JinBokou Posted May 4, 2020 Share Posted May 4, 2020 I'm trying to make a custom Synth companion in Creation Kit. I want it to have the damaged looking skin like this image: https://fallout.fandom.com/wiki/Synth?file=FO4_Synth_Strider.png I've made a couple NPC companions but for the life of me I can't figure out how this "skin" is applied. When I open an actor that has it, it appears to randomly change every time I open the actor (as in sometimes it will have exposed arm or a leg, or different variations of damaged faces). I'm guessing it is something related to a level list item attached to the SynthGen1Race or SkinSynthGen2Mech but I can't find what it could be. I've been working on this all day, is there anyone that knows how to control this "skin" so I can make a companion with specific parts damaged/exposed? Any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
dylbill Posted May 5, 2020 Share Posted May 5, 2020 Check out the OutfitSynthArmorDirty Outfit. It has a bunch of leveled list armor items in it. My guess is when the actor loads, it chooses items from the leveled lists to equip. Link to comment Share on other sites More sharing options...
JinBokou Posted May 5, 2020 Author Share Posted May 5, 2020 Check out the OutfitSynthArmorDirty Outfit. It has a bunch of leveled list armor items in it. My guess is when the actor loads, it chooses items from the leveled lists to equip. Unfortunately that doesn't seem to be it. Even when that outfit is deleted out of the actor it still changes his appearance randomly. When in game he doesn't change appearance by recycling, but he will if you reinstall the mod into a clean save. Maybe it's something behind the scenes that I can't see? I've never done any kind of work with materials/meshes but maybe it's something I can export into nifskope then make as a new skin? I have no idea where to even start with that... Link to comment Share on other sites More sharing options...
dylbill Posted May 5, 2020 Share Posted May 5, 2020 Ok I figured it out, you're right, it's not the outfit. On the actor, under Traits, click on Object Template. There it shows all the variations the game can choose from for skin. You can delete all but one to have your actor only use one. Link to comment Share on other sites More sharing options...
JinBokou Posted May 5, 2020 Author Share Posted May 5, 2020 Ok I figured it out, you're right, it's not the outfit. On the actor, under Traits, click on Object Template. There it shows all the variations the game can choose from for skin. You can delete all but one to have your actor only use one. You're my hero! This seems like exactly what I need to be messing with. Seriously, thank you so much! Link to comment Share on other sites More sharing options...
dylbill Posted May 5, 2020 Share Posted May 5, 2020 No problem. Happy modding! Link to comment Share on other sites More sharing options...
JinBokou Posted May 5, 2020 Author Share Posted May 5, 2020 Ok I figured it out, you're right, it's not the outfit. On the actor, under Traits, click on Object Template. There it shows all the variations the game can choose from for skin. You can delete all but one to have your actor only use one. You're my hero! This seems like exactly what I need to be messing with. Seriously, thank you so much! Oddly, every time I open "Object Template" the options change. Do you happen to understand how this window works? I initially though the list on the top left was all the options and I could simply delete what I didn't want but that doesn't seem to be the case. Link to comment Share on other sites More sharing options...
dylbill Posted May 5, 2020 Share Posted May 5, 2020 For your actor, you need to duplicate the synth that has the template that only uses the actual base template, or in other words, is only 1 template away from the base synth model. For my test I chose EncSynth02Template. I duplicated that actor, then deleted all the options in the list on the top left in object template, except for one, and from then on whenever I opened that actor, it would only use that 1 option. Link to comment Share on other sites More sharing options...
JinBokou Posted May 6, 2020 Author Share Posted May 6, 2020 For your actor, you need to duplicate the synth that has the template that only uses the actual base template, or in other words, is only 1 template away from the base synth model. For my test I chose EncSynth02Template. I duplicated that actor, then deleted all the options in the list on the top left in object template, except for one, and from then on whenever I opened that actor, it would only use that 1 option. Looks like it works, thank you so much! The "Object Modifiers" seemed fairly straight forward, but the "Property Modifiers" was the tricky bit. I had to add "synth_rubber_MaterialHoles" to the Object Modifiers, then "pwMaterial SET SynthSkinBodyHoles2" to the Property Modifiers to get the holes added to the rubber parts. Also, I had to close the Object Template window and the Actor and re-open them both to actually see changes. (figured I'd add all that so when someone has this same problem a year from now and finds this thread it'll help them.) Thanks again dylbill! You saved me! Link to comment Share on other sites More sharing options...
dylbill Posted May 6, 2020 Share Posted May 6, 2020 No worries, happy to help. Glad you got it working! Link to comment Share on other sites More sharing options...
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