jangove Posted March 5, 2016 Share Posted March 5, 2016 I know there are a lot of good YouTube tutorials, but I have considerable hearing loss. I’m not completely deaf, but it can make difficult to follow videos without subtitles when I can’t read lips to try to in the blanks. While I can sometimes turn up the volume to punishing levels to be better able to understand, it doesn’t always work. Also I think the neighbors would object. And also mention my girlfriend, who probably doesn’t want listen as booming voice louder than the thunder of gods describes the intricacies of FO4Edit which she’s trying to do… anything. I just don't see that going over well. And I like my girlfriend! I want to keep her! And its not like having super loud things ringing in my ears is likely to improve things. So. Many reasons why cranking the volume up is a terrible idea. I haven’t gotten NOTHING out of the ones I’ve watched. But I’m clearly missing more than I am not, and watching the same video I have trouble understanding fourteen times to try and painstakingly write it down until I have all the words is challenging. (Also, some of you guys making videos? You talk super fast. I mean really, super fast. I worry about you! That much coffee can't possibly be good for you.) Anyway, if anyone is aware of a good tutorial on creating standalone mods written in English (or to undertake the no-doubt considerable task of creating one), that would be really helpful, and in the case of writing one, kind. If nothing is available, such is life, but I find it never hurts to ask. Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 5, 2016 Share Posted March 5, 2016 (edited) I really, seriously dislike this new trend of doing everything as youtube videos, especially for things that would be much better served as a couple paragraphs explanation typed out with some annotated screenshots. I don't have hearing problems myself, but I do have vision problems and ADD, so badly encoded videos with someone droning in that fast-paced no-annunciation blather so many people use means videos are, more often than not, actually super stressful for me to try and use for learning things. My god, this is what it's like. This is the end. I'm old. :sad: As for tutorials available, I don't really know of any for XEdit. I kind of thought it was one of those things you just threw caution to the wind and jumped in to utterly break your game with while learning to use it :ermm: I'd be more than happy to answer questions if there's specific things you'd like to know. One thing I've noticed about XEdit and first-time users is there being no obvious way of creating a new plugin file. If there's an easier/standard way to do so, I have no idea what it is. I'll just type out a quick step by step process for making a simple new mod to get you started (and hopefully not screw up typing it out :ermm: ) - Choose the kind of mod I want to make: Ex. Clothing mod- Find a relevant record in Fallout.esm: Clothing uses ARMO records: expand the Armor branch on the left-side tree view- Select one that is sorta like the new clothing item I'm going to add (navigation can be made easier by clicking the column names at the top, so to sort by the object's given name ("Chef Hat", "Flowery Dress", etc), click the "Name" heading).- Right-click the record in tree view, and select "Copy as new record into..."- Type in a new EditorID in the prompt that comes up. Make sure it isn't the same as any pre-existing ID's. I find it's easiest to prefix EditorIDs in my mods with "kikai", so I end up with "kikaiClothesChefsHat" for making my own variant of the Chef's Hat. You could use your username here, which would make it "jangoveClothesChefsHat".- The next thing you are prompted for is the file you want to add your new record to. Scroll all the way to the bottom of the list and put a check next to "<new file>".- You are asked for the new module name without the extension. For our example, we could call it "jangoveClothingMod".- A warning comes up about what master files need to be added, which for this is "Fallout4.esm". Click 'Yes'. - - This is also going to show you if you selected something that requires other things you might have installed, so if you start to accidentally copy something that requires a mod you don't want being required for yours, you can cancel now.- - If you still want to copy that record and just remove its dependencies (such as keywords, enchantments, ARMA records, etc), go ahead and click Yes. You can then do whatever needs done to remove the things being referenced from the other mod and once they're all gone, go to your plugin's details and select the File Header, then in the right pane View, right-click the field entry next to the "Master File" row directly above the MAST record of the master file you're wanting gone. Select 'Remove'. - You will now have a new plugin named "jangoveClothingMod.esp". It'll be bolded in the left pane, which indicates it's been changed.- You must use Ctrl+S now to save your changes. If you close out now, then nothing you just did ever really happened. Clothing items need ARMA records which hold the information about the assets used in them. You can have a bunch of ARMA records referenced in an ARMO record. You can see how this works by poking through them in Fallout4.esm and seeing how it's done in the base game. You'll see it used pretty often to add the gloves to a piece. Which means you can make a copy of that ARMO record and remove the gloves ARMA record from it's list, then remove the hand flags (34, 35) from the Biped Body Template, First Person Flags record :wink: For the example I've been using, if you're wanting to alter that chef's hat:- Locate the ARMA record. It is listed in the ARMO details under Armatures, so for our example that's "AAClothesChefsHat [ARMA:000F6D92]". You can ender the "000F6D92" part of that in the FormID text box above the left pane. Hit enter and it'll scroll to that record. You can also search by the EditorID in its text box up there.- Use the same method as before to make your own copy of the record. This time though, you'll put a check for "jangoveClothingMod.esp" when selecting where to add it. I'm weird about how I name mine so they usually end up with [ARMO record name]_ARMA if it's a piece that only has one ARMA record, so for your hat it'd be "jangoveClothesChefsHat_ARMA", or you can just do what you did for the ARMO and name it "jangoveAAClothesChefsHat", but you can use whatever you want, just make sure you can find it later! If you're making a completely new item and just using a vanilla item's entry as a template, then it's really best to make sure the EditorID gives a clue about what the object is, like "jangoveTopHat", "kikaiPurpleSunglasses", etc.- Go back to your ARMO entry, and change its Armature to your new ARMA record. It will be set to "AAClothesChefsHat [ARMA:000F6D92]" originally.- - Click on it, wait a beat, click again; don't double-click. This gives you a drop-down list that you can find your ARMA entry in, where you can start to type the EditorID you gave it and it'll scroll to the closest entry, or you can scroll down to your entry manually if you like.- - You can also go grab your FormID from the ARMA record directly by selecting it in the tree view, clicking on its FormID in the details view, and hitting "Ctrl+C" to copy the text, giving you something like "jangoveAAClothesChefsHat [ARMA:7D000801]" (the field only needs to be selected, right-clicking it doesn't have anything you want), or clicking Edit on the EditorID and copying from there (just be careful to not accidentally change it). Then you can just go back to the Armature entry in the ARMO record, right-click the entry that's there and select Edit. Ctrl+V to paste in the new entry's text, then click "OK". Always make sure to hit Ctrl+S before closing the program, even if you think you already saved! Edited March 5, 2016 by Kikaimegami Link to comment Share on other sites More sharing options...
jeffglobal Posted March 6, 2016 Share Posted March 6, 2016 (edited) https://youtu.be/ze9icEJpQ2MYoutube has the ability to create on the fly crappy close[d] captioning, AND yo, there's always headphones. My mom has hearing aids so small you can't see them...if only she would use them... You want to see a badly encoded video! Here you go, I know you have to look! Oh, no sound at all, don't turn it up!http://i.imgur.com/ngw7GQ1.gifI mean, shæt man, it doesn't give it justice at all! I think Marmoset and Keyshot can kiss my little white hinie...The same time it takes setting the stuff up ("in minutes") I could do the same thing in Maya in VRay with a nice shader network...having a camera flying around any way I want like Star Wars. I did sit thru a "best practices" course for lighting the object in Keyshot. I call bullpucky. BTW, I had for a month clogged ears that my Internist said, don't worry, you probably just went deaf. I said, sob, wtf!? You can go deaf just like that? He said, yup. Luckily for me, the head clearing meds dried out my sinuses and I can hear! It was relaxing, not hearing things, even though I love music. Edited March 6, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
lilkandeekid Posted March 6, 2016 Share Posted March 6, 2016 xEdit was used more to clean mods in the past, so a lot of the tutorials are aimed at that. They still contain a good amount of useful info that carries threw the different version of it so worth checking these out if you havent already:Tes5Edit Documentation for some basicsFO3 Training ManualFNV Training Manual Link to comment Share on other sites More sharing options...
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