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Torchersphix

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About Torchersphix

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  1. Okay guys, So I've done some experimenting, and it looks like with Baka Tools you can totally load in nearly anything from Fallout 4. For example, I've replaced some costumes with the "Sky Outfits" and loaded most of the 2pac skimpy armor conversions just fine. Quick note: Don't try to use the Cherry or Physics versions of the files. That was throwing me off for a while.
  2. Unfortunately, it looks like my google-fu was weak. Just found a nexus thread working the different specular map for CBBE skins. The guy has instructions and test files to download. https://forums.nexusmods.com/index.php?/topic/7150966-cbbe-bodies-in-fallout-76/ Looks like this has been figured out now.
  3. Gotcha thanks. I used the Creation Kit Archive2 to search for them and ended up finding the textures for basehumanfemale in Textures01.ba2 I also loaded it into the game, and can basically only confirm I'm seeing the same things. Until someone else confirms what to do with the _s vs the _l _ r .dds files I'm not sure what else can be done
  4. Which of the ton of .ba2 archives did you extract to switch in the meshes and textures?
  5. This body texture https://www.nexusmods.com/fallout4/mods/1608/? plus tattoos from a skyrim mod called "Corintio's Progressive Slavetats" Honestly TvojaStara's characters and screenshots have been phenomenal. I saw some of the posts from the Skyrim conversion thread, which were also amazing. Anyway, I wrote this blog entry on how to actually get those into the game, although I have yet to take screenshots anywhere near as good as TvojaStara's. http://www.loverslab.com/blog/830/entry-5410-customizing-tattoos-in-fallout-4/ It's also helpful since if you have vinfamy's Animated Fannies you'd probably want to edit the files.
  6. Introduction: Quick post for posterity sake. This also started from TvojaStara's posts back when bumex had just started to convert outfits. TvojaStara had a great character that had some interesting Tattoo's in here http://www.loverslab.com/topic/72183-fo4-clothing-conversions-from-skyrim-wip/page-17? also here: https://postimg.org/image/en8a4o9vn/ I pm'd and asked what those were and TvojaStara responded: "tattoos are from a skyrim mod called "Corintio's Progressive Slavetats 0.04b" you can find it on LL" the first thing I noticed was that all the Tattoos were .dds files, which isn't a simple drop click on this to add to NMM to my dismay. I took a pretty long break from Fallout, but recently returned and realized I wanted them. Instructions: First you need a program that can open .dds files, there a bunch that do it, but the easiest (and cheapest) option is to use Gimp. There is a great steam thread that covers this here: http://steamcommunity.com/sharedfiles/filedetails/?id=816839147 Get GIMP (https://www.gimp.org/) Then get gimp-dds ( https://code.google.com/archive/p/gimp-dds/downloads) - gimp-dds 3.0.1 (Windows 64-bit binaries) You install it by adding it into the plug-ins folder. This allows you to open .dds files The next thing I realized is I don't want everyone to have tattoos, sooooo looks like I needed Unique Player (https://www.nexusmods.com/fallout4/mods/3718/?) which I hadn't really found a need for until then. Go get the female body .dds (femalebody_d.dds) from Data\Textures\Actors\Character\PlayerHumanFemale You then open femalebody_d.dds (see note below), and the Open the other .dds tattoos as layers, now you can edit it and place them wherever you want. I created several "Layer Groups" Save this project as a .xcf so you can always open it later When you finally have the skin you want, [Flatten Image] and then Export with the settings below Gimp Options: When you open the .dds you get a prompt, [uncheck] Load mipmaps During Export: Compression BC3/DXT5, Mipmaps: [Generate mipmaps] [Check] Use Perceptual error metric Great Tattoo Resources The best and easiest thing to do to get great tattoos is to use all those created for Skyrim. As a quick note, if you import a texture that is low res, put them all into the same layer group, and from the Gimp menu bar, use the scale transform option to get them the right size. Here are the ones I found I enjoy Scratch Slavetats 1.02 Body Graffiti SlaveTats Pack Added Pricelist SlaveTats Cane Marks 1.1 Corintio's Progressive Slavetats 0.04b
  7. I'm not a modder so no idea if this could be done, but I just started playing dauntless (https://playdauntless.com/) the game is like a budget Monster Hunter, which was basically perfect for me since I'm waiting for Monster Hunter World. Anyway I noticed that the developers had a base model for the characters with no armor sets loaded. It seems that while wearing certain armor sets (starting equipment for example) there is a bug (I guess?) where before the airship flies you in your characters are loaded on the map. In my case the armor set took a while to load so I captured this screenshot. Anyone out there playing Dauntless?
  8. Reading your previous post again, it looks like Violate works okay. It's Four-Play that is failing to start a scene. Make sure you have Leito's animation pack installed otherwise Four-Lei won't have any animations to register. You mentioned there's already Supermutant in the allowed formlist so I assume you already have Four-Lei plus Hmmm, I have the new Leito's animation pack installed and it is working for non-supermutants, if Four-Play is the issue, is there some place besides the Form List to edit since I still get [06/19/2017 - 02:49:05AM] four_play: actor bounced - not an allowed race Thanks again. Just saw something on the Four-Lei Compatibility Thread: So it was either the FPV-SynthCompatible1.1 or the Synthclamp-on.esp, but once I removed those everything works as intended. Sorry for being a bonehead and wasting your time Vinfamy and thanks for the help.
  9. Reading your previous post again, it looks like Violate works okay. It's Four-Play that is failing to start a scene. Make sure you have Leito's animation pack installed otherwise Four-Lei won't have any animations to register. You mentioned there's already Supermutant in the allowed formlist so I assume you already have Four-Lei plus Hmmm, I have the new Leito's animation pack installed and it is working for non-supermutants, if Four-Play is the issue, is there some place besides the Form List to edit since I still get [06/19/2017 - 02:49:05AM] four_play: actor bounced - not an allowed race Thanks again.
  10. IF you load the esp of the Super Mutant Redux in CK , go into the Race section then sort by Date Last Modified, you should find the new races somewhere near the top. Then add this to FPV_OnHit > Allowed Races save. then load up Four-Play.esp, go to FormList section, search for 'allowed', there' a seperate list for Four-Play itself, drag an drop the Super mutant redux race in there. Hi Vinfamy, Thanks for the response. I checked Races, then I went to the SuperMutantRace under actors to check the entries there. I've attached a few images (Example entries for SMOH and normal, Templates for both, and a user of the template), from what I can see, all the new entries are generated from a template, and the template correctly has them as part of SuperMutantRace. It looks like they are all properly set as SuperMutantRace, I've checked both FPV_OnHit and the FormList so I know SuperMutantRace is there....any ideas what the problem could be? Thanks!
  11. Definitely not crash. If the Super Mutants in that mod are still using the SuperMutantRace race, then business as usual. Worst case (if that mod uses a custom race), it would only pick vanilla super mutants and the custom race mutants stand there and watch. Even then, it will take you like a minute to add the custom race to my allowed race list with the CK. I was testing this out earlier. I also run with Super Mutant Redux, when violate triggers, the mutants run up, the retrieval quest triggers, I am stripped of my items, however, the animations do not begin, the mutants just stand still. In the papyrus log I see: [06/19/2017 - 02:49:05AM] four_play: checking whitelist is populated [06/19/2017 - 02:49:05AM] four_play: whitelist: 5 races [06/19/2017 - 02:49:05AM] four_play: whitelist final: 5 races [06/19/2017 - 02:49:05AM] four_play: population done [06/19/2017 - 02:49:05AM] four_play: actor bounced - not an allowed race [06/19/2017 - 02:49:05AM] four_play: kidcheck: sex scene aborted due to disallowed actor [06/19/2017 - 02:49:17AM] error: Cannot call IsPlaying() on a None object, aborting function call so I assume it is exactly as you described Vinfamy where something needs to be added in the CK. I opened up violate, and I think the allowed list is: FPV_Player > FRV_OnHit > AllowedRaces? But the part I am having problems with.....is how do I know what race the Super Mutant Redux guys are? Just looking at the properties I don't see anything intuitive to suggest the author created a new race. Help and thanks!
  12. I'll add it back as a potential outcome in a future version. For now, if you have CreationKit, it would take you 1 minute to disable the teleport: FP_Violate.esp > Quest > FPV_Player > Quest Alias > PlayerAlias > Scripts section > Properties > SafePlace > Change it to PlayerREF instead Vinfamy I tried this out but I still end up in Sanctuary...any ideas?
  13. vinfamy, is there a way to just let your character run away at the end instead of getting ported all the way back to sanctuary like in the older version?
  14. Slightly off topic, but I've been very much enjoying the new contributions to Fallout that have spawned from the rapid development of four-play. Do the key modders like DocClox, vinfamy, crazy, leito, etc... have a patreon or a paypal or something? If I knew these guys in real life I'd have picked up a round of drinks by now so I should be able to channel some beer money over for allowing me more massive enjoyment of a game I didn't think I'd be picking up again for some time. Thanks guys, seriously.
  15. I know you're gonna hate me for this but the everything working except stripping is a clear sign of a F4SE-related issue. Have a look again in the OP's troubleshooting section perhaps. Also. any other mods in your load order that relies on F4SE or just Four-Play vinfamy, you and Doc are basically making this game great again so no way could we hate you! I don't think I have anything else that uses F4SE, the added scripts are definitely there, is there an in-game way to confirm f4se is working as intended? thanks. Doc said he was looking into adding a check to see if F4SE is properly installed (Skyrim fans will remember SKYUI having a warning letting them know they screwed up their SKSE install). In the meantime: 1. Download latest F4SE 2. Extract with 7.zip to Downloads 3. Open Downloads/F4SE 4. Copy EVERYTHING except Readme and What's New files. 5. Go to your Fallout 4 folder (example) C: Program files/Steam/Steam Apps/Common/Fallout 4. You may have a different install path, like the D drive. If you dont know then you definitely did not install F4SE properly. 6. Paste files 7. Try these maneuvers: You will see a folder named "src" Typically these are for modder reference...the game uses the PEX files in the Data/Scripts folder you just pasted. The first time my stripping stopped I re-intalled 4-Play and it worked. Then I logged out, and when I went back in, no stripping. So I tried re-installing 4P, no strippy...so I re-installed F4SE...no strippy...I copied the "src" file and pasted it into the Data/Scripts folder...an it was sweet strippy love making...WTF? Decided to test, logged out, back in, aaannnd...no strippy. Tried various combinations of this until it worked...then it stopped working and I went back to 4-play version 0.3 and it was sweet strippy love making. I have not gone through my load order yet to see which mods have F4SE required, but I suspect I may have an old version of something that does not jive with the latest F4SE, otherwise it should not have worked at all. Off the top of my head I have several mods I think may have the requirement that are pretty common such as Settlement Keywords, Concealed Armors, Armorsmith, Spring Cleaning with SC Expanded Scrap list, Conduits and Pylons Various Powers and Sizes, Looksmenu, and so on and so forth... Hopefully someone who actually understands how scripted mods works (not me, you guys are like Merlin to me, and you do such awesome magic) will say "Wait, you all have Armorsmith, Concealed armors, and your Photo Light equipped?...Well there's your problem". Sadly, I doubt it will be that simple, but I am confident it will get worked out. And I will end this long post with a thanks to Doc and Vinfamy for the hard work and quick follow up on issues. Well done guys, I talked to Gandalf, and he predicts an increase in traffic to LL as a result of your work, but then again, that old Wizard is a super pervert, so...you know...grain of salt. Vinfamy and skyfrost, thanks for taking the time to respond, it looks like the new 5a actually fixed everything for me so animations and stripping both work great.
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