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Everything posted by DexesTTP
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There's a node in the Nif file that basically is just a embedded Havok file. The idea is to copy the node value from the bathrobe into your wanted file. (the node name is BSClothExtraData I believe)
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Depending of the mod manager you use, you can have several advantages over manual installation : Speed.You already know that, but with mod packages as the ones used by NMM, you can actually choose the install options for your mod in a matter of clicks, instead of having to copy exactly the files you need, often one by one, if you do it manually. Automatic list of modsUsing a mod manager stores all data about what you did install, and it is much easier to use one than to keep track of every file you put in your mod folder manually. Virtual foldersThis is something pretty new and I'm actually not sure if it is already there for FO4, but NMM and MO handle virtual folders at least in Skyrim : basically they install each mod in a special "mod folder" and, when launching the game, "combine" all these folders into the game folder. This makes deleting a mod really easy (just ask the manager to remove the folder), and solving "easy" conflicts even easier (just say which folder replaces the last). So, what are the advantages of installing mods manually ? I'd say none. It's slower, and you have nearly no easy way to track mods or to uninstall them. The only reason you'd want to learn to do it manually would be either for the challenge or if you want to start creating mods. As for the manager, if I'm not mistaken MO isn't officially released for Fallout 4 yet. So I'd recommend using NMM, unless you want to help test MO.
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[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Thanks for the advice, however it won't really be useful for me :smile: As I previously said, my goal is to not rely on the Havok SDK to extract data, but to create my own tool from scratch. I've read through what both Figment and HighFlex did, and each time what I'm trying to do is resumed in this line : hkRootLevelContainer* container = m_loader->load( HK_GET_DEMOS_ASSET_FILENAME(assetFile.cString()) );where m_loader is given by the Havok SDK. My problem with this technique is that we can't use the SDK alone for most things, and you have to use ToolStandAlone.exe to convert stuff before. Now, we can't put ToolStandAlone.exe in a mod without getting it removed (copyright and such), and we can't convert files from and to compressed hkx without. My original goal was to recreate Fore's FNIS in Fallout (I think we even had the name AF4 for it), but without a way to convert the HKX files I can put in a mod, I can't do it. So, I created/am creating a tool from scratch that allows data to be written to and from a Havok packed file, WITHOUT using the Havok SDK nor the ToolStandAlone.exe tool. Without diminishing the work done by Figment and HighFlex, it's a little bit more difficult to do. Also, about my progress so far : The bulk of the work is done : I understood what is what in the file, I wrote some things to read data in a logical manner and except from a few bugs w/ an unknown data format I can already extract all contents from a hkx file. By the way, I have all my notes on GitHub, here. However, I jeopardized myself and made it difficult to write data to a HKX file instead of reading it. So, I have to go over most of the stuff I already wrote and try to move it around to be able to reuse what I did and write data back. It's definitely taking some time and I've got a little short on time lately, so no real progress have been done the last two/three weeks. -
Vault Girl Mod Development Thread
DexesTTP replied to Deleted4077875User's topic in Fallout 4's Discussion
Not sure how much we still have to learn, but it may be possible as FO4 seems to also use a swf file as its loading screen (interface/LoadingMenu.swf). You're the most qualified here to find out about this swf though I guess.- 1047 replies
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[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Hopefully it will, an any case I have noted your request and will implement it when I can. We still have to decrypt the animation format itself though, and my goal is to not worry too much about the output until we have everything working. I am currently working slowly on this as I have some work that popped up. I'll try to finish it as soon as possible. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
1 => Nothing for animations, I'm afraid. It's just the first step to make an useful tool. 2 => I think it isn't yet possible, I read the post about the 2014 converter technique using ToolStandAlone, but I've yet to see it work. 3 => Sorry, I can't help with that. I'm not using Havok tools. -
[WIP/Tool] HKXPack - extract .hkx files
DexesTTP replied to DexesTTP's topic in Fallout 4's Discussion
Not at the moment. The project is still in its early phase. hkx -> fbx conversion is something we'll try to do down the line, however. -
Seriously frustrating lighting problem...
DexesTTP replied to Tactical420's topic in Fallout 4's Discussion
It seems that version 1.9 of the mod "Scrap Everything" corrupts the game and all saves, causing this issue. Reverting back to 1.8 fixes the issue on saves that use this mod. Try that, and if it does or doesn't work please report back. -
HKXPack Havok packed file extractor Get the project Project page - Latest release What is HKXPack ? "Havok packed file extractor" or "hkxpack" is a tool to extract data from the Havok packed files (.hkx). It currently only works for "hk_2014.1.0-r1" files (Fallout 4 format). What are hkx files ? The hkx files are used in most Havok-based games to store animations, behaviors, skeletons and more. Most of these files can be found in Animations.ba2. Functionalities : hkxpack is as of now in version 0.1.0-beta. Implemented : hkx extraction : Except for some bugs, it works ! hkx compression : should work 100% expect for the above bugs. Planned : animation format conversion : We are working on a COLLIDA => HKX converter. handle other formats : We may be able to extend the project and handle e.g. Skyrim's files. Cancelled to not promote porting stuff. Contributors Please don't bother us too much, we are doing what we can :smile: DexesTTP - CPU - Fore - Figment - Leito86 - Lordescobar666 - Neomonkeus - Volfin - The NifTools IRC guys.
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Your mod list seems perfectly fine. I didn't understand the last part, but if you mean presets as in character presets, these are save files so you don't need to "install" them. Good luck, have fun :) ~DT
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No need. They are perfectly fine to use, most of them won't even change when the GECK comes out (because they won't need to change, not because laziness). There is no fundamental difference between official tools like GECK and well-made non-official tools like FO4Edit other than what the modders can do with them. The only thing to know is that there is and always willl be badly written tools/mods that can corrupt save files, even after the GECK comes out. ~DT
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I won't try and convince you about CBBE (which isn't buggy since it got out of Alpha). Busty is fine, it won't crash or glitch. My tip for the future is just to install mods you want to try or use. Worst case scenario, you get a game crash and you remove the mod you added. ~DT.
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Depends of the mod, it's very specific. For retextures and such, you should be able to uninstall almost all of them safely (just remove the files you added or directly via NMM) and without breaking your saves. Body mods... Depends. CBBE should be fine (I haven't heard on it breaking a game). I can't talk about other mods however. Same for the improved dialogs mod, the one that changes the UI to a 1/2/3/4 list (can't remember the name) is fine but I don't know about others. About the glitching/crashing, no mod should glitch your game unless you do something wrong. If that happens, you should be able to uninstall (and maybe reinstall) them without problems with the NMM. ~DT
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Yes and no, mostly no. There is no risk to break your computer, and little risk to break your game. However, modding now (and later) is risky for your save files which can be rendered useless if you don't have exactly the same mods installed. About the "no tools" part, this is kinda true. Basically, some mods were made using xSnip, which has a tendency to make mods that screw up save files easily. That was before though, as most mods now are made from xEdit, which is safe (you can remove the mod safely). I'd even say it's safer now as modders can't make badly-written custom scripts to clug up your files. In any case, modding is always risky and you may want to back up your save files (~/Documents/my games/Fallout4/Saves/) before attempting to mod anything. ~DT
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Hello, First of all, there is a LOT of tools missing right now. The game has been out for a little more than a month and no official documentation, software or anything have been released by Bethesda yet. Therefore, mod creation for FO4 is just barely beginning. There is near to no tutorials. The best I found is here. There is also this post about modeling here. For tools, as of now, we mostly have : File handling : ba2extract (extract the .ba2 archives and study / change what's inside them) ESP creation : FO4Edit (xEdit version of FO4, change weapon/npc/armor/etc... values and properties). This is early alpha and not everything is labeled properly. Model creation : NifSkope (Adapt Maya/Blender models for FO4) Texture creation : Photoshop w/ custom plugin., or Gimp w/ custom plugin Finally, the best advice I can give you is try to do things with what you are given. Try using Skyrim tools when you can't find the Fallout one. Good luck ! ~DT