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Blinxys

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Everything posted by Blinxys

  1. Aye, that does look pretty right on! :thumbsup: As for the "grab" effect AFAIK they are all "paired animations", which is extremely lacking in documentation (based on precursory research). Dog Grabs Player exists, as does the in-game ghoul jump on neck attack. Come to think of it the latter could be a useful effect. The former is pretty convincing (if your ghoul was 1 meter tall). :ermm: @SKK50 that is handy, will Look into it, Thanks! :D
  2. Wait, isn't CryoFreezeEffectRemover and CriticalCryoNoFreeze the only ones really required to be truly immune? :unsure: Maybe rethinking how this is applied since it is being interpreted so far as physical damage (a numeric amount), when it's the FX that are the hurt given (i.e. frozen). I Think Beth used energy as anything would work for an amount, just bypassing ballistic physical resistance/limitations (DTcryo works too but had no resist mechanics at time of release). "...ActorValues are 0 for Cryo damage..." Ok, so you should be able to apply additive cryo damage and check values. And you're saying that it's doing physical damage, and freezes subject instead? Does that do any cryo damage, or anything at all? I'm thinking something got missed/lost in translation. Dot your "T's" and cross your eyes. :wacko: "...values to some specific value lets say 100 cryo resist freeze doesnt apply anymore, but lower it does no matter the keyword ???"... Wondering if this isn't bool function, what if it's just 1 (not 100)? Or, less likely there is a OTT threshold, i.e. incoming damage/rate. At what point/level does it start working? We did a serious hunt on fire stuff here not long ago, and found there are multiple forms of fire damage, meaning check it forward and back as StormWolf pointed out with addons. You could be somewhat right about crit damage bypassing a lot, in which case I think you'd need to nerf the weapon/damage/attack accordingly- if true. As I've done away with many crit damages to player and it +90% comes from special attacks by non-humans, and and about 97% critdamage125% perk for humans. Explanation: it's not fair or realistic, but... getting 1 hit and blown out of your socks and bent over backwards is not very immersive to me either IMHO. Where the most interesting stories come from how one survived, (not how they themselves died, which is technically never told properly). :no: But again, critical damage it is expressed as physical damage AFAICT. So I'm keenly interested in what you are doing because I'm interested in applying useful finding to weather. In that way I was thinking you are focused on the pc, when what I would like to see is armor resist factors. The difference is in the subtlties. I.e. Knit Hat, Clothes, have resist DTcold 4 each, and set ambient magic effect by weather type, say DTcryo 3, player/NPCs with DTcryoResist a > DTcryoWeather b whereby enough protection would not freeze/incur MGEF. (Sort of like radiation without the ticking). But maybe mirelurks and deathclaws might slow down, a lot. I'm leaning toward using the base game function/names as conveyors, since they are either not being used, or by the same token are consistently distributed (in place) already (And doing nothing). Aside: the Geiger Counter doesn't actually work properly (since it is reporting Your (Personal) Rad Levels), and should instead always be reporting Ambient Atmospheric Radiation instead (its how the meters work, unless it's Zetan Technology (Rumor has it they have a probe for that)... :ermm:
  3. If you could wire up an elemental damage and resistance framework that could be big. :woot: But I have to take issue since "flamer does fire damage" in my setup and it hurts like a boss, :devil: even stays with ya a few secs. :ohmy: I was guessing it's a really basic math thing, like a damage type filter of sorts. IF DTfire AND DTresist Fire < DTfire/rate dmg = dttype - dtresist (erm, that probably garbage, but you get the picture). Just meaning it's handled internally without too much fuss or figuring. Where the failing in the system is that resistances haven't been added to clothes/armor hardly at all. Seems any other fix could muck up the already murky waters there. :sick: You may be right it may need more, testing is surely in order, I've just been (literally, literally) filling in the blanks based on the above theory, (Mostly adding modest radiation resistance based on coverage like sunscreen). But have not done any elemental exclusive controlled testing as of yet. Have to see which armor I gave what resists, and try 'em out systematically.
  4. StormWolf is right! Bullet Time is probably what you are looking for. If you are out to do mechanime you may want Fall UI as well (controls timers/game time) when in menus. The reason is the actual downside to Bullet Time is that it uses Action Points (AP) so you will have to be quick about it. :ninja: It IS really cool, and highly recommended. Note: you can do VATs in Bullet Time, but can tweak VATs time even further througha few game settings / aka: mods. However, (for obvious reasons) you cannot do Bullet Time In VATs. o_O Then Again, thinking it over, you may just be able to use console, ~ set timescale to 0 Make a *.bat of it by putting that line in a *.txt file and set it to a hotkey with FO4 Hotkeys. Of course, you will need to devise a similar mechanism to unset that. Not sure if this will work as intended, but in science even failure can be a success- if you learned something new from it. :geek: If you are interested and have any troubles just say so, can unpack what I just wrote quite a bit further if you need more details. I'd guess the biggest trouble I foresee would be getting decent jump/fly/firefight animations packed in. That is a whole line of study in itself though. VATs does something weird to compensate for spacetime distortions. i.e. frozen pose floating, and cloth without proper bone weights get wiggy. And it seems that physX "catch up" can be drastic with "lost" frames sometimes. Just saw a gunner get catapulted a quarter mile last night. :rolleyes:
  5. There are all kinds of mechanisms for what you are attempting. (Couldn't see the video demo, so I don't know how far you are with this). Ghost is bad, for the reasons SKK gave, well not just those reasons, it's that you don't know you're a ghost, and what he says happens, happens in the worst ways possible. Activators become consumables, you can't heal, inflict damage, dialogues are borked, (it's just bogus all around until you realize what is happening). Aside: (I'd like to know more about which vanilla scripts set ghost, because they don't always turn off so well). Otherwise, Imods go far. Thinking from cheesy 1960s FX of explosion under the camera=wipe, to stagger / stun / fade to black / waking from sleep blink... (They're coming right for us, and they're right here, now)! :ohmy: Would be creepy. :devil: Also could increase animation speed of getup and go, (at least temporarily, or in part). T'would scare the bejeebeeses :wacko: effectively out of most. Can slow player speed, or "dilate time" in general. Or use a combination for the just the right finesse; stun, Image space, slow player, speed up NPC, release, BOOM! It's a bit beyond my comfort zone, but have seen/dissected similar implementations elsewhere. :blush: Personally, I don't like automated character controls too much (a la Ubisoft). Would be more interested if the engine or a framework stacked/buffered/governed them better. So however that could be avoided best gets my fullest support. Anyway, good Luck, godspeed, and happy holidays, All!
  6. I call my computer that [stupid Idiot] all the time. Now, I know how to do it Japanese! :cool: It's shorter, and just as cathartic! Let's hear it for cultural appropriation done right... :pirate: But seriously have had Baka Framework for nearly two years and has given no discernable issues to date. SPID is core to Random Overlays Framework which sort of stands as a form of testimonial from what I can tell. Maybe it's just a way to say "foolproof" idiomatically. :unsure: Yeah, I have some serious thoughts on how SPID can be useful for myself, but again unsure of proper implementation, or the presence any conducive technical support. Currently attempting to recruit a few canaries to brave the coal mine in advance of my own trepidations. :dry:
  7. Interesting, just recently discovered this tool which is similar with more requirements including know-how: Spell Perk Item Distributor Looks like the "advanced" version of what StormWolf01 posted. (I have not ventured into this because my questions have not been answered). And here is one that has already done similar re-equiping with a replacer (as an example). Colonial Uniforms - Minutemen replacer available Which I also have not tried yet, but been tempted into messing with W.A.T.M. eventually. At any rate, it should indicate most of the minutemen as per default designations if replacer was handled the least bit reasonably well.
  8. Just popped in while looking into a few issues of my own... Wanted to add, SKK's Fast Start New Game is Solid, (along with his whole fast startseries). I use Amazing Follower Tweaks, AFT for spouse revival if need be, and much needed basic companion controls (with few issues, just don't ask too much of it and it will serve well). In your case, the downside is you need Curie to "revive" the spouse. On the upside the affinity system is pretty easy to deal with. Although it doesn't work in/for all cases the way to access quests via console (~) is as follows: SQT Show Quest Target(s) This gives the Quest_Name and id of the quest. Use SQO (below) to determine quest contents. SQO <Quest_Name> Show Quest Objectives This gives the next goal of each quest. SQS <Quest_Name> Shows Quest Stages Shows all the stages of given quest SetStage <Quest_Name> # Sets the Stage of the Named Quest to the number given Note: this can really mess things up if skipping stages. As a partial remedy: setobjectivecompleted <Quest_Name> [stage#] [1]=done/0 Automatically completes specified Quest Stage You cannot go back in quest stages recursively. You can however complete untriggered or incomplete stages with various levels of success. setobjectivedisplayed <Quest_Name> [stage#] [1]=done/0 Manually set this to the next stage after the completed one. Important: Main Quests (such as I believe this one is) are often labelled with MQ in their name. Also: Don't forget to spin the mobile. Someone noted a while back that not doing so prevents a future (BoS?) quest. This is just added here to emphasize how small (quest) details/stages can really futz up the works. So when you say he is showing up at the wrong door, which is that. If the one across the street, he will get to you in his own time as you are his next/last appointment. :nuke:
  9. RaidersClamoring just explained this to you explicitly. :no: The entire game works like CSS, it overwrites as it goes forward with priorities. One priority is (Loose Files Always Win). Meaning yours will be used from the "open" folder over the packed and archived file that came with the game. Therefore placing the replacer files into the corresponding folders (as outline above), you will succeed at what you are attempting without having to do anything in the CK. To further emphasize the point even if it involved an edit it would be stored in a script not the CK directly per se. As for how to find a script in CK... That is exactly why they invented YouTube, and Google, for this exact purpose- all the cute kittens are just a bonus. :wink:
  10. @fraquar how right you are! That explains why they all act like automatons, and never tire of repeating the same lines. (Either that or they have too much lead in their water AND dementia). Not much to make the dream an immersive reality: I have a mod that adds more synth components to death drops through Leveled List Script (I think). Suppose one could just change that to Chance None: 0, (it's an esl so low overhead). Some are more (certainly) synth than others though, but you can fix that too: Mother of all Ironies. <- this should have been an easter egg fo' sure! :yes: (unsure if this was recently circulated here, if so, apologies, if not, yeah; this was an opportunity not lost by some. Even more ironic than the above would be if the entire institute was synths. :dry: So what's the protocol in-game, I've never dropped a synth in front of common(wealth)ers, except as per DC scene. How would/do they respond to that? :ermm:
  11. _Balance_, and WeaponTweaks are my latest two interventions that seem to gel well in this commonwealth. One of them needs to be tweaked so it doesn't work on the player the same NPCs though. Since they (NPCs) can see through underbrush like a heat seeking missile, player-only one-shots to their head seems fair compensation. :pirate: Otherwise, Love BLguns (Borderlands Guns), but it needs an update (some things just aren't hooked up). :mellow: The important things for me turned out to be: Bullet drop, ranged damage, locational damage, damage type and a lot of perk tweaks. (But that is all mostly in the projectile aspect of ammo).
  12. Fall UI is a suite of tools, IMO It's worth pushing forward there. I'm pretty experienced with applying mods, and it took me a good 4-5 hours to read the docs, get needed info, set up preliminaries. Then it's like a week of tweaking if you are particular (like me). In the end, IT'S GORGEOUS! :wub: You'd be well and better off to do what you can, and ask questions here as needed to get Fall UI set up. :thumbsup:
  13. That's to keep you from snatching every carriage from every settler, and going Helter Skelter prematurely. :wacko: "Sean, I found you, the search is over"! :woot: To the first/every baby you see in Diamond City. With only one baby Beth could be fairly certain the right one wouldn't show up in odd places. Although, if you think about the lack of babies, it really draws attention Away from the fact that babies aren't really that interesting in and of themselves. o_O (Well outside of the parents who talk like it's the latest iPhone or something). At least in FPS/RPG video games that is to say... To all parents in the audience, your baby is the One exception and is more amazing than you even realize. :wink: There are some mods that do address the baby situation, Crime and Punishment being one. But have not really gotten involved in that aspect of the mod yet. Unsure, but probably doesn't add any to Levelled lists or anything, (I'm just guessing though). Can't say I've seen anything like that yet. :sleep:
  14. My guess is it's in the fomod's temp, it probably doesn't store or output unless set up to log. Even then, could just overwrite itself each run. :pinch: You make a valid point though, and I completely agree with your assertion! Thank you so much for realizing that and bringing it to everyones' attention. :D You are absolutely right, I would like this too, because it is sort of a blitz/haze [fog-of-war] scenario. I've taken to weird annotations in a spreadsheet to monitor/track some choices. The same is true for replacement info/choices. Of course, backtracking to debug is often more painful than clobbering it with an overwrite. :rolleyes:
  15. I'd be careful going forward, you are treading on mangled ground. (Like walking in wilderness of messed up precombines). :ohmy: (been there, done that) :ermm: Check your %user%\appdata\fallout 4\ folder, you will find more than 1 plugins load order file I do not recall their exact designations offhand. They read and write the load order differently and have their own files, or may be using one from another organizer. IIRC NMM and the game are the same format, and MO2 and Vortex use the same format. The latter is probably what "fixed" your problem IDK. At any rate, to err is human, but if you really want to mess things up use a computer. :geek: TLDR; Look before you leap, now is the best time to consider tearing it down and rebuilding with Absolute Certainty (Just Saying). (At least clear out the chaff from the wheat). :cool:
  16. @HY feel better, what StormWolf Said, Vitamin C, also: + Zinc! Anyway, just following this thread (again) for a sec, just had to ask, why didn't they duck into Diamond City? Or Goodneighbor for that matter? They're indigenous locals, not fresh squeezed and squirted into the wastelands like you. They know their way around town. Which really doesn't make sense because you lived there before and nothing has moved, didn't you know your way around town already? O wait, that's the other thread about stuff that don't make sense. Anyway, add this to there too then. :thumbsup: On Topic: The faction I like the least are the Settlers by far, (even more than ferals)! :yucky: Pug-faced, always getting killed, or maimed, or outright destroyed, idiots! Some without even enough good sense to die as would be appropriate in their current situation (beaten and shot by 15 raiders, they keep getting up)! :wallbash: They almost never have anything good to say, no clue what's going on, self-absorbed, horrible conversationalists, no agenda of their own. Or, they have some poor excuse for convoluted side-quests out of nowhere. What? We're friends now? :nuke: Couldn't sucker anyone else in the entire commonwealth at all to do it for you? Sure ask the new guy... He'll do anything. :huh: Just once I'd like to give a radiant quest of my own. It's called "Go to Hell, You Lazy Rat-Bastards" the quest reward is: they get to die only once. :devil: Take the settlers out of the equation and the remaining factions could finally have a proper battlefield to work out their differences through a traditionally accepted mode of expression: War. (War never changes)... :turned:
  17. Only as much help as i've gotten listening to these while I sleep. :blush: (So much to mod vs. how little I [ever currently] know). Thanks for the tip though. Working on a new setup, so it should all start "clicking" soon. :woot:
  18. Hey, just found this to be loosely related, at least for the humor of it. :D Useful Shaun An oldie, but a goodie. Enter the ShaunGrenade.... :woot:
  19. Not to jack your progress in the wrong direction, but... I have recently been struggling to bind keys in a way that is most beneficial. A LOT slips through the cracks. :unsure: However it is done, It appearws to me "F4se key codes"is the "the most desirable destination". Simple reason: Appears to take modifier keys most reliably. I think this is what allows for right and left alt and ctrl too. Without modifier key capability I would have run out of keys, or my mind a while ago. :wacko: I know nothing about the specifics, it just fits a pattern I have been observing. :geek: In fact, I'd be interested in knowing how (or having a tool) to "migrate" to f4se key codes where possible. Because some DX hooked keys don't "sense" the modifier key and fires anyway, or wishes to overwrite non-modifier hotkeys, which doesn't play out well. :mellow: i.e. hit Alt-B and it says B is already in use by: such and such Hotkey already. Seemed a right place to share. :thumbsup:
  20. Just ran into another issue that seems related: Can't craft with non-component. Until now never realized you could only use components for crafting. NP, until... I wanted to change the Umbrella Muzzle to require an umbrella. :rolleyes: There is no way to add this item as an ingredient short of a script (at least via forms in FO4edit). Hrmph. :sad:
  21. As far as I can tell "skin" isn't in the preset it's in the player character form and set once. The problem is you don't have a default "skin" option to select and go back to. As I have been looking at hipoly seamless recently and was unconvinced of the methods used for the effect. Those pages were less than transparent, so I have been tepid about installing it. try looking in "overlays" menu of LooksMenu and see if there is anything there to remove. (If there is, be careful the interface is tricky). :ermm: You may be able to do something with Aso Astin's Skin Overrides, trading one issue for another. But honestly, apart from the nano skins it's worked fairly well for me in the past. :wink:
  22. I'm just regurgitating like a freshman at a frat party, :yucky: IDK why what is - is what it is. :huh: Just complying with it seemed to resolve a lot of ambiguity. @Larry, the green face may be a result of a bad _s.dds file, or more exactly saved to _d.dds or some such one off error. These files a re layers. _d.dds is for (Diffuse) which is [should be] straight base color(s). _n.dds is for Normals or apparent height/texture,Green in a _s.dds would make a chrome sheen appearance on the "outside" of the skin "s" is for (specular). _msn.dds (somebody help me here, what the fuzz are those)? Screwing with them messes everything up. Anyway, I think they stack in that order, and then get tint layers to boot. There is a good chance you simply saved one over the other, and should be able to reverse the process by replacing those files. Something else I have found helpful for brown face is to remove all [female ]face textures from characterassets\yada\yada\ (It can only load/overwrite so many layers and if out of sequence, perhaps ->Ergo -> Brown Face). :sick:
  23. The brown face bug, by my experience, is the result of several factors. As much as I would love to assert total comprehension, it is a bewildering issue. I saved this scrap of reference: (If I knew where I got this I'd post a link) HEAD Specular Texture Fix Source Diffuse Normal Specular Vanilla 1024 pxl 1024 pxl 1024 pxl HD DLC 1024 pxl 1024 pxl 1024 pxl Valkyr 1024 pxl 1024 pxl 512 pxl 2k 2048 pxl 2048 pxl 2048 pxl 4k 4096 pxl 4096 pxl 4096 pxl For tints to work: read carefully.For anyone using Valkyr textures, they are 1K, so install 1K Diff and Normal textures, 512 specularTint texture size has to match up with that of the head's respective texture (diffuse, normal or specular).(So this changes depending on vanilla textures, HD DLC 2K or 4K face mods, see below).Diffuse [d], Normal Map [n] or Mask [msn?] textures HAVE TO BE exactly 1024x1024 large for vanilla head texture sizes to work.All specular maps HAVE TO BE exactly 512x512px for vanilla head texture sizes to work.Mod that uses the head's diffuse/normal texture @ 2048x2048 [HD], tints HAVE TO HAVE the same size.Mod that uses the head's Specular Maps to 1024x1024 pixels, then your tints HAVE TO BE the same size as well. The above article appears to deal with skin tints, but applies equally as well, and may also be an issue alongside any other. Official HD DLC by Bethesda that makes the head's specular maps to be 1024x1024 large, your tints HAVE TO BE the same size as well.4K face mod that sets the diffuse/normal and spec textures to 4K then your tints HAVE TO BE the same size as well. Also:It also doesn't hurt to make sure each char has a face and skin texture set, (does not assume default).And the face tints and tint overlays are the same values for each in fo4edit. Its essentially the result of different people doing things differently, often replicating errors or mixing incompatible resources.Undoing that is unfortunately, hands-on, up close, and in-depth. Any mod that messes with these textures or has them in a BA2 can potentially fuzz up everything. (Unique NPCs Creatures and Monsters comes to mind).It has a face texture packed, removing it (and the above) fixed >95% of brown face issues (except on reload).
  24. Does it come up as a blank slot? What happens if you click on it? (maybe its in there and model s out of the box). ??? Personally went around and around in fo4edit looking at the door entries. A few rabbit holes later... Since you were trying to make: MISC from co_ at CookingStation IDK, I came across this, (which seems would serve some purpose): Leveled Item \ 00184EB3 <debug_CraftingMiscItems> Which contains three lists: debug_CraftingMiscItems_A [LVLI:00183E43] debug_CraftingMiscItems_B [LVLI:00184EB1] debug_CraftingMiscItems_C [LVLI:00184EB2] All appear "ordinary crafting (MISC) items" (not broken down intro components). Theory: if it is in this list it can't be built, (seems true for every entry I looked at), hence the "debug_" portion. To build it one would need to change the baseID and in turn make a new (modded) item. Or remove the item(s) from this list which would unleash all sorts of untold havoc. :yucky: Not sure if any of this helps you, but am learning a lot more of what is available for my own self though. :D
  25. You're baiting us right? :huh: Alright, I'll bite, but just this once... Any and all changes to your load order will undoubtedly be reflected in your game in the form of irreconcilable bugs. (Period). (To be considered over and beyond the regular bugs that crop up, regularly). If you use Vivid Weathers you have manual weather control. Some users of VW have reported issues, Buffout 4, and my experience say otherwise. I personally have yet to see a worthwhile weather mod that handles ambient conditions in any satisfactory way. 2287 (gasmasks) is a touch of the right thing, but too OP and all Rads all the time. :sick: Crackle is another but handles it very insufficiently. Hot, cold, wet, wind (speed, direction), sweaty, arid, humid, clear, foggy, dusty, day, night, indoors, outdoors, are all things that should influence character on some level. That being said, loose texture mods can be swapped mid game without an implicit problem. Explicitly on the condition that there is nothing wrong with the texture files. Therefore, purely loose files can be used at any time, if you can be certain they will alter the right scenery items to your liking. Snow should technically be handled by voxels, but that would be intensive, but not impossible. :devil: A table correlating loaded cell should be mapped and regulated by date + season vs chance of multiple base conditions adjusted to by x NPC/player response(s). I saw a Skyrim mod that had everyone put on hoods and hats, or go inside when it was raining, so the games knows what's up. (The ground/surfaces get glossy when it rains, and there's dust devils when its dry) - back to back in the course of an hour mind you. :rolleyes: It's in there I say, just never been properly programmed in any extensive way, would love to see it done well though. :wub:
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