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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. I have no experience or knowledge about Outfit Stuido. But: Maybe try to run the nif through Elric before actually putting it in the game. Works for me every time. When I try and export a nif from 3DSMAX and put it directly in the game, it doesn't show up. When I run it through Elric, it just works! You can find Elric in the Tools folder of Fallout4
  2. Good evening / early moring everybody! I have a little question: Is it possible to make the hair of a NPC glow slightly? If so, how would this be done? If you know anything about this, let me know here.
  3. Of course! My "projects" are also rather impossible difficult time consuming, so naturally I have a more "positive" perspective towards them. (Man, I never thought I would say that I have a "positive attitude" towards anyting ... ) That's the most important thing when working on large projects. Remember that you are doing this for fun. That's the reason why I have multiple projects "on my desk" at once. When I get bored or loose motivation to work on something, I work on something else ... Just do what makes you happy, otherwise you will get "burnt out" rather quickly. I personally make mods to "fix" things in the vanilla game that annoy me / break my immersion. And to add new stuff to the game that makes it more interesting. Because if you don't like the main quest of Fallout4, there is really not much to do, because all of the Faction questlines are tied into the MainQuest. So something like a "alternate main quest" would be really cool and I completely support any efforts made in that direction (but I don't have good ideas, or I would have made something myself .... )
  4. Well, I figured it out! If I open NifSkope through MO2 (with all plugins loaded that I want) I can "access" the Fallout4/data folder through the "open file" window of nifskope. There are all of the loaded assets and plugins. Then I can just select all of the folders in there (Meshes, Textures, ... ) and add them to a new zip compressed folder. Then I can move that zip to my "merged mod" folder and unpack it there and I have all of the asset files for the merged mod and I don't have to manually copy all of them into the folder. THIS PROBLEM IS SOLVED.
  5. Good evening everybody! In ModOrganizer2, is there a way to open the Overwrite folder with all the files loaded? Whenever I activate some mods in MO2 and open for example the game itself the mods get loaded fine. Everything works. But when I go into the Fallout4/Data folder while the game is running and mods are loaded through MO2, there are no mods. Even the Overwrite folder of MO2 itself is empty. So is there any way to access the folder that all of the mod files are put into by MO2 when launching the game? The reason why I am asking this: I unpacked the assets of a few mods, merged those mods into one esp and now I want to put the unpacked asset files of those mods into one folder (together with the esp) so I just have "one mod" in MO2 that I can enable or disbale and I don't have to enable all of the mods and then disable their esps in the load order view to only load the assets of the mods, not the esp files. I even tried launching Windows Explorer through MO2 to try and get to the "actual overwrite" folder. But that didn't work of course ... :laugh: If anybody knows how to do this, let me know here ...
  6. Ok, so I tried to merge the mods with the programm that I mentioned in the original post and it seems to work ... Some weapons were not showing up in the game at first, but I quickly realized that I forgot to unpack a few archives ... After that, I tried it again and it seems to work ... For now .....
  7. As far as I know, the script "calls" the message. But the message itself isn't in the script. The message itself gets "definded" in the actual esp, the script just says "OK, game system, display the message with the ID xxxxxxxx". So if you just want to change the text of the message you don't need to decompile the script ...
  8. Exactly! Get familliar with the game systems and the limitations first. Then you can start to think about how to do "crazier" things. If you have learnt the basics about the Creation Kit and FO4Edit, then you can really start. Don't try too much at once, sometimes the seemingly easiest things take a lot of effort.
  9. There are some great tutorials on YouTube for "beginners" that explain the basics of using the CreationKit (the mod-creation software for Fallout 4). So I would maybe start looking there ... I will try to answer some of your questions: Like I said, basic editing of worlspaces / landscape / object placement -> see the "basic tutorials" Large crowds, large battles are a bit of a problem as far as I know. If you have a really good and powerful PC, maybe .... In game body customization (besides the character creation at the start): that can be done in the base-game without any mods I have no experience with that (yet) Rewriting the main plot? Sure, if you have lots of time! [Finally, I am not the only one who want to do this, but I have no great ideas ] See 1 A script is basically like a text file that contains instructions for the gamesystem to execute. It is the way in which modders tell the game what to do. (For example: If the player enters this area, start that quest) If I remembered correctly, there is a mod for that, but it requires a patch for every "new" weapon that you add. (The reason why I don't use it) Yes, there is a way to set the "daily schedule" of NPCs that can also depend on certain conditions. Improving AI decision making, I don't know ... The was that I do that is to take all those mods and "merge" them into one mod. But I don't plan to release any mods ever. This is just "for personal use". Or you can literally "remove" the unwanted stuff from mods with a nice little programm called FO4EDIT.I am glad to see someone new who has "big plans" and lots of time. [For me, it's the opposite: I have a bit of technical knowledge, but almost no "inspiration" or "good ideas"]
  10. Ok, so I select all of the plugins that want to merge into the master file. Then I right-click and hit "Inject into master". And then nothing happens. Yes, the "background loader" has finished loading everything. What am I doing wrong here? Do I first need to add AWKCR as a master file for all the files that I want to merge with it? EDIT: Ok, I assume yes, because I tried adding the AWKCR esm as a master and then the "Inject into master" file selection window showed up. I added the AWKCR esm file as a master to all of the mods that I want to merge and selected them all and tried again. Nothing happened. Ok, so it seems I have to do this one file at a time. Does it matter in what order I do this or should I inject the "AWKCR patch" into the "original mod" first and then inject that into the AWKCR esm file?
  11. Ok, I will do that then. It took me some time to unpack all the weapon mods that I use ... I will let you know if it works ...
  12. Thank you for that information, that clears things up a lot. Yeah, I know that if I were to ever add a mod that requires AWKCR then I would have to "re-do" the merge and that would screw everything up that relied on that merged file because the FormIDs would be "differently" numbered. If I have any other problems with this, I will ask here ...
  13. Yes, I think there is a communication problem here. Sorry for not explaining properly .... I want to do this: WeaponMod1 + WeaponMod1AWKCR_Patch + WeaponMod2 + WeaponMod2AWKCR_Patch + ...... + AWKCR ---> merge into one ESP file So, basically put everything that uses / depends on AWKCR into one merged ESP. Including the AWKCR.esm Most of the weapon mods that I use have meshes and textures in BA2 archives. That is the main "problem" here .... Can I just unpack the assets of all the weapon mods that I use and the mods will still be able to "find" the meshes / textures / scripts / ... ?
  14. Good evening everybody! For a project that I am working on I need some buildings with "clean" textures / pre-war textures / un-destroyed textures. Is there some "modders resource" like this somewhere or do I have to do the retexturing myself? I do not want to retexture everything in the vanilla game / worldspace! The "vanilla" worldspaces ( Commonwealth, Nuka-World, Far Harbor, all vanilla Interiors, ... ) should stay the way they are. Effectively I want to create MaterialSwaps with "prewar" textures for most of the buildings and then make custom static versions of them that I will use in a custom worldspace. I know that "repairing" all of the vanilla textures would take maybe a few months, but I have nothing better to do ... I just don't want to do work that others have already done ... So if anybody knows of a "prewar retexture modders resource", let me know here...
  15. Yeah, beacuse of the "dependency problems" I want to merge the patches as well ... The ESL thing: Can ESLs be made to act like ESMs (have other mods "use" static objects, weapons, misc items, ... from them)? If that is not possible, the whole ESL thing is not the right "tool" here ...
  16. I am using Mod Organizer 2. But merging for example all of the wepon mods I use would have one more significant benefit: I can convert that one esp to an esm and add it as a master file for some custom stuff that I am working on. (That is one of the reasons why I am asking how to merge mods with archived assets). So I don't have to manually make lots of mods into ESMs. I could just merge all weapon mods and their AWKCR patches into one esp and make that into a esm.
  17. Good evening everybody! It has happened! I knew that this would happen at some point, and I guess that time is now: I have reached the 255 (or 254 or 256) active plugin limit. I know that there is a nice little program to "merge" mods. https://www.nexusmods.com/skyrim/mods/69905?tab=files&file_id=1000232188 I have merged a few mods with it for FO4 before (mostly weapon mods that had "loose files") and that worked fine. I have read somewhere that you shouldn't merge ESPs that have their "assets" archived. Can I just unpack all of those archives and the ESPs will still "find" them? That would make them "merge-able". So I could just merge all of the "essential mods" that I use together in one ESP file. (Or maybe 1 esp for weapon mods, 1 for clothing mods, ... ) So basically I just need some clarification on the effects of "unpacking" the files of mods and what that means for the functionality of the mod. [i know that this will decrease performace, but I don't care about performance] And could I just "re - pack" all of the assets of the merged mods after merging? Let me know here if you know anything about this stuff ...
  18. Ok, so I just tried that and it works !!!!1 Thank you so very very very much! You do not know what power you have just given me! Now I can CREATE ANYTHING!!!! SO MUCH POWER!!!! :laugh: (I was having headaches all day and have not really slept at all last night, but now I am full of energy and motivation! )
  19. Ohhh ... So when I export the mesh as nif from 3DSMAX, 1 "3dsmax unit" will be 1 "Creation kit unit"? So if I want to make something 256 "units" long i have to make it 256 "units" long in 3DSMAX (no matter what unit is currently set in 3DSMAX: inches, meters, ... )? Thanks for that, that helped a lot! So I don't have to try to figure all of this unit conversion stuff out, I can just make the mesh for example with all the dimensions in inch and the exporting as nif will make all the units into "Creation Kit units". Don't know if I correctly explained it, but I think I now understand this! Thank you very much!!!!! <3 And yes, 1 unit is (as far as I can tell) 9/16 inch, that is 1,429 cm.
  20. Good evening everybody ... I was just trying to get actual "architecture" into FO4 (not just meshes for misc items where the scale does not matter too much ... ) but I keep having weird issues: My basic thought process was this: 1 "CK unit" = 9/16 inch (source: https://www.creationkit.com/index.php?title=Unit ) So I made a doorway that is 78 3/4 inches high ( = 140 units or about 1.9992 m ) and 36 inches wide ( = 64 units or about 0,91392 m ). That should be large enough to walk through (maybe not in PowerArmour, but that does not matter .. ). All of the (relevant) distances are in multiples of 9/16 inch (1 Unit) so that I can place furniture and doors easier in the CK (with the snap to grid thing). I exportet that mesh as a .obj file and imported that obj file into 3DSMAX 2013. There I put on a basic white texture and a collision (that part works) and exported it as nif. Then I run it through Elric to get the texture to actually work in-game. After that I made a new static object and placed it in a cell. When i teleport into that cell, this is how it looks: As you can see, the doorway is much too small ... Does anybody know how to get "correctly scaled" meshes into the game? Because I eventually want to make meshes that can be "snapped" together and if I can't get the scale right, that won't work properly ... There is a "scale" setting when importing obj files into 3DSMAX, but I don't really know what to set that to ...
  21. I have no idea about how "outfit studio" works, so I have no clue what you did there / how that solved the problem, but if it works it's all good. #ItJustWorks
  22. That's not that far away from the "big crater". Just a few cells south and a bit west ... You could make the map-marker for the location permanently visible (for testing purposes ... ), so that you can see it even if you didn't already discover the place. Yeah, the Glowing Sea can be a bit hard to navigate and it can be hard to find what you are looking for if you are actually in the game ... I have not spent much time there myself, but once I used an "alternate start mod" with a random starting location and I ended up atarting there. At level 1. Not good ... Getting out of the Glowing Sea is easier then finding something within. (Just run northwest as fast as you can and hope there are no Deathclaws or Rad-Scorpions ... ) Per definition, a "remote location" is not somewhere that lots of people would go ...
  23. The material file (.bgsm) has some settings for the specularity (shiny - ness ?) of the mesh if I remember correctly ... So maybe check that? I am not an expert on texture stuff, I always take the material file from something similar and then use that as a "base". So for example if I want to make a custom mesh that is made of shiny metal, I will look for something shiny in the base game and copy the material file of that. Then I use that copied material file for my custom mesh (with the right textures of course).
  24. Just asking ... What the f##k are BGEM files? I thought all of the material files were BGSM?
  25. Oh, by the way, there is no need to use some weird way to get your meshes in the game, just use 3DSMAX2013. You can't buy a licence for it anymore, so you'll need to get it "another way" ...
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