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MarchUntoTorment

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Everything posted by MarchUntoTorment

  1. Thanks! A year later, but hey :P Anyway, I ended up waiting for the Creation Kit to be released. That made it a piece of cake; there's a setting easily-visible. I'm much happier now. Unfortunately, I never got around to posting the mod... maybe I'll do that someday :)
  2. Hey, everyone! Long-time reader, first-time poster. I'm trying to make a script that gives the player a perk when the game loads. The script runs fine, but the perk never appears. Adding the perk via console makes it work perfectly. Script (sorry for lack of syntax, on phone, PC is having internet troubles): -------- Scriptname: ThiefMod:ThiefScript4 extends Quest Actor Property PlayerRef Auto Perk Property ThiefPerk Auto Event OnInit() PlayerRef.AddPerk(ThiefPerk) Debug.Notification("Welcome, Thief.") EndEvent -------- This is all attached to a dummy quest that's set to RunOnce. Ignore the bad syntax; the Property block and the Event blocks all have single-line breaks between them. Anyway, when I load the game, the message ("Welcome, Thief.") shows, which means the script is firing, but the perk isn't being added. I tried to use Game.GetPlayer() instead of PlayerRef, but had no success there, either. Where am I going wrong? Help would be greatly appreciated!
  3. Hey everyone, long time no see! I've got an issue. I've adjusted an outfit in Bodyslide to fit my new body preset, which is all good and well, but despite having changed the .nif, the in-game model remains identical to what it always was. Which is... weird as hell, honestly. So basically, despite having toggled archive invalidation repeatedly, the game still seems to be pulling the model from its .BA2 archives, instead of the game folder. Does anyone know a fix for this? Or is Archive Invalidation currently broken clean in half? Any help would be very much appreciated!
  4. The Titan modifications would do it; if your DT is too high, enemies will simply flee rather than face you.
  5. No luck - that's a global setting, whereas I want to alter a specific weapon's traits. I've tried looking through every 'unknown' field in the data section, but the only field that could theoretically be what I'm looking for (set to 1.1-ish for one-handed weapons and 1.7-ish for two-handed weapons) does nothing when changed, even to 100 or some silly number. Perhaps I'll just have to wait until the GECK drops to release my mod?
  6. Does anyone know if there's a value in FO4edit which sets the 'reach' of a melee weapon (e.g. its striking distance)? I'm currently in the process of creating a greatsword, but the standard melee weapon reach is much too small for it, meaning that it often clips through enemies without damage. Images: http://imgur.com/duplRjx.png http://imgur.com/tb2CfxG.png Does anyone know how to help me? Or are melee weapon ranges 'fixed' in this game? UPDATE: Going through TESVedit, Skyrim had a setting called 'Reach' for its melee weapons. I'm assuming that's carried over to FO4 as one of the currently 'Unknown' values in FO4edit.
  7. Hey, everyone! So, I have a sword. A great sword! In more than one respect :P However, due to its size, I want it to be able to only be used in power armour, for reasons of realism. I was wondering if anyone can think of a way of making that happen? The most straightforward way would be a script that checks if the player is in power armour (and, if not, auto-unequips the weapon), but A), I can't write scripts, and B), I don't want to make things overly complicated. Can anyone think of any other way of forcing a weapon to only be equippable in power armour? I'd really appreciate the help! :) Best regards, - MarchUntoTorment
  8. Since it'd need to be flown from the exterior, the 'secondary bridge' at the rear of the flight deck (look left after fast-travelling) would be an excellent place for a helm. Coding-wise, I'd look at the Skyrim airship mods; this shouldn't be too different structurally. My only concern is that the sheer scale of the vessel could cause some... issues.
  9. I like this idea; the simplest implementation I would see would be to find a way to make the game spawn higher-level enemies at nighttime. I assume that this could be done via script, although I'm not sure how.
  10. The current modding environment is mostly due to the lack of proper mod tools. Frankly, half the stuff I see on here, I'm astonished that they did without the GECK. FO4's modding community are geniuses.
  11. You'd need to wait for the GECK, but I believe that there's a way to do this in-engine; I know that both Power Armour helmets and Ghouls have GECK-based voice modulation. Like, it's a tick-box option. Not sure if you could create a new voice modulation, though. Might require F4SE, and that could get complicated fast.
  12. Come to think of it, Dante, it'd be very easy (for someone who knew how to use the program properly, at least) to rig a non-functional shield for power armour; it's just a matter of attaching it to the right bone in Nifskope. Unfortunately, Fallout 4 doesn't seem to have shield animations... Or does it? We know that the Vault-Tec Rep's clipboard is used as a shield... hm. Someone should go digging through FO4's animation files and see what legacy content we can pull out. Oh, and as another update on my progress, I'm... not really getting anywhere with tutorials. It seems that outfits are all that's been converted from Skyrim so far, so I'm pretty much stuck. I'm considering exporting the model to 3DS Max as a .obj file, then re-importing to NifSkope and working from there, but god knows it that'd work.
  13. First step with FO4edit is always to right-click on the record you want, then 'copy as override' into a new plugin. That'll allow you to edit things. From there, you can go down a few paths. There should be a method via FO4edit of disabling the object (I'm not in front of my gaming PC right now, so I couldn't tell you for certain). As for your second question, I don't think that you can make an object change BaseIDs, nor do I have any idea why you'd want to. You could change the object in question by disabling it, then placing a new object in the same location, but why you'd have the same object with a different BaseID, I have no goddamned clue.
  14. A shame that invalidfate has vanished; I feel that he'd have been very handy here. Still, gotta play by the rules. Anyway, I had a crack at it! And here's what I now know. 1. The model shows up just fine in FO4's current nifskope alpha build. It's untextured, but nothing's ever textured in Nifskope for me (never been quite sure why), so this doesn't bother me. 2. It does not, however, show up in-game; instead, I have the big, beautiful missing mesh icon. Y'all know what I'm on about. I'm not quite sure why it'd show up fine in Nifskope and then break in-game; it is set to look for the correct model, and all the texture pathing is right. Anyone know what's up? 3. Not hugely relevant, for some godforsaken reason, there doesn't exist two-handed power armour animations. While you see the weapons being used two-handed in first person, in third-person, even a Super Sledge is wielded one-handed. So I'll either need to find a way to force it to use non-power armour animations (which could look very odd and potentially break the game, if PA uses a separate skeleton to humans, as I suspect it does) or just accept that the sword's a one-handed deal in power armour.
  15. Nah, they're only wary of porting their assets from game to game. Since this is a fan-made asset, it should fit well within the TOS (to my knowledge, it doesn't use any vanilla Skyrim textures or anything). Anyway, my lack of ability with 3d modelling - let alone texturing - is horrendous, so porting the model would be less time-consuming for me. But anyway, do you know the answer to the question? I can't see any reason why the models wouldn't go directly from game to game (although I might have to import it in and out of Blender in the middle), but I'm no modeller, so I might be missing something.
  16. Firstly, thanks Kikaimegami! Your guide is incredibly detailed, and is going to be a big help when I start doing this for myself. However, for now, can I ask - 1. Can Bodyslide be used with male bodies, or is this only usable for female bodies? 2. Is there any way to get the dimensions of a power armour frame loaded in Bodyslide, if I were to try and create a weapon that would slot over power armour? (Nevermind how I'd attach it to the power armour frame; I'd probably have to create a custom armour piece, or maybe an object modification.)
  17. Does anyone know if models designed for Skyrim work in Fallout 4? I'm looking to port this sword to Fallout 4, to give a melee weapon that can be used 'to scale' with power armour (since all melee weapons otherwise look comically small while being used by power armour in this game). I plan on using the Baseball Bat animations; while it'd look terrible as an example of swordplay, it'd still be not much worse than Skyrim's flailing about, so I'm not hugely bothered. To that end, I'll probably use the long-handle version, since the player's hands move quite a bit on the baseball bat. Anyway, does anyone know if any conversion work needs to be done to get this model to work in Fallout 4? Does Fallout 4 even still use the .nif file format? (I've yet to download any mods with new models.) Or is it just a plug-and-play deal - just add the model to the record in FO4edit? Any advice would be greatly appreciated! Best regards, - March Unto Torment EDIT: The specifics of my question are asking about moving FAN-MADE models built for Skyrim to Fallout 4, NOT copying across Bethesda's own assets for Skyrim. That is, obviously, very much against the TOS and would get me in a whole lot of trouble. EDIT 2: Update time! So, I attempted to follow some steps from MikeMoore's excellent youtube guide to inserting meshes. However, I'm getting a "Could not insert NiBlock" message when I try to copy and paste the nif. This tells me what I had always suspected - that is, so to speak, that Fallout 4's Nifs are configured differently (everything falling under a NiNode) to Skyrim's. I'm no longer sure that what I'm trying to do is possible, but if anyone knows how to correct the 'Could not insert' problem, I'd appreciate the help.
  18. I think that there's a mod which already does this? Could be wrong, though. It uses the Fusion Core code setup.
  19. Totally seconding this! It'd be incredible. Best weapon in NV by far!
  20. This was done a few times in FNV with different projects, and presumably can be pretty easily done with FO4 too; you just need to autoequip the weapon whenever the player uses power armour, and un-autoequip whenever they get out of armour. Then you just need to lock off equipping other weapons. The tricky part would be making it work reliably; autoequip scripts tend to be unreliable at the best of times, particularly on low-framerate machines.
  21. Just for the record, watching this mod with an extraordinary amount of excitement. This is going to be incredible once it's finished! :)
  22. The Raider Power Armour's arms look fantastic, in my opinion; no doubt about it. They really give a bulky, broad-shouldered look that gives the heroic proportions that Power Armour should, especially when paired with smaller chests like T-51b and X-01. However, the colouration makes mixing and matching it impossible. You just straight-up can't use it in conjunction with other kinds of power armour, because it's so rusted and forlorn-looking that it simply appears absurd when paired with any other armour. I was hoping that someone would retexture it in silver, ideally roughly the same shade that is used by the X-01 power armour. While there does exist a silver retexture of the Raider Power Armour arms, it's only in the game's default resolution, and it looks incredibly jarring when next to other 4k retextures (of which there are many, and most of them are absolutely incredible). Hence, I'm wondering if some kind soul would take pity upon me and my desire for ludicrously heroically-proportioned power armour and do a silver retexture of the Raider Power Armour's arms in 4k :) If anyone thinks it'd help, I can approach the author of the existing standard-resolution retexture and ask for permission to upgrade their work, although I don't know if it'd be simpler to just do a 4k retexture from scratch instead. Many thanks to anyone who took the time to read this, - March Unto Torment
  23. I don't think this falls under Fair Use, no. Which is a shame. However, you could get someone to re-record that song onto an original file, then use that. I'm pretty sure that in that case, you're just using their IP, which is covered under the EULA. The trouble will be finding people with musical talent, of course.
  24. Generally, just keep rebooting your PC and it works, eventually. Doesn't take more than ten reboots, in my experience. That said, it happens regularly; there's no way to stop it permanently. It's an annoyance, but one you have to live with.
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