Deleted33373940User Posted September 8, 2017 Share Posted September 8, 2017 Hello, I have decided to try and give a little back to the modding community as I feel 'just taking' from the modders is OK but then... I need some pointers however, into this new world. I'm looking for a couple of tutorials if someone would be so kind and point me in the right direction. I really hope I am being clear enough for someone to understand what it is I'm asking for. Please bear with me. 1) a tutorial that explains extracting vanilla objects from Fallout to make 'placeable' objects. i.e. The trash can To be able to extract this object, then having it as an optional build item and place it using the workshop. (3 steel, 2 wood for example) 2) a tutorial that explains creating menu inserts i.e. Creating a new menu item as opposed to adding a mod 'inside' the power menu (for example) http://i.imgur.com/tVvShbs.png I hope that I have been clear enough? Really appreciate any feedback and; wish me luck... Link to comment Share on other sites More sharing options...
Deleted33373940User Posted September 10, 2017 Author Share Posted September 10, 2017 (edited) ooooffffffff! I think the problem is not knowing which words to use in a search. Anyway, I've managed to create 'something', although unfortunately it doesn't appear to be working. I'm trying to create a new menu and add an object from the vanilla content. Steps so far: 1) Downloaded FO4Edit 3.2-2737-3-2.7z from here: http://www.nexusmods.com/fallout4/download/85261 2) Ran FO4Edit.exe from the downloads folder, here: C:\Users\my_PC\Downloads\FO4Edit 3.2-2737-3-2\FO4Edit.exe 3) Opened FO4Edit and selected the checkbox 'Fallout4.esm' 4) Navigated to the constructable objects folder http://i.imgur.com/cZaHKid.png EDIT: brain fart levels are at an all time high. aaarrrrggggg! I did of course use 'workshop_co_Prewar_Cabinet_Garage 5) Right clicked on the item 'workshop_co_ScrapTire' and selected 'Copy as override into...' http://i.imgur.com/z1I9wJH.png and created a 'new' .esp file named 'MenuTest01.esp' http://i.imgur.com/QV2x8Cd.png 6) Added and edited 'File Header', 'Constructible Object', 'FormID List', 'Keyword' to 'MenuTest01.esp' http://i.imgur.com/rp0MnWD.png 6a - File Header http://i.imgur.com/umxABTC.png 6b - Constructible Object http://i.imgur.com/lhEYV20.png 6c - FormID List http://i.imgur.com/93PRtAJ.png 6d - Keyword - name http://i.imgur.com/qIJLbJj.png 6e - Keyword - menu http://i.imgur.com/Oin9AiK.png 7) Exited FO4Edit and saved the MenuTest01.esp to the Fallout 4 Folder. here: F:\steamapps\common\Fallout 4\Data\ 8 ) Enabled 'MenuTest01.esp' in the Fallout Mod manager (which is working fine for the more apt modder's files.) Example Screen of the 'in-game' Mod Manager...http://i.imgur.com/IfW4H6s.png I'm am doing something wrong. Nothing appears in the Workshop Settlement Menu in game : ( I have included the MenuTest01.esp file, attached below Link: 634kb / Mediafire https://www.mediafire.com/file/c43l7obc04atirv/MenuTest01.esp Edited September 10, 2017 by Guest Link to comment Share on other sites More sharing options...
Transient3292 Posted September 11, 2017 Share Posted September 11, 2017 I cant answer your question, but I am in the same boat as you trying to teach myself an entirely different type of modding process. I did come across a tutorial that seems to be exactly what you're looking for under the modder resources and tutorials tab. https://www.nexusmods.com/fallout4/mods/searchresults/?src_order=1&src_sort=0&src_view=1&src_tab=1&src_language=0&src_cat=18&src_showadult=1&ignoreCF=0&page=2&pUp=1 I couldn't find the exact one since I'm on my phone at the moment, but here is a link to that section of the nexus. if you have only been using the bethesda in game mod loader, but are interested in learning to mod, I really recommend trying the nexus site and at least nexus mod manager. it's not hard to learn, and I think it would definitely add to your knowledge when I comes to mods in general. Link to comment Share on other sites More sharing options...
Deleted33373940User Posted September 12, 2017 Author Share Posted September 12, 2017 Thank you for the reply. I'm dying over here and all my hair has been pulled out lol! It's so frustrating when your eyes are closed yet you can see everything : ( I found this How To Add A Custom Workshop Menu? on here. I also tried to use the custom categories pre-made Mod but alas... (that is here: Tutorial - Adding custom workshop categories with scripts) I don't know what to do next to be honest but I really don't want to ask someone else to make what it is I'm trying to make. I'd rather try and work it out myself. I suppose I just need a little help in pointing me in the right direction. Good luck to you with yours : ) Link to comment Share on other sites More sharing options...
Deleted33373940User Posted September 12, 2017 Author Share Posted September 12, 2017 I've found a walk through tutorial for the Tutorial - Adding custom workshop categories with scripts Link to comment Share on other sites More sharing options...
Deleted33373940User Posted September 12, 2017 Author Share Posted September 12, 2017 Found a walk through tutorial for adding Menu Icons Link to comment Share on other sites More sharing options...
Deleted33373940User Posted September 12, 2017 Author Share Posted September 12, 2017 Found a tutorial that explains extracting vanilla objects from Fallout to make 'placeable' objects. I could well have enough information now so here goes. Wish me luck! Link to comment Share on other sites More sharing options...
Transient3292 Posted September 12, 2017 Share Posted September 12, 2017 good finds, thanks for sharing these Link to comment Share on other sites More sharing options...
Deleted33373940User Posted September 15, 2017 Author Share Posted September 15, 2017 done : ) uploaded my first ever mod lol! https://www.nexusmods.com/fallout4/mods/26795/? I couldn't get the custom menu thingy to work but, I did manage to get the vanilla objects into the workshop! I'm hoping v1.1 will have the custom menu... (and more stuff now I know what I'm doing : ) Link to comment Share on other sites More sharing options...
Deleted33373940User Posted November 16, 2017 Author Share Posted November 16, 2017 So I'm a few months into this journey now; modding. Each new break-through yields it's own problems and challenges. I'm added to this thread as a work in progress (WIP) log. My objectives: convert static vanilla objects into constructable objectsadd a custom menuadd a custom icon Converting static vanilla objects into constructable objects This first task seemed easy as first, thanks to this video tutorial. However, it only just touches the surface. It also appears to be a 'workaround'. That's great but, and if you follow the video above, all of the constructable objects are containers. If I have time, I will make a video on what I did to convert static objects into placeable, world objects but a basic rundown using Creation Kit: find the static object you what to 'import' into the game, in this example: 'MetalBarrel01Fire01_Static'make a copy of it and rename it (something simple, the name of your Mod for example). Naming things like this will really help when you want to search for something later on.For example: Copy 'MetalBarrel01Fire01_Static' / rename to 'MyModMetalBarrel01' make a new transform, use the same name as the new static object you just created plus TR (this will create the icon file for your new object in the workshop.For example: 'MyModMetalBarrel01TR' assign this new transform to the new static objectcreate a new constructable objectassign the new static object to the constructable objectVery basic I know but like I said, I'll try and put a video together of doing the above. One thing I have found by not using this 'containers work around' is that some of the games static objects are un-selectable in game. That is to say, when they are placed into the world, they are permanently stuck (console commands being the only option to move something) After searching this issue it came to light that some of the games static objects are missing something called 'collision'. Without this 'collision' thing, objects can not be moved once placed. This 'collision', as it turns out, is embedded data that forms part of the *.nif file, or more commonly known to me as the game's meshes. My obvious realisation after learning this was; I will be booting 3D Studio Max* up at some point. *Digging around about 3D Studio Max - Bethesda's tools work with 3D Studio Max 2013... it's 2017 lol! That doesn't mean AutoDesk have completely removed this version 2013 from the internet, and MASSIVE thanks to @kingtobe (again), as he provided us all a working link from AutoDesk to download it. Here is his link. After downloading 3DS 2013 and preparing to watch some tutorials, something called "Replacing collision in NifSkope (easy way)" came up in the search. The person that wrote that is a genius! Hats off to @kitcat81! What they show us in the above link is how to add collision to *.nif files using NifScope, and how they explain it, it's pretty straight forward. Add empty collision data to your mesh (nif), then copy the existing collision data from one of the game's meshes into yours. I can confirm that what were once immovable, placed objects, they are now movable objects like any other in the Workshop. Damn that's clever! And it also meant I haven't got to suffer another learning curve with 3DS 2013* *3DS is obviously the better way of doing this as you can make the collision data exactly the same size as the static object you are creating. Here is an excellent tutorial on doing just that from Zuna Ice-Bear. Here are two more from Brad Nichols: easy and from DDproductions83: complex. OK, so now I can place and move my static objects : ) Thanks again @kitcat81 However, another thing that was causing 'implacability' was that some static objects appear to hover above another surface or, just sink right into it (apt line lol) Enter mister BS Connect Points (or, more commonly know as; snap points... and no, the BS doesn't abbreviate to that. Mind, you'd be forgiven for that particular thought trail lol!). To edit these BS Connect Points, read this post and watch this tutorial from @danielmzbr and TheRiayi respectively. Although those two tutorials are more than enough to get you up and running, there is still some puzzlement over terminology at times. Luckily, the God of modding wrote a piece for us explaining what the terminology means. You can read that here. tbc... Link to comment Share on other sites More sharing options...
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