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NecroMonster posted:I finally broke down and decided to do some Metroid power armor paint job retextures and couldn't get photoshop to read the .bbs's even after installing the plug in and that's the end of my story First off.. you should be working with .dds files. If you're perchance trying to edit the .bgsm material files directly you're going about it all wrong. Secondly so long as you're using the plugin available from here: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop you shouldn't be having any trouble opening the .dds files. Thirdly, once you do get your .dds files edited, go get the Standalone Power Armor Paint Compiler so you don't need to overwrite an existing paint.
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# ? Dec 1, 2015 02:59 |
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# ? Jun 3, 2024 21:12 |
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that hotline miami music replacer is pretty good though it's not a full replacement yet also it'll start goin' nuts when you get jumped by some bloatflies or whatever too which is kinda weird https://www.youtube.com/watch?v=vV4SoGK-QCY
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# ? Dec 1, 2015 03:24 |
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is it possible yet to make a giant synth gorilla mount
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# ? Dec 1, 2015 03:28 |
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Colonial Air Force posted:Yeah, of all the mods I've picked up from this thread, that one is absolutely the most utilitarian. Why the hell wasn't that in the actual game to begin with? I do think that craftable ammo should be in the game but I also feel like the game just shits ammo at you. Perhaps the junk ammo from New Vegas can make a comeback? SolidSnakesBandana fucked around with this message at 03:51 on Dec 1, 2015 |
# ? Dec 1, 2015 03:35 |
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SolidSnakesBandana posted:I do think that craftable ammo should be in the game but I also feel like the game just shits ammo at you. I played vanilla survival at first using all ballistics and I was short on ammo for most of the play-through. Think that's more with survival enemies being bullet sponges more than anything though, and I didn't play a sneaky guy.
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# ? Dec 1, 2015 03:46 |
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Is there a mod to hide the ugly hats/helms and let me see my glorious beehive hair at all times yet?
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# ? Dec 1, 2015 03:55 |
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Colonial Air Force posted:Yeah, of all the mods I've picked up from this thread, that one is absolutely the most utilitarian. Why the hell wasn't that in the actual game to begin with? I seem to remember another craftable ammo mod, one that didn't need NMM. Was there something wrong with that one?
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# ? Dec 1, 2015 07:43 |
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Kea posted:Also though I cant remember off the top of my head there are commands to set an items rotation, google them up and you can make it lovely and level. That would be SetAngle x (and y) 0 I think, awesome.
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# ? Dec 1, 2015 07:59 |
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Babe Magnet posted:Is there a mod that lets me finish Curie's personal quest but not have her be a synth. She's just so loving boring like that. Ideally, and I'll probably end up doing this when the GECK comes out, I'd have a choice to put her in different robot bodies like maybe a cleaned up gen2 synth or a white assaultron, that would loving own. I feel your motherfuckin' pain. So far all I've done is mod her human appearance to be less fuckawful but yeah I'd perfer she be a robot. My fantasy mod would be one that turns Curie into a holotape that lives on your pipboy and you can upload her into robots to make them companions, that way you get all the badass robot destruction and a sweet french maid GlaDOS voice-over.
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# ? Dec 1, 2015 08:05 |
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I wonder if it would be possible to copy or remake from scratch the script from the stealth armor from Old World Blues to use her voice files so you could have her voice but not have to give up a companion slot.
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# ? Dec 1, 2015 08:12 |
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I'd like a mod that dumps the ammo of a gun into the inventory of the enemy so I don't need to pick up every gun.
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# ? Dec 1, 2015 08:22 |
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gromdul posted:No, my opinion is more valid. You, sir, are the idiot. We can do meshes. Download Nifskope and Bethesda Archive Extractor and you can extract/edit NIFs. Motherfucker posted:My fantasy mod would be one that turns Curie into a holotape that lives on your pipboy and you can upload her into robots to make them companions, that way you get all the badass robot destruction and a sweet french maid GlaDOS voice-over. Bloody hell, Bethesda, where is that GECK? Along the same lines, why can't I put Curie to run Freedom Radio? 11,000 voiced lines and you didn't think to add that, Bethesda? Zodium fucked around with this message at 10:04 on Dec 1, 2015 |
# ? Dec 1, 2015 08:48 |
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Zodium posted:Bloody hell, Bethesda, where is that GECK? Don't worry, they'll get it out just in time for everyone to lose interest in the game. Well, the norms anyway. Then it'll just be the legion of freaks working on their "clean dicks XL" mods.
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# ? Dec 1, 2015 12:21 |
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Amstrad posted:First off.. you should be working with .dds files. If you're perchance trying to edit the .bgsm material files directly you're going about it all wrong. Time to paint boobs on power armor, post it to nexus, and enjoy the lovely comments.
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# ? Dec 1, 2015 13:19 |
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SolidSnakesBandana posted:I do think that craftable ammo should be in the game but I also feel like the game just shits ammo at you. Perhaps the junk ammo from New Vegas can make a comeback? I like it less for the amount of ammo I can make, and more because I can convert ammo so I don't need 3 different types of the same weapon.
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# ? Dec 1, 2015 14:27 |
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Is there a console command to spawn in cats?
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# ? Dec 1, 2015 14:58 |
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Michaellaneous posted:I'd like a mod that dumps the ammo of a gun into the inventory of the enemy so I don't need to pick up every gun. It feels almost like cheating to do that.
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# ? Dec 1, 2015 15:12 |
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Inverness posted:I think that's more of a bug actually. AFAIK the ammo in an enemy's inventory is all your supposed to get. That picking up a gun on the ground yields you a full magazine of ammo when taking it from their inventory doesn't is an oversight. there's no sane way to do this using any sort of scripting so enjoy the extra rand(1, magazine size) bullets i guess
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# ? Dec 1, 2015 15:21 |
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Amstrad posted:First off.. you should be working with .dds files. If you're perchance trying to edit the .bgsm material files directly you're going about it all wrong. yeah I meant .dds sorry. thanks for the help tho.
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# ? Dec 1, 2015 15:25 |
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Panniculus Rift posted:Is there a console command to spawn in cats? I THINK it would be.. code:
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# ? Dec 1, 2015 15:27 |
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Kea posted:I THINK it would be.. No, that was a giant DEATHCLAW!!!!
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# ? Dec 1, 2015 15:31 |
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http://www.nexusmods.com/fallout4/mods/2605/ I've been hoping for something like this. E: "i have seen people make Adolf Hitler for fallout 4 but there not very good so heres my attempted " http://www.nexusmods.com/fallout4/mods/3926/ This community sucks. 3 Action Economist fucked around with this message at 15:40 on Dec 1, 2015 |
# ? Dec 1, 2015 15:35 |
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Barracuda Bang! posted:No, that was a giant DEATHCLAW!!!! That gives me an idea too. Someone should make pictures like all those cat ones except with deathclaws instead.
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# ? Dec 1, 2015 15:37 |
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Barracuda Bang! posted:No, that was a giant DEATHCLAW!!!! Pretty sure It wasn't but I should have said 001423AC
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# ? Dec 1, 2015 15:41 |
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I would like a mod that lets your dog wear goggles
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# ? Dec 1, 2015 16:24 |
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-Troika- posted:I would like a mod that lets your dog wear goggles Dogmeat can allready wear goggles, put them in his inventory and a button will light up sayign equip, hit it and bam, doggles. He can also wear scarves!
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# ? Dec 1, 2015 16:26 |
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By default, only ~1% of monsters are actually eligible to be legendary (rarity factor 1). This mod basically raises that cap to almost 100% (rarity factor 0.01) So you may have two or more legendaries per enemy group! Note: This doesn't affect whether a legendary will spawn in the first place, there's another mod for that. I've also included a completely untested esp that sets the rarity factor to 0. This may cause a legendary singularity. You have been warned. 100x: https://dl.dropboxusercontent.com/u/32844786/legendary_spawning_eligibility_x100.esp Uncapped: https://dl.dropboxusercontent.com/u/32844786/legendary_spawning_eligibility_uncapped.esp
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# ? Dec 1, 2015 16:57 |
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Anime Schoolgirl posted:By default, only ~1% of monsters are actually eligible to be legendary (rarity factor 1). This mod basically raises that cap to almost 100% (rarity factor 0.01) Thats odd because on Very Hard I usually get one legendary per decent sized group.
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# ? Dec 1, 2015 17:04 |
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By default, there's this asinine "DR factor" that actually multiplies most damage by 6.666... times for calculating damage reduction. For most users, this causes the annoying trend of enemies being completely impervious to anything except explosive weapons (something I haven't quite found the reason of, yet.) I've decided to raise this damage factor to 1, except it made armor loving worthless, so I changed the exponent from 0.365 to 1.0, which actually made armor work again, and surprisingly, changes the armor system to something like Morrowind's. Critters were no longer impervious, but neither was I. Explosive weapons were no longer the only damage source I had. Some people might find the idea of actually being killed on Normal somewhat offensive, though, so I have made a version that sets the DR factor to 0.5, making armor twice as effective as advertised. 1x: https://dl.dropboxusercontent.com/u/32844786/armorscaling_1x.esp 2x: https://dl.dropboxusercontent.com/u/32844786/armorscaling_2x.esp Dogmeat has the least HP out of all the NPCs, which is somehow unsurprising. I have decided to make dog armor have actual armor on it. armored dog armor: https://dl.dropboxusercontent.com/u/32844786/dogsarmor.esp
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# ? Dec 1, 2015 17:04 |
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Anime Schoolgirl posted:By default, there's this asinine "DR factor" that actually multiplies most damage by 6.666... times for calculating damage reduction. For most users, this causes the annoying trend of enemies being completely impervious to anything except explosive weapons (something I haven't quite found the reason of, yet.) Yet again I have never come across this explosives only problem playing on very hard.
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# ? Dec 1, 2015 17:11 |
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Be fortunate that your game somehow forgot that the DR factor even existed
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# ? Dec 1, 2015 17:20 |
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Kea posted:I THINK it would be.. Yes, thank you!
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# ? Dec 1, 2015 17:24 |
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Anime Schoolgirl posted:Be fortunate that your game somehow forgot that the DR factor even existed Thats the thing, I've never heard of this issue before either, none of the people I know who have the game have had this problem.
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# ? Dec 1, 2015 17:26 |
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Yeah, that's the first I've heard of that issue as well, and I hung around the Bethesda bug report forums a lot when my game glitched out and crashed every time I went to a certain area.
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# ? Dec 1, 2015 17:27 |
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Anime Schoolgirl posted:Testing out the weapon mod editing functionality of FO4Edit. Thanks for this. I had no idea that you could simply replace a property, e.g. weight into speed. Cause originally I tried to make a high rof minigun weeks ago and was stuck when I couldn't find out how to change the speed. Hammerstein fucked around with this message at 18:43 on Dec 1, 2015 |
# ? Dec 1, 2015 17:37 |
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F4SE is out! http://f4se.silverlock.org/ Im still messing with this current list of mods for the OP, hopefully I'll get it updated today. Here is a Perk point per level mod, someone was asking for it earlier. (requires F4SE) http://www.nexusmods.com/fallout4/mods/3938/ Edit: Mod Organizer 2 is out. https://github.com/TanninOne/modorganizer/releases LumberingTroll fucked around with this message at 18:45 on Dec 1, 2015 |
# ? Dec 1, 2015 18:27 |
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Anime Schoolgirl posted:By default, only ~1% of monsters are actually eligible to be legendary (rarity factor 1). This mod basically raises that cap to almost 100% (rarity factor 0.01) I was literally in the process of incorporating this into my legendary scaling mod as you posted :P I'll credit you on the mod page for helping me out? Along with Doctor Schnable for pointing me there a few days back. http://www.nexusmods.com/fallout4/mods/218/ In other news, I finally did a complete overhaul of my weapon crafting mod. Fixed a ton of bugs, added the Syringer and the Railway Rifle, and the biggest change of all is that it now uses a custom weapons station! http://www.nexusmods.com/fallout4/mods/1224/ E: also with your permission I'd like to incorporate wholesale your modification edits in your weapon rebalance mod. I likely wouldn't change much, hence the reason I'm asking. I would of course also give credit too. e2: I made more changes than I thought, the result is here: http://www.nexusmods.com/fallout4/mods/2463/ The Iron Rose fucked around with this message at 22:03 on Dec 1, 2015 |
# ? Dec 1, 2015 19:22 |
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Still unable to find where workshop buildable area is defined. Anyone know or have any luck with this? Edit: Lots of people suggesting it might be a global limit and the reason it is different is due to settlements being at different heights relative to sea level. Will be interesting to know if this limit is changeable (once found) Kea fucked around with this message at 21:45 on Dec 1, 2015 |
# ? Dec 1, 2015 21:28 |
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Kea posted:Still unable to find where workshop buildable area is defined. Anyone know or have any luck with this? there are a couple mods that are expanding them on the nexus already, check those. with MO2, anyone else getting this error message when opening it? "failed to initialize plugin C:/Mod Organizer/Fallout4/Plugins/pyCfg.py An unexpected C++ exception was thrown in python code"
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# ? Dec 1, 2015 21:47 |
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# ? Jun 3, 2024 21:12 |
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LumberingTroll posted:there are a couple mods that are expanding them on the nexus already, check those. Ahah I didn't see them when I searched before, I should have thought to look in the individual cells, I looked everywhere else! Finally I can expand hangmans alley up high as well as a few other places.
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# ? Dec 1, 2015 21:58 |