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Blinxys

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Everything posted by Blinxys

  1. Your answer is in strings files, this much I know. What is required to fix the error you are having, I'd be curious to know myself. :unsure: At any rate, it's something along the lines of changing language $trings file dependencies. This could possibly depend on or be impacted by your kb layout, glyph set, or who knows what all else! :ermm: Anyway, see if you have a Spanish strings folder/file or can plug one in, and how / where f4se maps it to/from. once you have that figured I think your problems will be solved. :wink:
  2. @Storm: The point at which he is crashing is one of only a few forced autosave points, then a cr@pload of scripts run. Think you were spot on with corrupt saves. :thumbsup: Just disable all mods except a few, and see how far you get, enabling a few more and reloading, etc. Be logical and linear, and that should establishe your load order. Masters (esms) and global/frameworks early, quests near last, (everything else in between). any esl is counted as last, regardless. This method just avoids too much Mayhem and destruction, zeroing in on what is causing your issue.
  3. I feel compelled to point out two things: 1) in FO4edit you should right click the esp name and "compact forms for esl" FIRST. Had one esl that was out of bounds and wonked up my game hard unitl I fixed it. (That was Clipboard BTW, I just changed that form's ID within ESL limits and is fine now). 2) Recently discovered that if a mod makes "cell edits", it may also be a poor candidate for esl conversion (according to fo4edit IIRC, not even sure it will let you). Flipping the header flag is easy, but does not guarantee successful conversion. FYI: the easiest full game backup is just to put it all in a *.7z file, outside your game install folder, works for individual files too, but pretty sure the game can open compressed files in the installed directory. Steam and other backup methods are much slower and less reliable in comparison to the above method.
  4. Your textures are for a different human model. Not clear on all the technical mechanics of it all, but CBBE requires a back of head texture, as does Vanilla (IIRC ???). Fusion Girl and who knows whatever else does not require this texture AFAIK. So effectively you have a texture/model mismmatch, or missing texture. It's called "femalebhed_d.dds" which also requires femalebhed_n.dds, and femalebhed_s.dds. Look for those in your archives and drop them in "textures\Actors\Character\basehumanfemale\" folder. If you don't have it nearly all skin packs do have it, you can check the download file contents before acquiring to be sure... Note: searching my archives Zex FG 1.75 does have this texture included, but, I know for certain I'm not using it... Weird. :huh:
  5. Erm, not to get poitical, but am pretty sure all sheep are communists, or at least socialist by nature. The imperialist sheep were driven out long ago in a wooly battle that was shear madness. Bah! :rolleyes:
  6. @Storm there are two that I know of, one also does wooden crates: Lootable Vault-Tec and Wooden Crates, the one I'm using is this: Lootable Crates. Neither of them provide a limit. But does add the caveat of scrounger and other perks enhancing finds, so that may be factored as well. (i.e. scroungers pack better). To be really sophisticated it could have an internal system that consigns the dimensions of an object and has to sort/figure if a fit is possible, like packing its own Diablo 1 inventory. :devil: But seriously, it would be good to know the reason behind the request, with lootable crates I end up leaving a lot behind, sometimes going back later if I'm short stuff. FYI: you don't have to take everything you find. :wink: Can probably just limit/confine the Levelled Lists to your liking as well.
  7. The audio setting crash is a bit too much on the interior side of monologue, whatever do you mean. :confused: Sometimes, with this game and similar computer scenarios, try reinstalling then uninstalling VotW again. :mellow: Or, manually just back-walk through the archive and see if it is indeed fully purged. BTW: I have had VotW running for a while and no such issues. What problem were you having there, (Re: regretfully removed).
  8. @gnarly1 +1 @DieFeM Curiouser and curiouser... @OP Eat me, or Drink me, why not! :woot: But, I won't be clicking through that looking glass TYVM. :whistling: :D <- Cheshire grin
  9. Ok, I'm kind of getting pulled in another direction IRL, but it will all come back to this, eventually. :sweat: @Storm There is Cross Crit Gore which is pretty fun when it works, (kind of rolled over) Ash & Goo Piles Prevention which is the one I think you were speaking of. Really never gave me any troubles, and still may suppress a lot of the Cross ones (which I am all right with). :cool: I probably should have a closer look at ECO before going too much further. Until recently I have been dreading having to un-awkcr everything, But now... (see below). :unsure: @Qrsr As far as what you are saying I am setting up a robust testbed for all sorts of experiments. Been working off an "at least 1 thing a day" mantra for quite a while now, and usually end up far exceeding that quota. :geek: <- That I am... This is one plan I have devised. (I Still suck at previs/precombines which I hope to master (better) through these rigors): The first thing I want to try is setting up a basic open world per SKK Fallout 4 76. And probably install Wasteland Operator and Fast Stop Institute to winnow down any quest dependencies. A UI Workshop An NPC Workshop -> Weapons/Armor | Creatures/humanoids An Animation Workshop A Restored/various environment(s) Workshop A Quest Workshop Stabilized/Consistent builds based on results of above for (whatever come what may/experiments).With that in order, everything else is additive, required or vestigial. Isolating errata to a very granular/obvious level so stuff can be ruled and rolled out. (So to speak). From the Looks of it, and TBH it looks a few weeks off for me, (so many variables), but should prove to be interesting once built out. :wink: (The gpu/video is limited for now so I will be forced to work toward efficient ends, until that other ship comes in). :pirate: No, seriously, am trying to wait out better card ROI price/performance payoff, and running onboard intel vid (there) in the meantime. But, when that Does go in, BoomBoomshakalaka... It sort of seems like a massive undertaking but so much credit should go to the mod/tool authors making it possible at all. I may come back and edit this to pepper it with links and name names, but y'all already know who you are, And results will warrant mentions as they occur for me as well. You are all awesome for what you do and have already done to keep this interesting, inspiring and accessible. :thumbsup: (Enough cloying for now, just let appreciation not go unsaid). :smile: Alright, time to throw myself back into the fire now... I'm stoked to mess with this stuff! :devil:
  10. I thought that was the intended effect all along (I hate that "song", it's deepressing). :mellow: Are you using HDMI audio? Could be slow cable, gpu, or display then. (i.e. someone is not 2.1 (or whatever) matched end-to-end). Otherwise, if another sound source, could be switching dynamically, or is otherwise preoccupied. (Using HDMI audio myself I've disabled my internal "integrated" sound card altogether). Alternatively, (for reasons previously mentioned), I have this: bPlayMainmenuMusic=0 in my fallout.ini. Won't fix your issue, but you'll know it happened. Your ears will thank you. :thumbsup:
  11. Ok, forgive my verbiage, you make a good technical point. Nevertheless the point is the same re: length/point of intersection. Used to mess with IK a bunch when 3ds MAX was a DOS program, haven't had access to it since it got dumbed down updated and window-fied. Used Truespace a lot until it got rewritten and then sucked into MS Holens, or whatever that is. Ironically, a lot of good skills/tools are cast out (repeatedly) for sake of so-called progre$$. :rolleyes: Trying to sift through all the descriptions and requirements for SAM, what a load of carp! It can function, I guess, but a lot of Sqr17s heuristics are false, or incorrect assumptions and cartoonish by nature. :yucky: By saying that I'm being generous, Its all a load order of drift in the wrong direction IMHO. :teehee: (It will all need a revamp or start looking like Dali's horses soon enough).
  12. Hey, we all deserve more credit than we get pal. :laugh: Nothing in computers is hard of itself, a wave of a mouse, a few keystrokes, not too rough as labor goes. But it's a matter of levels, and like I said you are all up in there. The problem with FG 1.75 deployment was the conversion form was a wreck, had a strange offset so nothing fit or could be made to fit "off the rack" so to speak. And they pulled 1.45 simultaneously, along with a number of other crucial issues without updating Any documentation, IIRC. So everyone was up in arms, (forgive the relevant word play). Will have to take a look. (Maybe I slipped 1.75 skeleton into 1.45 mesh). I don't recollect the details, only the struggles, of that time. Since then have been managing with most conversions ok, not sure what, if anything, is missing though. As for the "fold in the hip is slightly misinterpreted from what I said. I'm talking about crease between thigh and pelvic bone "basin". Its good in FG, in CBBE it's as if early pregnancy or herniated. Just too wide by default, should be more a "V" shape, less of a wide and flat "U" shape. (I think that's all in the mesh). Looking at your offsite link and seeing it for myself, the "shoulder bone" which is taking the place of two human bones is too long. Conversely, the upper arm bone is too short. (should intersect at the edge of the circle in your image). This is effectively where the lack of shape/collar bone comes from. Have you seen Discrete Female Skeleton ? Haven't tried it myself yet, reviews well, what are your thoughts on that? Our conversation really did get me to realize what you were saying about real female form of my own accord. There are only slight differences between male female skeletons, mostly relative length of upper/lower arm and leg bones, and hip (femur to pelvis) width and waist height. Those are subtleties that can be worked out mostly by way of sliders. (I.e. knee height, but that requires a new knee fix to take up the "slack"). Now the cbbe wrist triangle, when I get a chance I'll post images (eventually), took a lot from me to figure where the problem was and how to fix at that time. CBBE uses its own hands, FG uses default vanilla from what I've gathered. So CBBE body/clothing models with no cbbe specific hand models all get "the notch" which is all FG and EVB proper. Therein lay the rub. :mellow: Thank you for your time and insights, truly is appreciated. You have a lot figured out and are helping me get it sorted as well. Thanks again! So bottoms line (relevance to OP), Can use Screen Archer outside of (suggested) requirements, Yippee! :D
  13. There are only like six or so types of default armor, shouldn't take too much to wrap them in PA-like durability functions. There was a flaw in my formula (OMOD has DT Keyword+DMG) - (OMOD has DT Keyword on Armor+Resistance AR) = Body Part DMG received... (if greater than 100% Do boomFX)! where "OMOD DT Keyword on armor is resistance". Effectively armor is just a "DT filter". Conversely, it would be OMOD v OMOD. Now, if it's the weapon or the projectile... ... :mellow: IDK. But yeah, you got it: physical properties/laws could/should govern objects and the environment. Look at the Shatter series. Problem is Previs/precombines rule all instead. :ohmy: Odd thing is: I though the point of Nvidia's PhysX was it had pure IRL physics algorithms built-in, (that was like more than a decade ago). Not sure where that capacity went sideways. :mellow: To your spoiler there is as running thread, "things in FO4 that don't make sense" there's a lot of 'em. (Have you ever found harpoons in a toolbox before)? :teehee:
  14. Don't get me wrong I commend what have done and high regard for your skills/talents. I'm especially grateful for your sharing this with me. :thumbsup: OK, I loaded the female form in game. It looks pretty good overall. Improved in several subtle ways, just a little weird with some physics and certain positions. Indeed, I do not disagree there are issues with the shoulders. They got a little scrunched up (weird fold/edge) in hands up over head state. But other than it not being smooth it does add some needed mass to that area and that is good. Understand, it's not your model I have any issue with, I think it's great. I like what you did, the presence of all those bones alone are Gold. Any issue I have is about the original body type models. The hand/wrist thing is problematic since they use different texture layouts to begin with. FYI: The "wrist notch" is inherent to CBBE, (I only loaded the body not the hands/head). The wrist seam problem is counter-intuitive and unproductive since it is also not the "default/vanilla/EVB" hand/texture layout either. Just open the model in OS or Nifscope and you'll see what I'm talking about. On the outside/back of the wrist there is a triangular cutout. (Pointless but it's there). With default hands it leaves a texture "window" in that wedge space. Otherwise, all model entries must specify hand models in their forms (CK/FO4Edit) which is redundant and dare I say a bad a design choice. Incidentally, I have gone through great pains to remove any such references. If the arms terminated with a straight "sleeve" no one would ever know the difference, and it wouldn't matter one bit, but they had to do it like that for "some reason" which I have found to be terribly frustrating. :verymad: Still tweaking with it and a few other things, will load the whole thing after tomorrow when I get a new environment built. Thanks again! You are a credit to the community! :cool: PS: I have determined despite the above problems with CBBE it will have to do in my new build since I have been holding onto legacy FG 1.45 for too long, since 1.75 rollout was a disaster, and 1.85 is offsite, while conversions are "just one more thing to contend with". Thanks again!
  15. Yeah, ok, now you just are esplaining back to me what I was trying to say less eloquently yesterday (sorta). :dance: To which I reply: U-huh... (for infiniti). :yes: To over-clarify: (OMOD has DT Keyword+DMG) - (DT Keyword on Armor+Resistance) = Body Part DMG received... (if greater than 100% Do boomFX)! Resistance could also be DT Keyword on OMOD Armor. (everything works in pairs they say). Weap v. Armor is the crux of it. Where you say "if damage is high enough" I'm thinking just "complete" (i.e. equal to or greater than 100% body part health). Still sort of skipping between armor and body part/slot since armor does not have durability/health by default... (Really, still)? :rolleyes: Race and/or Weather(s) could perhaps have compatible/comparable features incorporated.
  16. Thanks for that, I'm all set. Edit: just wanted to post that reply as I was already late in response. Opened up in nifscope, looks great, does this model have a tail, wings, weapon slots? O so Trippy... and useful! It's like a swiss army knife of body parts! (So many niNodes)! :wacko: Ok, so this has a problem that has plagued CBBE vs. FG: the wrist notch. FG has straight wrist line and no hand nif AFAIK (which has it's own problems). That means CBBE hands need to be forced in all cases, or there is a visible transparent gap. I have my own skin texture and by whatever stroke of 1s and 0s it loaded directly to this model. The point of mentioning this, is unlike yours mine does not include any (fake) shading on the _d.dds, (pretty all flat really). That makes the underlaying shape (or lack) of very obvious. Seeing this model just reminded me what I don't like about CBBE torso, the breasts are contrived (unnatural). The crease is not a part of the natural form, its a result of mass vs. gravity. Baking it in as it does just makes it all the more immutable. Similarly the pelvic crease should point up between the waist and belly button (+15-20 degrees, along outside of six-pack) not to the hip/thigh joint (outside). This is doubly off and very apparent since it is the edge of textures intersecting (angle mismatch). Neither competing models have discernable deltoids (shoulder muscle group) which would help define the underarm(pit), trapezoids, collarbone and sternum in turn. It's like upper arm -> mush -> neck+head. And I Can't find a Shoulder Blade in the lot of these points. Not talking smack here, I have a background in this kind of stuff specifically. Conversely, you are all up in that workflow, that is all really quite impressive! :thumbsup: (Gives me something to shoot for. Would have taken me an eon to get to that point on my own, personally). I'm curious to get in on that (new) body shop talk, as I'm beside myself with current body types/problems. I'd hate to see it go up, and then say, oh... but... but... :sad: BTW: someone made a reduced polygon FG mesh that gets under the dismemberment threshold, allowing for said effect. Again, (for thread relevance analysis), this is all about a better PC model for animation of said effect requested by OP. (See: second image of Original Post).
  17. Yeah it's possible, (been there, done that), StormWolf Nailed it! :thumbsup: I have literally been under the elbow of a gunner looking down and he couldn't see my PC looking up at him. "Huh, where'd they go?" Starts scampering around like an idgit. Funny stuff, but then you start to feel ignored, and a little indignant. :verymad: @StormWolf: Not sure, but thought I read radio doesn't effect stealth. (Confirm/Deny/Citation Needed)? (Maybe its another "interior device" like the in-game Geiger counter). BTW: another stealth/visibility factor is lighting/weather depending on mods, etc.
  18. Look at the second link StormWolf Posted on the 22nd. (Next best thing to someone doing it for you). :wink:
  19. lol! That IS an interesting fact. Could be a fun temporary perk. "The Liberty Prime Effect" :laugh: Not directly related but somewhat, was reading this thread from related links at bottom of page, thought it might be of moderate interest... https://forums.nexusmods.com/index.php?/topic/11299838-pondering-if-this-is-even-possible-creation-kit/
  20. Holy carp! That is known as a "chimera" my friend! But as a Sagittarian I do like centaurs fine! :cool: Well, you are much further down that rabbit hole than I (may ever hope to be) to say the least. :ninja: Then again... :pirate: Seems like you fixed a lot of my gripes, but differently. :thumbsup: FG shoulders are definitely way too narrow/central aka: small. "UV according to CBBE" Does that prevent the "crawling up the back" shader effect? Did you merge the bones in OS or dis/reassemble them in nifscope? So, is the included skeleton usable by screen archer? What do you use for reference shape / conversion then? I'm about to put together a new build by new year, and everything I thought was going in there is getting updated or swapped out instead. :ermm: Are you saying there is a new body type to displace the current FG, CBBE in the works? Not to jack the thread here, this all makes for a better visual environment, tying it back to screen archer, and jumping stop-motion fight or flight camera / in-game controls. :yes:
  21. Looking good! Thanks for the mention in the vid, (I feel like I'm famous now). :cool: Feral Ghoul Bite Skills by Elzee gets into the ghoul jump sequence. Edit: Just obtained 80 human grab moves by said same author. FWIW, having just seen they were active today, I'd suggest you flag the author down for any insights. They are quite proficient and prolific in anim/FX department, as well as apparently quite amenable to interaction.
  22. Awesome, glad you got it worked out, going to have to recalculate my trajectory based on your findings! BTW: Have you messed with Knockout Framework? Loved it to death, keep trying it out, but gets buggered by too many other mods. :verymad:
  23. Love the trim fittings! Since this is improvised, I thought I would throw in a few observations. For accuracy: the handle of a coffin is generally the length of, and on the sides (for pall bearers). Without hollowing it out that lid would be heavy as hell. Else it should "slide" off. Technically, what you have there is a sarcophagus, generally for holding coffins above ground. With a stone texture where it is gray that would look most awesome. Instead of side opening, what if you "insert" an invisible ramp/bump on activate/end animation? (Think all it really needs is like a single triangle in the navmesh to get over the edge). Or just clear the rim by raising up the NPC for a second. BTW: Did get to see video, looks great in development! Aside: Looked into SKKs command line to ferret out ghosting. Looks like vanilla NEVER ghosts the player, only NPCs AFAICT. RSE II, FalloutMiami, Marked For Termination, and a few other mods apparently do in fact ghost the player. (Which is evidently an erroneous implementation, and generally inconsistently applied). So good to know where that setting is coming from, and just thought I would post a follow up. In your case, ghosting the ghoul/ambusher for a moment could be appropriate by standard of general usage though.
  24. @South8028 Yeah, been looking at Screen Archer for a while, extremely tempting, don't like the CBBE skeleton and off-site requirement though. :sad: Kinda committed to FG 1.45 for various reasons ATM. And currently am using looksmenu a lot so there's that too. Would be nice if Screen Archer was a little more self-contained and open-ended at the same time. Does look superb for those set up for it though. Will probably do a mock build in a little while just to try it though. I think 1001Chances will run into issues where there are no good jump/fly/firefight pose animations (a la Tomb Raider) that I know of currently. Tooun's action animations are cool, but does not address the issue directly, and are unreliable in general gameplay.
  25. Uhm, I said Fall UI when I meant FallSouls Will make a huge difference in your findings. :blush: Per StormWolf's recommendation I use both those mods, Vats Tweaks are entirely game settings, so those can be rolled into a single plugin once you get the effect(s) you are looking for ironed out. (That was the: "via a few game settings" I was talking about). @South8028 That looks like the best option for OP. If they are doing mechanime, for gameplay, it would be a personal preference thing. Thank you so much for sharing that link. Looks like I got a new toy for Christmas after all! :woot:
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