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CinnamonMods

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  1. Hey! I'm very new to fallout 4 modding, so far my mods have been for new vegas. I don't understand the scripting and I can't get this one to work: MiscObject Property ClothesResident7Hat Auto Quest Property BeeDia Auto If (Game.GetPlayer().GetItemCount(ClothesResident7Hat) >= 1) BeeDia.SetStage(20) endIfIt gets the following error: missing EndOfFile at 'If' Can someone explain me how I should do this? I'm trying to make a quest advance once the player has a Newsboy cap in their inventory.
  2. Nevermind it works! I forgot that I added the npc as a quest dialogue condition as you would do that in New Vegas.
  3. I tried to reverse engineer it from one of your intercoms but it doesn't work. Maybe it's the model? I used the teddy bear model. Hopefully that isn't it because in New Vegas that worked.
  4. Well not really an intercom, but it's pretty much the same thing. I tried to reverse engineer it from the intercom at the library but it didn't work. So far I've only modded for new vegas and I do know that you need a script to connect a talking activator to an npc who's connected to the dialogue. So maybe I'm missing that? Does anyone know how to do that. I couldn't find a tutorial for a talking activator for Fallout 4 either only for New Vegas.
  5. I made a custom NPC and while the follow package works while we're in the same space as I tell the NPC to follow it stops once I fast travel. Does anyone know how to fix it?
  6. Oh, sure! So I remember reading somewhere to not use brackets and to use waf files but that didn't work for me. I ended up trying an mp3 file for the sound instead and to put the text between {...} like the quest for Radio New Vegas did and that's how I fixed it!
  7. Update: I tried to fix it but broke it even more as now nothing will play. Update: Forget that, it works again but still only a few seconds. Anyone have any clue on what I can do?
  8. Like the title says, I made a custom radio but it only plays a couple of seconds of a sound file before it goes to the next. How can I fix this?
  9. Where can I find the shader properties? You find the shader properties in NifSkope. Open the file and in the "Block List" LMC on the triangle to the left of any NiTriShape. LMC on BSShaderPPLightingProperty. In the "Block Details" make sure "Shader Type is set to "SHADER_DEFAULT" If it isn't, double LMC on the shader that is set under the Value column and then LMC the down triangle. This will open the shader flag menu. LMC on "SHADER_DEFAULT" Then LMC "Shader Flags" and do the same. Make sure the following flags are set: Specular, Skinned, Window_Environment_Mapping, Shadow_Map, Remappable_Textures, ZBuffer_Test. If you are setting the shaders for exposed skin, In Shader Type, you need to set SHADER_SKIN and in Shader Flags, you need to also set the flag "FaceGen". This must be done for all the NiTriShapes other than the ones with "meat" as part of the name. Just an FYI, Blender will only export a .nif file with the shaders that are chosen in the Blender export menu. If "Skinned" or any other flag isn't selected, it won't be set in the exported .nif file. You should leave the default shaders set for the game and set the individual shaders in NifSkope. Thank you so much, it worked!
  10. I'm trying to mod a teddy where they're sitting instead of standing up. I just rotate their legs in blender and export it. In Nifskope the model looks fine but when I try to open it in the GECK it's invisible. I'm using the standard fallout 3 export settings. Does anyone know how to fix it?
  11. It is! Which is great since I didn't have much success trying to do it myself. I hope they're still active so I can ask for permission to use the bear suit :0
  12. I remember this mod that had several costumes. With one of them being one that turned you into a teddy bear. A companion mod also uses this mod to make it look like a teddy bear was your companion by having the NPC just be really short I think. Well, the mod that had the costume is no longer available and I would love to know how to make a teddy bear costume myself. Right now when I want a teddy bear to talk I just have it as an activator. Which worked alright for that mod but I have an idea for a mod that requires the teddies to walk around so that solution no longer works. Thanks in advance and any help is very much appreciated!
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