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I've got a pretty decent library of tutorials so far primarily from Seddon. None of his stuff touches on making animations [primarily because he's a programmer] Poked around on YouTube and haven't seen anything specific to making synced animations for kill moves or special attacks or anything else for that matter. Anyone got any good leads on this?
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Yeah, that's the problem I'm concerned about. I know the way UniquePlayer and UniqueFollower work, they just set up a separate folder for each character's mesh and textures that gives them each a unique body. However! I have yet to see anything that allows two different body replacers to work simultaneously on the same character at any point in time - even just for a permanent transition that replaces the first replacer with a second replacer. As for outfit studio - yeah I've had some good luck doing conversions already from vanilla outfits into CBBE into AB - but that still wouldn't work out for the body itself being changed. Once I swap out of the AB outfits, bam, I'm back down to being a curvy-yet-normal CBBE body again.
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Oh hi! I'm glad somebody decided to respond to this because I have no clue how to make this work. For my mod's purpose using LooksMenu would completely defeat the purpose of the quest, which is to provide a believable method of transforming from a normal human into a female super mutant. I currently use the Super Mutant Preset for AB and find it works great, but it's not very immersive to look exactly like a super mutant but not have any of the perks of one, nor have suffered anything to become one, nor have anyone react to my presence significantly. Granted, it's exactly what I wanted visually but it just feels hollow otherwise. That was my motivation for working on such a mod. I didn't just want a visual mod, I wanted a full package, and I wanted the player to have to suffer for it to make the big gains worth something. I feel like even though that's tedious and not necessarily fun, it's immersive. So it sounds like, at least from your experience, using Skin Override is the closest thing I'd have. Otherwise, I'm having to find ways to set up my own references pointers and aliases. You also mentioned keywords, which implies I'd have to set this up with AWKCR as a hard dependency. Or is that just for the making of armor to fit the second body replacer without actually overriding any armor? Say, while I've got you here, maybe you can advise me on something else? Where am I looking if I want to have a quest item check SPECIAL and kill the player if a certain SPECIAL is below a specific number when using the quest item? Would that just be a spell with a condition?
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Trying to make a CBBE world where the player character can complete a quest and then change out of CBBE and into the AB body, ideally with access to AB-converted outfits. I don't know if UniquePlayer supports this or if it simply supports setting up one body replacer for the player that's different from all other character bodies. I also don't know if it's even possible to have multiple stacks of the same outfit for different conversions.
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I'd personally really like to see a set of wrestling-themed sync attacks for use by high-strength player characters on normal-sized enemies [anything smaller than a super mutant.] Currently, being high strength and fighting unarmed just isn't satisfying at all. I never actually feel as powerful as I am. Now when I fight with a super sledge? That's satisfying. But just punching everything to death slowly and clumsily is aggravating. I want to be able to grab my enemies and choke slam them, or suplex them, or otherwise knock them back, knock them down, and ragdoll them. I want them to react to my attacks as though I'm making an impact. I want that 10 strength to mean something other than "punches hurt more than others but not much." I don't want it to be limited to power attacks or killmoves. If I can get close enough to somebody and I'm strong, I want to be able to absolutely wreck their s#*!. If that means I'm mashing shift+some keys for a series of selectable attacks, fine. If that means I'm pressing X or Y and launching a randomly chosen sync move, fine. And if I get murdered by my target's assault rifle-wielding friends while I'm busy throwing him around, then that's on me. But at least I die gloriously... not swinging frantically hoping my fists of steel don't get blocked by some puny raider's bony arms. That's just embarrassing.
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Hey, thanks for responding. I appreciate your time. I looked into the forms you mentioned. CaravanBase does in fact show explicitly which stops, for example, Carla is assigned to make. But I'm still not seeing where those are triggered or how they are triggered. All I am pulling so far is that if I want to set up an NPC vendor to wander between multiple settlements, I need to assign some Forced: Location entries and create some Location Ref entries. I'm really puzzled by what this POIJeffB04Location is doing in here. Another name for DebugTestCell maybe? CaravanTradePostX [in my example, Carla for convenience] doesn't reveal anything useful. I mean, there's an unlabeled script fragment referring to a hitching post [to my knowledge this is only unlocked through progression at Bunker Hill] and teleporting the caravan to that hitching post. Beyond that, all I can see are alias entries for "workshoplocation". And the entry for that specifically addresses "hitching posts" again. I am really not sure how to process that.
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In all my digging in the creation kit I haven't found anything that explicitly shows how an NPC is directed to go from one location to another as a recurring schedule, or to wander autonomously as a roaming "random" encounter. I tried looking into the caravan traders as my first step. Nothing in their AI packages gave me anything useful. Not their sandbox, not their travel, nothing. Just vague keywords like "workshopref" "workshoplocation" and "location/location/location" Not even their quests had anything useful. And of course, naturally, their "schedule" tab is completely empty. Since physically dropping an NPC into a busy cell is impossible for me at the moment, I need to find an alternative way to make my NPC appear in-world for testing purposes. I'm trying out some dialogue and I want to see if I've done the flow correctly. If there's a better way than the one I'm looking into, please let me know. Thanks for reading!
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Do you know what some of the more universal crash items are? Well, that's something you'll need to find out, there are certainly a lot, most of the time, as YouDoNotKnowMyName pointed, is a matter of waiting for things to load or end processing, but sometimes when you try to change things that relay on other things it can crash, like for example, if you remove a bunch of stages from a quest at once it might crash, so applying changes one by one, apply changes, closing the form and saving before doing further changes is sometimes a must. I don't have many crashes, I use the CK daily and it crashed only once in the last 2 months. But I also have to admit that when I started, each time I tried to do things in the render window it crashed, disabling markers (press M in the keyboard while the render window is active) and, as DocMoebius said, not going beyond cells to load set to 3, helps. So far the consensus I'm getting is that more than 3 cells loaded simultaneously = guaranteed crash, and applying input while CK is loading/executing something = high chance of crash. Beyond that, nothing is certain. What kind of modding are you doing most commonly, and what's your approach? Tools used? Tools avoided? Buttons not clicked? Tabs not opened? I want to learn whatever I can to avoid crashes and be productive.
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I can't believe I'm crashing just trying to access idle animations for scene dialogue. I'm not even loading up world map chunks anymore. Just animations. Is this a system specs issue or the creation kit just being buggy? If it's a system specs issue, what exactly do I need in order to not keep crashing? I can't even do any meaningful modding like this.
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kmyquest.CashItem templates?
MaeroTheMaestro73 replied to MaeroTheMaestro73's topic in Fallout 4's Creation Kit and Modders
Well, being able to change out the item being requested would allow for great versatility in future mods. I'd like to set up a cannibal merchant who 1. gives the player a quest to find them "fresh meat" which allows them to start recovering "strange meat" from human corpses [in the same way Prydwen quests allow you to start finding viable blood samples and technical documents] and 2. allow you to turn in the strange meat in exchange for caps.