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Oynlen

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Everything posted by Oynlen

  1. damn, been looking to find the source of .ssf file bonedeltalists or how to generate them, I am doing dismember ssf files for custom feral ghoul models and want to move the head decap lower down to the neck line. I need those delta ID's of jaw and neckskin bone of the feral skeleton. I was excided reading this to start thinking I had found an answer. Enven the smartest guy I know in modding was kinda just like, those are generated in ck.. BUT how? and how to create a custom one? I feel it is a 3ds max thing. Too bad this topics so old and people like Ousnius are not really around anymore to answer questions. The simple fact they are different from mesh to outfit could be that each outfit has a specific mesh name and that mesh name hast to be correct in the ssf file, so it generates a new id, like the first numbers are the same, the last are probably sequential of each outfit in the game using that bone. Idk why Beth did it like that gos If they just named the mesh a generic name, they could use generic ssf files but it was probably for sorting of some sort.
  2. In response to post #91967003. #91979463, #91980208, #92042283, #92067333, #92140103, #92149073, #92390813, #92576988, #92589523, #92591058, #92607453, #92845128, #95900948, #96276588, #96278223 are all replies on the same post. dont think its much about current titles, which will remain on steam or other services as full game/dlc downloads that support mods. But the concern more is Future titles. Game pass may have a library you can choose and download as long as you keep paying, But its pushing towards (from physical media to online downloads) to then streaming game services where files are no longer even hosted on your PC, other than the savegame files.. State of Decay by Undead Labs was pretty moddable, but number 2 (after the studios MS purchase) you count not mod much at all, other than experimenting with some hex code to change some in-game values. And even then, following instructions to access those windows app files to mod that game, It messed up my access to the microsoft store completely. There is instructions here similar, changing permissions on locked and hidden files etc to modify them, its probably the kind of thing that will work but also stop game pass from working in the future ( depending on what MS allow going forward with accessing, editing their files. Everything is all to intertwined and locked down now and its heading more and more that way. For most games its fine but for something like the next elderscrolls, yes they will make sales regardless, but if it has very limited modding or just creation club type mods you pay for... Then its over. We have the old games, but for how long will people hold an interest in making new content? Bethesda may not care any longer after taking so many recent stumbles and falls. its a shame to see a gaming sub culture like modding being possibly pushed or restricted from the franchises that bought so many of us into it. Well, we can only wait and see.
  3. thats really weird.. Something I notice while looking, the HitWindowGlass01fogged.nif has all the exact same properties as the clear glass one and uses same material... yet it is not transparent. All other nodes in the mesh look the same too. That's mysterious.
  4. I can see some cars are not part of the precombines, these are ones thet have damage states and can explode. There is 3 nifs linked to the damage state but I wanted to just replace these explodable car nifs with static ones. such as car frames or the mostly stripped down rusted frames. For some reason simply renaming a nif to the name of the one I want to replace does nothing. I have tested with precombines off as well even though I know that's not the issue? Any ideas? I want to replace all cars with the more stripped down rusted variants of themselves as well as some other meshes that are found in precombines before rebuilding precombines.
  5. try ask in https://stepmodifications.org/forum/topic/12466-fo4lodgen/ I would guess new meshes would be the way I would go.
  6. i think something like this can work, but weighting it so it doesnt look bad in all poses would be very hard
  7. idk but yesterday I went to place something in ck and it was red and white exclaimation mark with part of the object still showing. Then on reloading the esp in CK it showed up fine the second time. No changes made. Also, have you tested it in game yet? pretty much anything invisible in CK will be invisible in game I think. Though.. tbh, I don't know why I'm commenting. lol. you have a vast range of modding knowledge compared to me.
  8. I'm looking for a mod that placed a ship in the water behind Boston Airport? There was a upright version and a semi-sunken version. mod was about a month old or so.
  9. I heard that you can try use the ck 64 bit version (or 32? idk, lol) one is slower but allows more ram usage for stuff like previs generation, the other has a locked allocation of ram amount that is very low. whatever version you are using, try the other one.
  10. there is a free to use resource pack on Skyrim mods. https://www.nexusmods.com/skyrim/mods/38651 . I used a couple from here. anything you find online in the way of 3d models you might find, need to be alpha painted to suit creation engine or you might need to opt for completely static non moving trees. Tbh, I would just use the vanilla trees with some retextures.
  11. Well, removing the 1 seemed to be all that was needed, Its working though the only thing I guess about adding a LL to a LL with this script rather than each individual actor is the actors in the custom LL seem to lose their names. Now all are called deathclaw when they spawn (I think) I just console spawned 10 deathclaws and 3 were the custom types but all had the same name of simply Deathclaw. Possibly might work properly when spawned in the wild, but deathclaws are not that common so it will probably be a long time before I can confirm it.
  12. could you try to add the flag " is full LOD" to the static object in Fo4 edit and remove its lod mesh records. that way there will only ever bee one mesh for the true static item and also used same one for LOD. but this can impact performance if there is a lot of these items and its a big worldspace. After making these changes you would of course need to regenerate LOD
  13. check all your ini files. make sure you have the lines added for grass. Idk about vortex, but MOd Organizer 2 does not read the ini files found in Documents folder location. it stores its own versions that are accessed in MO's UI. The lines you need are this [Grass]iMinGrassSize=20bAllowCreateGrass=1bAllowLoadGrass=0iMaxGrassTypesPerTexure=15 You can change imingrasssize=20 to Imingrasssize=40 for better performance. the lower the number the denser it is. you might already be running a performance boosting mod that has its own custom ini file in the mods folder somewhere that is doing this already from the sound of it. Have to check all you mods folders and look for ini files in them :/
  14. I have downloaded A Blind Mans Script as well as Dank Raft's version. I Want to use a feature from Dankrafts version that allows a custom LL to be injected into another LL, rather than separate items/actors. Dank Rafts script focuses on weapon injection but I want to use Leveled npcs. Specificlly, to inject a custom Lchar into LcharDeathclaw LL. I am not familiar with scripting at all but I think I have added the lines needed and converted them from Lveled items to leveled actors? getting the error of too may arguments to pass on line 143. lst.AddForm(ListForm as Form, lvl, 1) Its something to do with the 1 at the end of that line, but idk why Dank Rafts version compiles fine and this one does not. Scriptname ActorLLInject extends Quest Group MainSettings{Main Settings.}ActorBase Property ActorName Auto Const{The NPC you want to add to the Leveled Lists.}int Property PlayerLevel = 1 Auto Const{Choose a player level at which to add the NPC to Leveled Lists. This can be overwritten for individual lists below.} LeveledActor Property ListForm Auto Const{The Leveled List you want to add to other Leveled Lists. Only used if filled.}EndGroup Group CommonLists{Common Level Lists and the required player level for the NPC to be added to them. Auto-fill any lists you want to use.} LeveledActor Property LCharRaider Auto Const{Auto-fill me}int Property PlayerLevel_LCharRaider Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.} LeveledActor Property LCharGunner Auto Const{Auto-fill me}int Property PlayerLevel_LCharGunner Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.} LeveledActor Property LCharTriggerman Auto Const{Auto-fill me}int Property PlayerLevel_LCharTriggerman Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.} LeveledActor Property LCharBoSSoldier Auto Const{Auto-fill me}int Property PlayerLevel_LCharBoSSoldier Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.} LeveledActor Property LCharDeathclaw Auto Const{Auto-fill me}int Property PlayerLevel_LCharDeathclaw Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.} EndGroup Group CustomLists{Custom Level Lists and the required player level for the NPC to be added to them. Use these if you can't find the LL above.} LeveledActor Property Custom_LL_1 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_1 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_2 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_2 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_3 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_3 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_4 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_4 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_5 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_5 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_6 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_6 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_7 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_7 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_8 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_8 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_9 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_9 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_10 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_10 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_11 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_11 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_12 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_12 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_13 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_13 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_14 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_14 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_15 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_15 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_16 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_16 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_17 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_17 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_18 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_18 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_19 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_19 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}LeveledActor Property Custom_LL_20 Auto Const{Choose a Level List to add your NPC to.}int Property PlayerLevel_Custom_LL_20 Auto Const{Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.} EndGroup Function addActorToLL(LeveledActor lst, int custlvl)int lvl = PlayerLevelIf custlvl != 0lvl = custlvlEndIflst.AddForm(ActorName as Form, lvl, 1); Debug.Notification("ActorForm succeeded")If ListForm ; if variable is set by userlst.AddForm(ListForm as Form, lvl, 1) ; adds the leveled list to another leveled list; Debug.Notification("ListForm succeeded")EndIf EndFunction Event OnQuestInit()If LCharRaideraddActorToLL(LCharRaider, PlayerLevel_LCharRaider)EndIfIf LCharGunneraddActorToLL(LCharGunner, PlayerLevel_LCharGunner)EndIfIf LCharTriggermanaddActorToLL(LCharTriggerman, PlayerLevel_LCharTriggerman)EndIfIf LCharBoSSoldieraddActorToLL(LCharBoSSoldier, PlayerLevel_LCharBoSSoldier)EndIf If LCharDeathclawaddActorToLL(LCharDeathclaw, PlayerLevel_LCharDeathclaw)EndIf If Custom_LL_1addActorToLL(Custom_LL_1, PlayerLevel_Custom_LL_1)EndIfIf Custom_LL_2addActorToLL(Custom_LL_2, PlayerLevel_Custom_LL_2)EndIfIf Custom_LL_3addActorToLL(Custom_LL_3, PlayerLevel_Custom_LL_3)EndIfIf Custom_LL_4addActorToLL(Custom_LL_4, PlayerLevel_Custom_LL_4)EndIfIf Custom_LL_5addActorToLL(Custom_LL_5, PlayerLevel_Custom_LL_5)EndIfIf Custom_LL_6addActorToLL(Custom_LL_6, PlayerLevel_Custom_LL_6)EndIfIf Custom_LL_7addActorToLL(Custom_LL_7, PlayerLevel_Custom_LL_7)EndIfIf Custom_LL_8addActorToLL(Custom_LL_8, PlayerLevel_Custom_LL_8)EndIfIf Custom_LL_9addActorToLL(Custom_LL_9, PlayerLevel_Custom_LL_9)EndIfIf Custom_LL_10addActorToLL(Custom_LL_10, PlayerLevel_Custom_LL_10)EndIfIf Custom_LL_11addActorToLL(Custom_LL_11, PlayerLevel_Custom_LL_11)EndIfIf Custom_LL_12addActorToLL(Custom_LL_12, PlayerLevel_Custom_LL_12)EndIfIf Custom_LL_13addActorToLL(Custom_LL_13, PlayerLevel_Custom_LL_13)EndIfIf Custom_LL_14addActorToLL(Custom_LL_14, PlayerLevel_Custom_LL_14)EndIfIf Custom_LL_15addActorToLL(Custom_LL_15, PlayerLevel_Custom_LL_15)EndIfIf Custom_LL_16addActorToLL(Custom_LL_16, PlayerLevel_Custom_LL_16)EndIfIf Custom_LL_17addActorToLL(Custom_LL_17, PlayerLevel_Custom_LL_17)EndIfIf Custom_LL_18addActorToLL(Custom_LL_18, PlayerLevel_Custom_LL_18)EndIfIf Custom_LL_19addActorToLL(Custom_LL_19, PlayerLevel_Custom_LL_19)EndIfIf Custom_LL_20addActorToLL(Custom_LL_20, PlayerLevel_Custom_LL_20)EndIf; notification once injection is completeDebug.Notification("Added to leveled lists: " + ActorName)EndEvent
  15. Thank you for the detailed reply and taking time to explain things. I will take the time to read through this a few times thoroughly and put things together. I Thought I had gotten the pop up message that Clean Masters was now an obsolete function but I will check again. From the sound of it here, I'd say my success the first time was due to mostly luck. Though I did feel I had learnt a decent understanding of how the older version functioned. For my specific purposes, that is.
  16. I make anything that is vanilla record edits into one mod I call EspTweaks. It was no dependencies other than the vanilla game and its dlc. Have saved about 20 or more slots so far I'd say. Tho I only have about 60 mods active. Other one is any sort of texture replacer. guys like SpiffySkytrooper will add a dummy esp and pack into a ba2 even when its just a few textures. Consolidate all your textures as loose viles, make one esp called MyTextures.esp or whatever and pack them all into ba2 with same name. There is a size limit on ba2's so you might need to make more than one but you will save esp slots this way. There is also some cool merge packs you can find around the internet. things like a whole bunch of weapons in one esp. Or say, all of Nieros cross armors in one. Main problem you might have merging is if one is updated, you will have to add the updated records manually to your merged esp. So its better for older mods Also, the goal is to make a new esp from several others and then be able to remove them, not make them as masters and and another esp, that's a patch @Blinxys And yeah Zorkaz is right that if in mid game, its same as removing a mod to do this, so treat it the same, because the new esp will have new form id for items and the old ones will no longer exist. That is the reason I only do this with mods that call back to vanilla records only.
  17. I make anything that is vanilla record edits into one mod I call EspTweaks. It was no dependencies other than the vanilla game and its dlc. Have saved about 20 or more slots so far I'd say. Tho I only have about 60 mods active. Other one is any sort of texture replacer. guys like SpiffySkytrooper will add a dummy esp and pack into a ba2 even when its just a few textures. Consolidate all your textures as loose viles, make one esp called MyTextures.esp or whatever and pack them all into ba2 with same name. There is a size limit on ba2's so you might need to make more than one but you will save esp slots this way. There is also some cool merge packs you can find around the internet. things like a whole bunch of weapons in one esp. Or say, all of Nieros cross armors in one. Main problem you might have merging is if one is updated, you will have to add the updated records manually to your merged esp. So its better for older mods Also, the goal is to make a new esp from several others and then be able to remove them, not make them as masters and and another esp, that's a patch @Blinxys And yeah Zorkaz is right that if in mid game, its same as removing a mod to do this, so treat it the same, because the new esp will have new form id for items and the old ones will no longer exist. That is the reason I only do this with mods that call back to vanilla records only.
  18. I make anything that is vanilla record edits into one mod I call EspTweaks. It was no dependencies other than the vanilla game and its dlc. Have saved about 20 or more slots so far I'd say. Tho I only have about 60 mods active. Other one is any sort of texture replacer. guys like SpiffySkytrooper will add a dummy esp and pack into a ba2 even when its just a few textures. Consolidate all your textures as loose viles, make one esp called MyTextures.esp or whatever and pack them all into ba2 with same name. There is a size limit on ba2's so you might need to make more than one but you will save esp slots this way. There is also some cool merge packs you can find around the internet. things like a whole bunch of weapons in one esp. Or say, all of Nieros cross armors in one. Main problem you might have merging is if one is updated, you will have to add the updated records manually to your merged esp. So its better for older mods
  19. So, many cleaning features of Fo4Edit seemed to have be removed now. It seems to make it impossible to make mods like I have in the past using copy as new records. I guess this might have been done to stop people stealing others works, but in a game where modding lets us create our ultimate play style, It doesn't seem to make a lot of sense. I want to take just some elements of a mod and copy them as new records into a new esp then remove the master of the original mod. They are all worldspace placements and I made sure to only copy ones that used vanilla statics or vanilla Scols. Not all mods are edited or created to be uploaded, many people find elements of a mod enjoyable but dont like the overall thing, much like the vanilla game. Other times, mod authors might even give permission for an edited version to be uploaded. So what is up with this (kinda recent) version of Xedit and its QAC feature? It doesn't seem to do half the things it used to be able to do. I know cleaning can mess things up, but as authors we mostly know what we are doing. feels like its been dumbed down for the common user, or Like I say, as a reason to prevent copying records. I made my mod A Forest (with permissions) by copying all worldspace records of two mods, then changing referencing records of all statics, deleting the old statics then cleaning masters. It completely removed the dependency of both mods I copied records from. Seems this method no longer works? All I read on the mod page from authors is how the new system is better and people need to watch the video etc. I'm not a complete noob in this stuff, its possible I'm missing something, but clearly it seems features have been removed. People warn about cleaning mods, But I used this method to create my mod and feedback has been its a very stable environment mod, more so than the main one it was copied records from. I did not just copy, but used it as a base framework. *Edit, to be clear, copying records is still possible, but it seems removing masters is not, even tho all records are vanilla. The mods actual records are nothing more than XYZ grid placements. And those used to be fine to copy as new without dependency.
  20. Old topic but if making new craftable items that have a lot of polys, especially in one sub menu. dont use preview transform, make an icon or use a vanilla menu object. It wasn't crashing my game, but not allowing the actual craftable item to load, it just kinda stopped that menu working till I backed out to another sub menu.
  21. Maybe not pointless exactly. Since I imagine verts expand further and further apart as mesh is scaled larger. Main thing is texture with start to look s#*!, but that's not important and can maybe be fixed with higher res textures stretched out over the same UV map. But I wonder if this spacing between verts to extremes start to affect things like navmesh or placing down navmesh? And, once taking it further than the x10 of creation Kit (using the xedit method does the collision remain intact? I assume this cave tunnel is Summthinh people wanna warlk
  22. If you are thinking about LOD though, And BNS is popular, remember it has like 3 or 4 versions, same as Conifers. LOD is always gonna be different but I guess you could make files for the top 3 mods. Generally, its best people generate their own, but, of course not everyone knows how.
  23. I have never bothered with this mod on PC. I had it on xb1 but since learning how to use Xedit I generally make a lot of my own changes and merge many small fixes I find into one large patch, if all they are is record changes of original Fo4 data. Such as River Fixs and water LOD fixes etc. plus a few that contain mesh fixes of altered vanilla meshes. Looking at FO4UP, it covers A LOT! but is it necessary? for example, are the Location References for every single worldspace necessary? To include these into other mods, like Horizon's optional plug-ins would take days, I would add them to my main large patch for my load order that lives at the bottom of my load order list and covers all my plugins (but requires none as master, its all vanilla record changes so mods can be removed without breaking it) but this would take days of boring editing.. What is the reason for these Location references? Surely they are not game breaking to not include?
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