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DaveDelorean

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  1. Come to think of it, one way would be to actually copy the combat armor in xedit and replace the skins(meshes?) with the vtaw armor pieces. But that would mean I will have that armor on start of the game which would defeat the purpose for me of having to find it..
  2. Iâm actually quite familiar with xedit and also creation kit. I made some mods for ps4 for myself (never released). The one thing Iâm wondering with this method you gave tho is will it actually solve my question? The OP was asking for one suit and a mask. However, for example Vtaw Utility has 1. Pants 2. Shoes 3. Gloves 4. Arm sleeves 5. Top harness with shoulder pads 6. Belt 7. Mask and more. There are like 7 or 8 things to equip at one time for the full outfit. Even if I would make all those into underarmor, it would still only allow me to equip 1 under armor correct? That means I will still miss 6 to 7 pieces and then on top of that the actually invisible armor I want to add to each slot. I really wonder how people do this. Or is everyone just playing godmode after beating the game to level 100 and running around in these outfits? I realize that maybe it isnât possible and I should just face it that in the survival playthrough I want to do it wont be possible to wear these outfits if I want to survive. That would kinda suck as as you know ps4 players are very limited with mods and I can finally have that sexy supermodel surviving the wastelands... I dreamed about this day. And now I realize it wont be possible..? Lol I was hoping that with the thousands of mods for pc there was atleast one which let bodyslide users wear all invisible armor they wanted on top of their outfits...
  3. I havenât checked your link yet as Iâm traveling home but this sure sounds like the solution I was looking for! Thank you so much!
  4. Yes, thats why I said I want to use AE to hide it. Thats not the issue, my question was how to still use the slots i used up with the outfit ;)
  5. Hey all, I have played FO4 for years on Ps4. I recently started playing and modding on pc. There is one thing Iâm trying to find out concerning cbbe and bodyslide. I have created a good body and use vtaws utility armor (awesome btw!). However I want to start a hardcore survival playthrough but with a hot looking character (not immersive i know lol). I will need good armor. My question is how do you all do this? I want to use armorsmith extended to hide armor. But will this not unequip my player outfit? How do you all ise armor like the combat armor when wearing a bodyslide outfit which has its own armor pieces already? Hope someone can shed some light on this! Thank you
  6. So you must copy also the renamed objects to the new plugin and edit the scol to point to the copied objects, so you can use "Clean Masters" to get rid of Warehouse mod from the masters list. If your copied scol is pointing to the objects in the warehouse mod it will need the warehouse mod as master, but if you copy also the objects and edit the scol to point to the copied objects the plugin doesn't need warehouse mod as master. Ok, that's clear thank you. However this concerns a few hundred objects. That will take me months to do for all of the objects I've made and if I have to do that with every player home I made it will literally take me years to do that. I will have to just use the second option or have people download the Masterfile too. It's just the way it is. thank you for your advice.
  7. I have tried this. However as I mentioned this mod is for all platforms. I play on ps4 myself until I have a game computer. Doing this creates an external folder and blocks me from uploading it to Bethesda for the ps4. No external assets allowed. That is the root of the problem I have here.
  8. If I use "Copy as new record into.." xedit tells me that the Masterfile (the warehouse) needs to be incorporated. This gives me the exact same issue. Maybe I understand you wrong? To make it more clear: I have created a completely custom workbench using in-game assets. Renamed every object as I changed it with custom meshes. The scol path points to the warehouse mod.
  9. I have a complicated problem that is driving me nuts. For my player home mods I've build several custom static collections in a separate mod I call "The Warehouse". This mod is solely meant to prebuild things I will use in all my other mods. Workbenches, Static clutter, filled closets, custom containers, machines etc. This makes things a lot quicker to build as the above mentioned objects are already done. The problem is the following; Since the path of the static collections is always linked to the "warehouse" mod. So as soon as I load them into a new mod I'm working on, the path is lost and CK can't find the model leaving me with the big red exclamation marks. To solve this I turned the "warehouse" mod into a Masterfile. This works well however now anyone who wants to download my mods NEEDS to also install the Masterfile. Not everyone likes to have two mods installed only for one player home. This makes my mods less accessible to people and I don't like that. A second option would be to use the "warehouse" as a template and always build my new mods in that one. One problem with that is that I will always have to delete any former cells I've build in with xedit to have a "fresh start". With this method I'm worried that the objects I created will start causing conflicts but I'm not sure. For example, I have turned all food objects into static forms and named them DD_Food_Stake (example). Now let's say someone installs 3 of my player homes, that's 3 times the reference DD_Food_Stake in there. Will that cause conflicts? The main question is, is there a way to somehow copy the scols into a new mod without losing the path of the model? The model would have to be copied including all the parts that make up the scol. Many parts had to be renamed for me to be able to change the colors etc. Since my mods have to be compatible for all consoles and pc's I can't use external assets which means no separate folder. I hope someone can help me with this.
  10. You have a good point there. I will film the next device I make and post it in this threat later this week.
  11. Thank you, that's what I would do anyway (initially disable them I never delete anything). It should be fine as on an earlier version I placed the idles on different places and that worked. But I rather have these pesky molerats gone as it kinda destroys my hard work when a new player steps in and after killing them the whole place is littered with molerat corpses lol.
  12. Just a tip I wanna throw out there as I haven't really seen it used much. At least not in the way I do. In the CK there are a lot of Machine objects, the yellow blocks, stripes, meters etc. Since I'm working on PS4 mods for now and can't use external assets, I had to find a way to create machines myself. A big part of my mods are custom workstations and for that I needed the machines like the sowing machine on the armor craft bench and the drill machine on the weapon bench. By messing around with different machine objects I have created several awesome machines. The nice thing is that these parts come with multiple color schemes so by playing around with those you can get very creative outcomes. As an extra you can dig into the objects under bots and find several parts that normally belong to robots. By combining these parts with the machine parts you can get crazy results. Just wanted to throw that out there. It takes some serious time to make but it opens up a whole new spectrum of possibilities. When my main mod is done I will post some screenshots here to give you an idea.
  13. @hereami I will also try this, thank you :smile:
  14. It's me, I just decided to change name for my mod releases. This actually sounds like a good one. I will try it out first thing tomorrow. I have never worked with these types though, are these scripts or separate files?
  15. As the tile says. I am finishing up a player home mod in the alien cave near Oberland Station. Can I safely remove the spawning Molerats and Alien without problems? If it can cause any problems I will leave them the way it is and just set the spawning points and patrol idles to match the surface and objects I build. If it is safe to remove them, are there things I should watch out for in the way I "delete" them? I never just delete anything from existing cells I mostly just initially disable them.
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