OperatorStripes Posted May 20 Share Posted May 20 Aight so I'm basically brand new to modding, like all I've managed to do so far is port an existing plug in for MM to use GiC's Western Operator armor mod. What I want to do now is make a plug-in that does the same but uses dessert camo instead of multicam. And then branch out and make a plug-in for the MM to use the different levels of armor in the MW2022 Shadow Company armor mod, and have them use the weapons appropriate for the armor set up they're using. I don't know where to begin on how to do either of those, and was hoping you guys could give me some instructions, links to tutorial videos, any help I can get on doing this. End goal is to be able to make these plugins and release them for Xbox, since that's what I mainly play on, as well as my friends and anyone else that wants to use them. Any help is appreciated!! Link to comment Share on other sites More sharing options...
sp0ckrates Posted May 23 Share Posted May 23 Hi. I'd start by taking the existing texture and modifying it. A free app that's easy to use for this is Paint.Net. Link to comment Share on other sites More sharing options...
iqoniq Posted May 28 Share Posted May 28 Elianora is a goddess for tutorials on stuff like this. She does tutorials for Skyrim as well, but a lot of the stuff for Skyrim can be pretty much the same in FO4 apart from a few things you may or may not encounter. You can find her at https://www.youtube.com/c/elianora Your best bet, as long as you don't want to create/modify a mesh, is just an asset flip. Bear in mind, if you want it to be playable you'll need to do textures for the first person view as well as third person (I think the CK calls the 3rd person models Bipeds). Also, you'll find most of the actual armour in Armor add-ons in the CK, and not Armour which is what add-ons make up a complete set. If you want custom packaging, you will need to alter the NIF in the Armour section. There's also Outfits as well which are several armours put together - confused yet? It's pretty easy once you realise how everything is put together, but at first it can be pretty daunting. 1 Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted August 27 Share Posted August 27 I do everything the tutorials tell me to but nothing works, UNLIKE in Skyrim where I did some scripting many years ago; without trouble!!!! The compiler has changed , which does not help. This script was corrected by another kind modder, but will only compile for Skyrim. The code is crap, i'm not into object oriented stuff, and for several reasons (I can hardly see the alias ref screen as it needs max display resolution), I cannot set up an alias on the object. : RegisterForUpdate(1,0) Is No Longer Implimented by the Fallout4 compiler Event OnUpdate() Is No Longer Implimented - I think that a timer has to be repetedly called - MAD !!!!! I get no Debug or SetStage output ;====================================== Scriptname PlayerSlaveCollarQuestInitScript extends Quest GlobalVariable Property PlayerCollarIsFound Auto GlobalVariable Property LockPlayerCollar Auto Quest Property PlayerSlaveCollarQuest Auto Armor Property DLC04_ShockCollarPlayer Auto Event OnInit() ; RegisterForUpdate(1,0) Debug.Trace("This quest SCRIPT Init has been done") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) EndEvent Event OnUpdate() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) if ( PlayerCollarIsFound.GetValueInt() == 0 ) if ( Game.GetPlayer().GetItemCount ( DLC04_ShockCollarPlayer) == 0 ) RETURN endif PlayerCollarIsFound.SetValue(1) SetStage (30 ) endif if ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer)== 0 ) ; Player dropped it Game.GetPlayer().AddItem( DLC04_ShockCollarPlayer, 1 ) elseif ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer) > 1 ); Player picked it up again Game.GetPlayer().RemoveItem( DLC04_ShockCollarPlayer, 1 ) endif EndEvent Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted August 30 Share Posted August 30 Have now found that Scripts will not run because the Quest must be both STARTED and RUNNING - an obscure flag setting on the main quest form Link to comment Share on other sites More sharing options...
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