerteammate 1, setconsolescopequest followers, forcerefintoalias companion - Console command spawn a gun and tweak it to my liking before trading it into their inventory with some stimpaks and ammo. - Exit out of the game at some point just to tweak their settings in Creation Kit. Give them some perks (commando, lock pick, gunslinger, etc) - Relaunch the game and resume my playthrough with my follower after making said changes. - Adventure through the wasteland for hours with my custom follower that has the face I sculpted, the outfit I created, and the weapon I made for them (it's just a Handmade Rifle from Nuka World) - Realize I want to store some gear at the Red Rocket station outside Sanctuary. Fast travel there with my follower and crash in the middle of the loading screen. - Reload game and try fast traveling again. - Crash to desktop while in the middle of the loading screen. - Reload game and try fast traveling again. - Crash to desktop while in the middle of the loading screen. - Go through the first four stages of grief while coming to the haunting realization perhaps this wasn't meant to be and my strive for psuedo coop with imaginary friends as represented by lovingly crafted pixels has all been for naught. - Decide "f*** that" and make a post on Nexus reaching out for help which incidentally is this very forum thread that you're reading right now! So basically my almost-entirely-vanilla game is crashing when I fast travel to the Sanctuary area with a follower who I had a face duplicated onto via faceripper and is wearing a custom attire. Deleting the follower allows me to fast travel to said area without crashing, but also defeats the entire purpose. Attached is my load order and mods I'm using in this playthrough. If any more information or screencaps of my setup are needed I can provide them as soon as requested. Anyone who has read this and is willing to offer help to a novice Fallout modder and fellow community member will forever have my thanks.
  18. Hey, I got it working thanks to you guys! I didn't realize that I shouldn't have been pasting it into Scene Root, but instead each piece of skeleton should have been getting pasted into its corresponding NiNode (pelvis and chest to be precise), so after doing that it worked instantly on the first attempt. Many thanks!
  19. Thank you for the response! As far as I'm aware Bethesda's pretty hands-off with simple modding and the 76 community isn't exactly fond of cheater-esque mods. But anyway, back on topic, how would one go about copying the collisions from one nif to another? Is it as simple as copying and pasting branches/nodes? I'm still quite unfamiliar with most of Nifskope's mysterious structuring. Or is Nifskope not used to achieve this at all? Are there any other tools I would need in order to accomplish this?
  20. Hello there, thank you for taking the time to read my thread here. I'll get right to the point. I'm attempting to make a mod for Fallout 76 that replaces the Scorched with Skeletons for use this Halloween. I have properly replaced the character meshes, but I wanted to go the extra mile to replace the gibbed/bloody mess'd pieces with appropriate skeleton parts. However, it seems that I have not been able to properly preserve the physics. When I explode the Scorched-modded-into-skeletons the proper skeleton gib parts spawn, but they hover in the air and don't drop to the ground. Obviously this problem likely came about from when I was attempting to transfer over the skeleton parts from one Nifskope window into the Scorched gib model Nifskope window. I've tried googling issues like this but to no success, as I can't seem to find anyone in the past who has described my exact little conundrum here since a lot of them deal with things other than chunks of dead enemies properly hitting the ground. TL;DR - can I swap out parts of a .nif but just keep the original physics that were already there for the native mesh so it still has weight/gravity/collisions? If so, would anyone be kind enough to plot out very hands-on, direct, and idiot-proof steps under the guise that they are talking to someone who has no real, functional experience with Nifskope? If "yes" and "yes", then I'd be delighted to get this mod finished and have something to bring to the community this spooky season, thanks!
  21. Sorry for the delayed response, but thank you for the information. I'll have to give an older version of NifSkope a try, and thank you for clarifying that what I'm doing already has a specific terminology, I'm sure that'll come in handy later down the road in my crusade. I had briefly glanced at the links provided, but they still seem a tad not-particularly-hand-holdy, as I'm still very, very, very much new to modding anything on the Fallout engine. I'll have to poke around to see if anyone has some convenient video tutorials on hand. I'll keep digging, but thank you very much for the reply!
  22. [first post introductory speech here] I'll put up a quick disclaimer and apologize if I'm doing/saying/posting anything decidedly not Kosher in your fine community forum here, and I'll apologize for any possible cringe-inducing failures ahead. Anyway, on with the show. I've been doing 3D character and weapon model Frankenstein-hackery for the past 7 years, but never attempted to mod anything in Fallout until now. I'm going to be putting the images in spoilers because they show up obnoxiously bigger than I thought they would. Sorry in advance. Basically I really really like the Roving Trader Outfit, but I still want my character to wear the Vault 101 Utility Jumpsuit (yes, Vault 101, I'm playing Tale of Two Wastelands) they got from the start of the game. The obvious idea would just be "Well, I'll just combine the two meshes together and make it its own new outfit to wear, duh" So I went ahead and downloaded an ancient version of Blender (2.49 to be exact) from the paleozoic era with the appropriately prehistoric .nif plugins, python extensions, NifSkope 2.0, the whole 9 yards that every 5+ year old tutorial told me I should get. These tutorials however, didn't exactly hold my hand all of the way, and despite differences in direction between the two of them, I still was able to mostly go in the direction I presumed was intended to get a mod working. I followed them to a T as much as I could between deciphering somewhat redundant or unclear directions and trying to figure out exactly how Fallout's mod apparatus likes to play ball. It's also worth noting that both the tutorials linked below focus on creating a brand new mesh from scratch or importing a new one entirely, respectively. I'm not trying either of those, I'm simply trying to hack together two vanilla clothing items already contained within the game. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1 http://wiki.tesnexus.com/index.php/3ds_Max_armor_to_Fallout_New_Vegas So in Blender I hooked this up, neat. I presumed since both the meshes I combined came from the vanilla game, they'd keep their bone weights, and from what I could tell, they did. So then I export it as a .nif, check it out with NifSkope 2.0, and do the removing/copying of branches, keeping the meatcaps, doing the whole thing with the trees, etc, and we end up here. Okay, so far so good. Doing everything that the tutorials are telling me to do so far. Except for the part about changing TSpaceFlag Values from 240 to 16 because quite frankly I'm either blind or that just doesn't exist in NifSkope 2.0 and may or may not be related to why this model doesn't work later down the road. I have no idea how critical this step is or isn't, if it is or isn't needed for otherwise "vanilla" meshes, whether or not NifSkope 2.0 automates it without telling me, or if it's hiding in plain view and one of you just need to point out "CatsWithMachineGuns you big dummy, it's right there in front of you!" Like I said, these tutorials didn't exactly help me 100%, hence me making an account to reach out here as my final attempt. Additionally one of the tutorials had this little tidbit in it which may or may not be related to the disaster just ahead, though I'm unsure on whether or not such rules apply to my mod, since as previously stated, I'm just trying to hack two vanilla models together. Moving on, I boot up the New Vegas G.E.C.K., and I can only assume that this is the correct option. Pick Fallout: New Vegas as the master file mostly because nobody told me not to, and this is a mod for Fallout: New Vegas afterall, right? I mean, it's not a mod for Point Lookout, Old World Blues, or Dead Money. I just intend to add this thing to regular New Vegas (and I guess by extension, Tale of Two Wastelands, do tell me if that's a critical piece of the puzzle, please!), so sure, we'll pick that option. Now the fun part. The part where I try to check it out with my minimalist understanding of the G.E.C.K. Welp, as you can see, it's not there. It pulled a Houdini on me and doesn't appear to load in the preview window. Or does it....? Pan out and turn the camera around a bit, and there it is. The unrecognizable dumpster fire of what I can only presume are the fractured and mangled remains of my mesh, and coincidentally my hopes and dreams as well. So this has more or less been my struggle so far, and I've been fiddling with this the past week and a half between work and class to no avail. Would any of you friendly, handsome, incredibly talented, and patient modders in this lovely community help a stranger be on their merry way with the one and only mod they wanted to create? I really just need someone to point out the obvious-to-veterans, less-obvious-to-newbies parameters and conditions that are optimal to work with, honestly. I'm still not particularly well-versed in modding Fallout as evident by this thread, so I don't know what parts I'm actually doing right or wrong because I have no frame of reference to go off from, and no other finished products to compare results to. All I get is hell and death in the form of a horrific display of catawampus viewed through the G.E.C.K. preview window with no idea where I went wrong while trying my hardest to follow tutorials which may or may not have omitted information critical to the success of mod creation. Any and all help appreciated tremendously, thanks.
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