Jump to content

moriartykain

Members
  • Posts

    29
  • Joined

  • Last visited

Posts posted by moriartykain

  1. I think this has to be a glitch on Bethesda's part. There's no way they want to give us all the assets for these mods. It's just begging for them to be pirated. And as some have said, if we got all the assets for every CC mod, the realities of hard drive space would force many of us to uninstall Fallout 4 pretty soon, which means we obviously won't be buying from the CC. Bethesda's stupid enough to have a buggy af launch. They're not stupid enough to do this intentionally.

     

     

    "They gave everyone the assets for free didn't they? They are sitting in unencrypted standard .ba2 files. It would be perfectly legal to write an .esp or .esl file of your own to activate content everyone already has and share it to the modding site of your choice right? Heck, just put it right up on Bethesda.net"

    xnef1025 2017

     

    As long as no one upload assets, xnef1025 may be right, and this may possibly be perfectly legal to do?!?

     

    So If this was not a buggy launch it may possibly be a very dumb one. :laugh:

  2. Why is everyone so mad? They gave everyone the assets for free didn't they? They are sitting in unencrypted standard .ba2 files. It would be perfectly legal to write an .esp or .esl file of your own to activate content everyone already has and share it to the modding site of your choice right? Heck, just put it right up on Bethesda.net :laugh:

     

    For those curious, those assets made up 681MB of the 2.1GB update.

     

    Thinking about it, uploading a mod .esp that uses the assets without uploading the .nif and other stuff may actually.... be legal????

    o_O

     

    I am not going to try it, as who knows what would happen! :tongue:

     

    But I am starting to think bethesda may have gone crazy. :teehee: weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

  3. So I downloaded the update and got my mods to keep working... Good thing I know what I'm doing (I think) as some had gone pop if you know what I mean. :pinch:

     

    As for the stuff in the creation club they are good mods, but at this time it is like someone is trying to sell you a ford escort when someone else is willing to give you a bugatti veyron for free!

     

    Something worth it may come along Later who knows.

     

    Remember to donate to the modders that you like, and help them to keep modding. :laugh:

     

    As for the bloatware that is the unused add-on files, HorseArmor HandmadeShotgun and so on that will just sit on my HDD as I have no interest in any of them. :dry:

     

    If they are like other files then I think you can just delete them!

     

    But be careful as I haven't tried this yet and who knows what they have done to the game.

     

    I will experiment and let you know. :happy:

  4. I'm making a new map and most of it is underwater, so I want the land texture to all be ocean bed.

     

    But I can't seem to figure out how to do that!

     

    I can paint it by hand, or use "i" to go cell by cell and swap the texture.

    But I was just wondering if there was a way to set the default worldspace land texture before or during making the world map.

     

    I normally only do internal maps, so am I missing something?

  5. This is driving me crazy!

     

    It's 2:20am so I will try to make this coherent. :wacko:

     

     

    How do you make it so body parts can be shot off, (specifically robot armour) like a mr handy shell part.

     

    I can't think of a better way of putting it sorry.

     

    Any help will be appreciated! :happy:

  6. It's a good idea to do it, but you don't have to do it all by hand.

    Just go to navmesh - generation - havok based generation, it will do it automatically.

     

    Then just clean up where you definitely need npcs to go.

    I find that in big areas this works well, and in small ones helps saves time.

    But in small areas it is best to give it a good going over.

    Hope that helps.

    :smile:

  7.  

    This may seem like an odd question but do you have the program Malwarebytes on your system??

    I at least if, why do you ask?

     

    favicon-128.png Malwarebytes makes some games stutter, it's a good program but it does do it.

    I made a post about it informing people.

    https://forums.nexusmods.com/index.php?/topic/5465692-malwarebytes-and-the-fallout-4-stutter/

     

     

    If you do have it try turning off self-protection module in it settings under protection and startup options, and try the game see if that helps.

    But do turn it back on after playing. :)

  8. This is not a problem I am having.

     

    (Well it is, but its not something I think anyone can help with)

     

    This is more of a announcement to something I have discovered!

     

    We all know about the fallout 4 stuttering.

    If you have not had it you most likely know someone who has.

    And there is a hundred thousand pages and posts about how to fix it..

     

    But thanks to a friend of mine, who helps me with some modding stuff.

    We have found that...

     

    Malwarebytes sometimes makes fallout 4 stutter!

     

    Now before you go uninstalling anything, remember that Malwarebytes may not be the reason why you get stuttering!

     

    It is also a good bit of software to have.

     

    If you have it, and a stutter, there is a simple test and solution to the problem.

     

    Disable self-protection option in the startup setting of Malwarebytes.

     

    This will not disable the program but it will hopefully stop the stuttering, and is the best way to test if it was the problem.

     

    If you find that this was the reason, I would not uninstall Malwarebytes.

    It really is a good program.

     

    Just turn off self-protection when you play and back on after you have finished!!

     

     

    Well thats all I have to say, but do reply to this if it helps you!

     

    Good luck and may the force be with you. Always. :happy:

     

  9. Basically, you have 2 approaches.

    • Making a single tier menu (no sub-menus) which requires only a recipe-filter keyword.
    • Making a multiple tier menu (and custom menu icon). This requires a FormList, and at least 2 recipe-filter keywords. (more keywords and formlists for sub-menus)

     

    For a single menu you make a new keyword and set the type to 'recipe-filter', and write your mod menu name.

    To add object to it you just put the keyword in the Recipe-Filter keywords in you Constructable Objects for your objects.

     

    For a menu with submenus/custom icon. You make a Formlist and add the first recipe-filter keyword to it at the top with it's name (to this you also link any art-object icon). Then you add the second keyword (or a new formlist) which will become the sub-menu. Just link the constructable objects with these recipe-filter keywords instead for them to appear in their respective menus.

     

     

    To add it to the game you'll have to make a Quest to run when the game is first loaded (default values: Start-Game enabled, and Run Once).

    To it you add the following script, and pass in your keyword/formlist, and the main-menu formlist.

    Scriptname <ModName>_Init extends Quest
    
    FormList Property WorkshopMenuMain Auto Const
    ; Single menu keyword
    Keyword Property <ModName_MenuRecipeFilterKeyword> Auto Const
    ; Menu with sub-menus/custom icon formlist
    Formlist Property <ModName_MenuFormlist> Auto Const
    
    Event OnQuestInit()
    	WorkshopMenuMain.AddForm(Keyword or Formlist) ; which ever you wish to use
    	Stop() ; No use having the quest running anymore
    EndEvent
    

    I hope that's sufficient with information to get you going with it. You should really add a Magic Effect on the actor with the event OnPlayerLoadGame() and check if your mod is still enabled, if not: call Revert(Your keyword or Formlist) to remove it from the menu. Or just implement a "uninstall" holotape or chem. But that's a different story for another time.

     

    And there it is, a clear answer! :thumbsup:

     

    I will need to test this, but it looks like I was on the right road. :D

     

    But the mane point of this page was not just to help me, but to make something others can find to help them!

     

    Have this as a reward, and as a representation of what you are

    https://www.youtube.com/watch?v=2DaY8-Mui0I

     

    :dance: :dance: :dance:

  10.  

     

    Seen that, was a bit help full, but not a lot.

     

     

    LOL. :wallbash:

     

    I'm not saying that does not work. :happy:

     

    But it doesn't explain anything! :pinch:

     

    I have been Looking through its setup and code to backwards engineer it.

    So I am doing ok.

     

    But as a explanation it's like finding your ikea table assembly instructions are in chinese?

    如果你明白 ok, but it is confusing to others.

  11. So I have had a good look around the forums, but haven't found any clear information on this.

    So Simply put do you know how to add a custom workshop menu?

     

    Preferably with the Creation Kit.

    Unless Bethesda did there normal trick and did not think anyone would want to do that, and made it impossible to do with the software like they have done with most things! :laugh:

     

    I found some FO4Edit tutorials, but most end up with you trying to guess what you have to do next and are missing hole sections.

    Or assume you know what you're doing and don't give a very good explanation of what you are meant to do.

     

    If you know how then please let us know! :thumbsup:

  12. Fallout 3 was dark, gray and depressing.

     

    I loved it! :dance:

     

    The world felt dead all was lost.

    fallout3_1_lg.jpg

    Just look at that.

    Makes you want to kill super mutants While listening to a crazy man play 1950s hits.

     

     

    Now look at this

    1501347717071641998.png

    Almost make you feel happy to be alive.

     

     

    It's just awful. :ohdear:

     

    it's so.... happy. :sick:

     

    So to the point.

     

    We need an EMB, or something to make fallout 4 look more depressing. :yes:

     

    Like in fallout 1 2 3 and even New Vegas.

     

    So if you can, If you have the will power to do so!

     

    You must save us from the beautiful looking lands of fallout 4, and make it look more like fallout 3.

    Only then will the world be a better place, to feel like nothing you do matters. :thumbsup:

     

     

    Thank you for your time and good luck.

    http://images.vectorhq.com/images/previews/9cc/vault-boy-psd-442476.png

     

     

     

  13. Here you go, includes collision export.

     

    http://stuyk.com/forum/viewtopic.php?f=14&t=6

    Arrre, but what if you dont have 3ds max what then??

     

    What this is all about is trying to make a new nif with new collisions without the use of 3ds!

     

    If we can figure out how to do it in nifskope, then you would be able to use software like..... sketchup o_O to make new models. XD

     

    I know how silly that sounds but I'm trying to make model modding easier for some people. :D

  14. Ahh, I see what you mean! At this stage, I only know how to steal the collision off in-game items (so something vaguely eiffel tower-shaped of any size, I'd be able to shrink/grow to the correct size and use that) but not how to create a brand-new custom mesh for collision use.

     

    HOWEVER! I did note this video linked in another person's query, and it looks to be doing just that-- the video looks thorough and makes sense, though I've not actually attempted to make a collision mesh using it's instructions just yet-- unfortunately, it does require the use of 3DS Max.

     

    I know that the eiffel tower example was just a suggestion, but to continue the use of that particular example-- something I spend a lot of time doing whilst modding, is using the Archive Browser feature of Nifskope and looking at all the random bits and pieces in the vanilla Fallout - Meshes.ba2 file. When I spot something that's vaguely the correct shape for whatever I want to make, that will usually be the one whose collision I steal-- I'll start my custom mesh and add in the stolen collision at the end rather than build it into the collision I'm stealing, because I find it too messy.

     

    Well, moriartykain, you've given me the motivation I need to get this tutorial started-- here I thought I'd be procrastinating it forever!

    Its seems like you do exactly what I do. lol :D

     

    But you said you change the size of the collision object, If you do it in nifskope I would like to know how.

    As the Creation Kit needs a .esp to do that and i just dont like doing that. :wacko:

  15. I believe that you just need to right click the 7th child of the NiNode and remove the branch, since you are replacing that mesh anyways. Then, right click the 10th and go to block>convert>bethesda>BSTriShape. Then click on the 3NiNode, scroll down on the block details and open the children tab. Double click the empty field and type the number 10 in. That should get your mesh in the correct spot. Click the header tab, then go to strings. Type the path of your bgsm into one of the empty fields. Then go back to block list and put the string number that corresponds with your bgsm path where the bold TXT is next to the 11BSLightingShaderProperty. Then click on the 12BSShaderTextureSet. This holds the paths to your textures. The textures need an _d, _n, and _s at the ends of their names. _d= diffuse map, _n= normal map _s=specular map. The second flower on the list should contain the path to your diffuse texture. Which you have correctly, but the file should be named: ncbottleclosed_d.dds. The third flower is the normal map path, the sixth flower is the texture\shared\cubemaps\mipblur_whatever file, and the ninth flower equals the specular map path.

     

    The numbers in the green squares are the string numbers in the header tab. The strings number should correspond to the blocks they are associated with. Like the 8BSLightingShaderProperty has the 8 at the very end of the path. It is because that path is the 8th string down under the header tab. Your 10TriShape has a 62 from before you imported it from bodyslide, and it was 62nd down the list of strings.

    Sorry if this is confusing. haha

    Im so happy someone else is able to explain, your paragraph would have taken me all day to write up. :sweat:

     

    Dyslexia It gave me a high IQ, then removed my ability to use it. :D

     

     

    I like this icon but never get to use it soo..

    :dance: :dance: :dance: :dance:

  16. I am confused, there is no menu on the left:

    http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/BS/BSnkb01_zpsnex0oncs.png

    Nor am I able to click on the object to select it.

    I've pressed all of those buttons above, even tried looking in the drop down menus at time.

    Still haven't found the file structure you described, at least, not in Outfit Studio.

     

    I could see it in NifSkope, for some reason, it had given the human skeleton rig to this bottle, it was a long list of references with arm, leg, torso, etc that had to be deleted one by one.

     

     

    My mod isn't going to be as simple as replacing the bottles, I have to replace the Vending Machines too.

    And recode them so they replace the animated ones.

    Then if that works, I have to make a Settlement specific vending machine too.

    But that will come later, after I solve this initial problem.

     

    Sorry I am Dyslexic and it takes me time to compose a message, and some times I mess up. :wallbash:

     

    It was meant to say In NifSkope, sorry. :huh:

     

    You need to delete anything connected to your meshs string tree.

    you don't have to worry about the arms and legs, as they get left behind when you copy the mesh to the new nif.

     

    My instructions should make more sense now... I hope :laugh:

  17. Just to clarify, you want to know how to make collision in nifskope WITHOUT borrowing the collision from an existing item?

     

    Because I'm writing up a tutorial on how to do the latter, but haven't figured out the former, sorry :sad:

     

    If you know how to add a collision shape to a nif in nifskope then you know what I and a lot of others need too know. :happy:

     

    We can do this

    http://www.youtube.com/watch?v=ppTXCJ0SZ88

     

    But if I make say..... an exact replica of the eiffel tower at 1 tenth scale. Having the collision shape of Blamco Brand Mac and Cheese is not going to work well. :tongue:

     

    but if I can make a simple mesh and use that as a collision shape for my... exact replica of the eiffel tower at 1 tenth scale.. only thing I can think of at the moment..

    Then I can start making things for people to put in their mods.

     

    So if you know how to do this you will be like the inventor of the sandwich and change the world forever! :dance:

  18. I tried to follow the steps in the video, up until this happened:

    http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBmi01_zps2jylih5u.png

    After this occurred, what was happening in the file didn't match up with the video tutorial.

    Since I was uncertain how to proceed, I stopped working on it at this point.

     

    I am using NukaColaBottleFullPrewar.nif as the baseline file, since this bottle is intended to replace that object.

     

    I don't know if collisions apply to static loot objects.

     

    It looks like the mesh you have made has strings that are not setup for fo4 nif.

    Easy to fix, I think.. o_O

     

    Always make backup copies of your files before doing anything

     

    Open the copy of the nif you have converted in BodySlide with NifSkope and select your object mesh on display in the window so the mesh is highlighted

    The BodySlide thing is important.

     

    On the left open its drop down menu

     

    Like V

     

    NOD

    > Something something

    >blah blah blah

    >blah blah blah

     

    >Object Nuka ---------------

    >blah blah blah

    >blah blah blah

     

    >Othere stuff

    >blah blah blah

    >blah blah blah

     

     

    One by one on its branches, right click and go to block then remove branch.

    So the object has no branches

     

    So you get this

     

    NOD

    > Something something

    >blah blah blah

    >blah blah blah

     

    Object Nuka ---------------

     

    >Othere stuff

    >blah blah blah

    >blah blah blah

     

    Then from this point follow the tutorial. :D

     

    I hope this is understandable. :ohdear:

    I am not the best at explaining stuff.

     

    But this is what I do when I get stuff like this, as all you need is the object mesh.

     

    Oh and the object you are importing into needs to have a similar shape as the object you have made, so the collision shape are similar!

    You do not need to use the same object you are replacing, all you have to do is change the name of the object you make.

     

    In this case, if this is just a mesh replacement for the full Prewar nuka-cola bottle just put your new .NIF named nukacolabottlefullprewar.nif

     

    in

     

    Fallout 4\Data\meshes\props\nukacolabottlefullprewar.nif

     

    And it will replace all the full Prewar nuka-cola bottles in the game, you do not need to do anything in the creation kit.

     

    I hope this will helped you, and to see lots of nice models coming from you. :laugh:

     

    Good luck. :thumbsup:

×
×
  • Create New...