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MaeroTheMaestro73

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Posts posted by MaeroTheMaestro73

  1. 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?

  2. You can create outfits with the meshes, assign each outfit a different body-preference and its super easy. (just deleted the pre-existing cbbe-body in the outfit-studio)

     

    But I doubt that 2 different body-changing mods work well together.

    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.

  3. Well, I don't know. Maybe with quests and scripts it is possible to switch the body. I think having perks and reactions would require a lot of editing to existing quests and dialogues. I am not that experienced, so I can't point you in the right direction. The goals you want to achieve, if possible, will require a lot of modding experience and knowledge.

     

    Since I don't know of a mod that would change the body as part of a quest, I mentioned what I am familiar with. Skin Override's purpose is to provide a way to switch body textures. The skin includes a body, so it can be used to switch between different body presets and even different body types - like have one skin use CBBE body and other skin use AB.

     

    AWKCR is not a hard requirement. If you don't use it, no need to make an outfit compatible with it. The armor record for an outfit has one or more armor addons. For example - if it has addons for main model and a hood. With attach point keyword, object modification and constructible object you can make a menu on armor bench, to switch between main model and main model+hood. The same way, it can be made to switch between CBBE model and AB model of the outfit. But if the outfit has a lot of parts, I mean already has a lot of addons, that will make the job even more complicated.

     

    About your last question, not sure, but you might be on the right track. Either a spell or an object effect(enchantment), depending on what the item is. Both of them contain a magic effect. Perhaps the magic effect can be made to reduce the player's health. And yes, a condition for one the specials is also possible.

    I appreciate your time. I'll keep looking into the Creation Kit and seeing what I can find out about this whole process. I have a new race entry, faction entry, and everything else all set up except for fully setting up the dialogue and importing my edited voice files.

  4. Leaving the quest completion aside, it is possible to change bodies ingame with LooksMenu's Skin Override. I don't know of a mod that will do exactly the job you want, at least not without putting some extra work in copying meshes and creating body slide files. I'd suggest, if you can, to do the Skin Override yourself.

     

    You can have multiple versions of the same outfit, but it will be pain in the a** to make it work. One of the conversion body slides can be edited to change the output folder. After that comes the hard part - making it work in a plugin. It will require creating new armor addons for the second body type, new attach point keyword in order to add a modification for switching at the workbench, and so on. The more modular and more parts the outfit has, the more complicated, difficult and time consuming it will be.

    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?

  5. 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.

  6. 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.

  7. 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!

    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.

  8. 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!

  9. For me, trying to generate Worldspace LOD or Worldspace PreVis always crash the CK ...

    Basically things that do stuff with an entire worldspace.

     

    Also, trying to click something while the CK is loading almost always freezes the programm.

    Do you have any problems just trying to load up an exterior cell that's not wilderness? Say for example, Swan's Pond or Museum Of Witchcraft?

  10.  

     

    There are actions that always will crash the CK, you only need to avoid doing them, is a matter of experience and patience. If you can run the game properly you should be able to run the CK normally if you avoid those certain things.

    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.

  11. What's your goal?

    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.

  12. Trying to make a newly generated merchant buy sensor modules from the player for caps.

    So far the only thing I've seen to this effect is in papyrus fragments such as kmyquest.CashBlood()

     

    in that example, you give blood samples collected from irradiated creatures to the BOS scientist and she gives you caps in exchange.

     

    I have no idea how to work papyrus at all. I have no idea what a fragment is compared to a script. None of that makes sense to me.

     

    Is there a way to do what I want without touching papyrus at all? If there isn't, do I need special tools to work with papyrus?

  13. I'm really just trying to expand on an existing side quest to add the content that was implied but never actually implemented as such.

    However, I have no clue what anything means in the SCENE tab of the quest window - I'm trying to work through it blind, but none of it makes any sense.
    It doesn't help that the layout of it is totally friggin' weird.

    As far as I've seen though, this is the only way that dialogue gets meaningfully added in the game - both voiced and subtitled.

    I'm not expecting anyone here to walk me through it for free. I mean that'd be great but really I'd be okay with a youtube video or a written illustrated tutorial.

    So far all I've seen are several weird videos that kind-of-but-not-really touch dialogue - mostly centered around followers and their idle dialogue [such as a deadpool one]

     

    Nothing goes in-depth on what's what in the SCENE tab, or how to manipulate it meaningfully. At least nothing I've seen so far.

  14. The single most important tool you can get if you want to make serious mods is the Creation Kit. You need to log in to Bethesda.net in order to download it, but after that you can just launch it locally without using the bethnet launcher. Just make sure you set a shortcut directly from the executable itself, as the auto-generated one routes through Bethnet's launcher.

    Creation Kit lets you do everything from modifying specific locations to creating new factions to adding and removing enemies from specific areas and so much more.

    XEdit [or FO4Edit] is useful for examining your load order and identifying where mod conflicts exist so you can either fix them yourself if you're skilled enough, or just decide which mods you want to disable in order to play your game [assuming a mod is causing crashes.] Great for making compatibility patches as you get more familiar with how CK works.

    If you just want to do simpler mods like the one I made, which is a VATS Replacer, get YakiTori Audio Converter, VOICEFILEREFERENCE, and Audacity.

    Audacity is all you really need if you just want to make basic sound replacers to get started as a modder.

    In fact if you just want to get started modding and want to build some confidence, I highly recommend starting out with a VATS Replacer! You can download my It's High Noon mod and examine it, it's super simple! Literally just take a sound, rename it, pack it like I did [folders nested in the correct order], add it to your load order, test it in game to make sure it plays as expected, and then upload it here on NexusMods! Hell, you could probably make a death replacer that says Woody's famous "there's a snake in my boot" line if you wanted to!

    Good luck and welcome to modding!

  15.  

     

    if it's way out in the wilderness where no one is likely to touch.

     

    Pure, empty wilderness cells (not part of a location nor part of a quest, no random encounters) are very rare, so you can count on it when you've found one that umpteen others have too :wink:

    Can't say I've seen too many mods that delve into glowing sea wilderness cells. Many of those cells are nothing more than blasted forests, collapsed highways, and giant puddles with leveled enemy spawns. Regardless, any mod I publish involving cell edits will be followed by a request for bug hunters and conflict reports so I can optimize them to play nice with other mods.

  16. My ultimate goal as an aspiring mod author is to make it possible to transform yourself into a super mutant female using the requirements laid out in the atomic beauty super mutant female preset as the appearance you'd become.

    I don't know anything about papyrus or any kind of scripting, and can only make very minor edits currently in that regard [like changing booleans]

     

    It seems like what I want to do is largely wrapped up in scripting.

    I've managed to make a glowing sea location where the player can go to find an experimental purified FEV serum. I've got it fast travel ready, world map marker ready, interior-exterior teleport-ready, and some basic lvldlist encounters and simple set dressing set up. I've traveled to the location and verified it doesn't cause any crashes on its own - and interior/exterior transitions yield no problems, and interior has no bugs.

    I don't yet know how to make that serum a consumable, and apply uncurable stat, health, and action point penalties for a specific time duration after consuming it. I don't yet know how to trigger a transformation into a new race with its own custom appearance after a specific time period, especially with a fade-to-black right before.

    I don't yet know how to make the game check the player's endurance level upon consuming the serum and apply a random chance of sudden death if endurance is not at a minimum level, over a specific time period.

     

    I wanted this mod to make its massive perks a risk you have to decide you're willing to take. 3 days of suffering excruciating pain as expressed through massive stat penalties and general weakness and fatigue, and if you're really weak, potentially death. Survive this, and in exchange on day 4 you experience being a perfect super soldier with all of the benefits of a perfected super mutant. These benefits include: 10 strength, 5 endurance, radiation immunity, disease immunity, max unarmed perk, max toughness perk, max strong back perk, double jump height, double swim speed, double run/walk speed, mild HP regeneration, increased AP regeneration, and 500 HP/350 AP to start with.

    You cannot fast travel from the interior or exterior of my location, and the suffering can't just be cured away by a doctor [i can probably look into the vault 81 molerat disease for that effect.] You cannot wait while suffering, nor can you sleep. So you'll just have to wander around, avoiding death or encased in power armor until your transformation time has ticked. I think I know how to make an effect that prevents waiting and prevents sleep - but I'm not sure. As for timing, I have no idea how to do that except that it must be a scripting thing.

    I also don't know how to set up custom voiced dialogue between the player and generic humanoid npcs commenting on their super mutant appearance, especially with the opportunity for the player to actually respond to questions and criticism. I do however know how to edit voice lines to make new sentences.

    I wanted the world to actually immersively react to the player being a super mutant - not acting like it's still Nora, just in a costume. Diamond City guards, for example, should attempt to either shout at you to turn around and get lost [with weapons drawn at you], or, if they're more brave, forcegreet you and ask what you're doing near a human city. Random settlers and townies should have idle dialogue commenting about you - both positively and negatively. Unique NPCs that talk about super mutants, or non-humans, should be able to mention your appearance.

    My ultimate goal was to have a super mutant female that can not only look and feel like a super mutant, but identify as one too - with two versions depending on how far the player wanted to take it. version 1, player transforms, the whole world shits themselves at the sight of the player and shoots on sight. version 2, player transforms, the whole world stops and stares, utterly perplexed at a super mutant with clearly feminine curves, feminine voice, and not-ugly-face roaming around.

    It's very ambitious - and so far as a novice it's beyond my abilities to fully realize - but it's something I plot away at a little at a time every day.

    I'm constantly looking up youtube videos on how to do things - currently doing everything in my power to learn how dialogue works so I can finally put all these edited voice lines into the game. Every day I learn a little more, and get that much closer.

  17. It depends ...

    If another mod changes the same thing that you deleted. Let me explain:

     

    MOD1: (your mod) deletes a rock in a certain cell

    MOD2: (some other mod) changes the position of that rock (for whatever reason ... )

     

    If MOD1 loads before MOD2, then MOD2 tries to do something to an object that isn't there (your mod deleted it).

    That will cause the game to crash (It's called a "null pointer exception", if I remember correctly ...)

     

    That's why you don't "delete" objects of the vanilla game. Either disable them or move them under the ground, so that they are there but not visible.

     

    If you make a mod and then "clean" that mod file with FO4Edit, there is an option to "undelete and disable" deleted objects. (So it will automatically disable the stuff that you deleted in the Creation Kit).

     

    I highly recommend the manual for xEdit (the tool is the same for lots of games, FO4Edit, FO3Edit, ...). There is a nice section about mod conflicts in there that makes things like this understandable.

     

    Hope this helps and didn't scare you :laugh:

    Thank you, that's all helpful to keep in mind. Reading the bug reports of numerous mods that allow for deleting things such as rubble piles and flat trash [either by the player, or as part of an automated "cleaner location" mod] has made me wary of deleting anything even if it's way out in the wilderness where no one is likely to touch. Apparently breaking precombines completely devastates the framerate, if not crashing the computer. Of course I've only seen this be a major issue in the downtown areas where there's a lot of clutter, but still. Back of mind, constant anxiety, you know?

     

    So now I know the best way to cleanly edit a cell. By the way, where do I find the "disable/enable" option at in CK? I haven't seen anything like that so far after about two weeks of tinkering.

  18. Hey guys. I'm looking for information on how clearing the deco, debris, and flavor of a given cell will affect the game's stability. I know I can "generate precombines" after clearing everything, and navmesh can be added as needed.

    But before I do anything modifying the world in this way, I want to know I'm not potentially breaking it in the process.

    I want to make sure all of my mods are done cleanly, in a way that is compatible without needing patches or load order modifications.

    So to that end: Am I breaking the game by clearing out, say, the rubble, the cliffsides, the leveled spawn markers, the barrels, and the clouds of a specific wilderness tile?

  19. Heyas Maero.

     

    Ok, so from bottom to top. I you know what you're doing...IE have been playing modded games for a while... manually is definitely better than using a mod manager. Doing thing where you KNOW what has been done, and know it's been done right, over push button modding wins out every time.

     

    Both mods you've mentioned have a proven track record. Shouldnt be a problem unless another mod is causing problems for them. Or possibly a load order conflict.

     

    Are you starting the game with a full active load order? If so, that's a big no-no. Start the game out with only the very bare essential of mods, only the ones you need for character creation, or the start up of the game. Don't active more mods til you get out of the vault, or the equivalent from startup mods.

     

    My first guess would be mods that affect the character creation. Such as any mods that affect vanilla pre-war protagonist house. Any mods that affect camera, or camera angle.

    Possibly a race mod that isn't working right for whatever reason.

    Mods that affect the presets for character gen.

    Mods that affect the protagonist voice or animations. Or even the radio in the background, or the sounds from codsworth working in background.

    I really don't know of any, but another possibility might be a problem with a hair, eyes, skin, or other beautification mod that only kicks in under the conditions in the CC. (That's a stretch, but I'm not gonna rule anything out).

    It could be something like just a bad/poorly organized load order. Back to the pushbutton modding. (a program doing what a human brain should be doing, trying to set a list correctly)

    Maybe some files for that area are corrupted. Or missing.

    Maybe a script is firing that is blocking the rest of the load for that area.

     

    I dunno if any of that will help or not. But without more details, giving off ideas of possibilities is about all that we can do.

    Hope that it helps tho.

    -Storm

    Hi there! I forgot to take this down, lol. It turns out, having ENB installed just requires me to press a certain key combo in order to trigger the new game process fully. My mods are in fact totally fine. Just hitting Shift-Enter to open the ENB console menu and then closing it will un-stick things.

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