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  1. Everyone has always recommended apps like Audacity for editing the wav files for the gunshot sounds and whatnot in Fallout 4. I go to great lengths to make all the sounds sound as realistic as I can, usually every playthrough I do it differently. But now I found out that Wavosaur is the only app I've found that can even detect "Loop Points" in the fully automatic wav files. These loop points are invisible to Audacity and lost when you save a file with even apps like DB Power Amp Producer's Edition in my experience. However, any wav saved through Wavosaur is perfectly playable, because it detects and saves the loop points as well as other things which it can detect that are a little too complicated for me so I don't mess with them. More cool info for those who actually edit wav files for Fallout 4 all the time: After going to the "Process" drop-down menu and then hovering over "Volume", it offers to boost/quiet the volume of the track by 6 decibels or you can hit custom to select an integer yourself. Much like Audacity's "Amplify" ability. There are many many other tools that Audacity does not have, however, but not a one that Wavosaur doesn't have as far as I know. But it sure is nice being able to edit wav files now, and attach loop points to sound I take from Star Wars Battlefront II to be used with various modded laser weapons, making incompatible full auto wav files suddenly compatible with Fallout 4. Also Wavosaur can arrange several wav files into a Loop Pointed single wav file. This is cool because a lot of wav files I pull from various video games and websites are broken into pieces for full auto.
  2. Hello guys, I hope you can help me. Every time I edit an ms2 file with Blender (Blender 4.0 , Cobra Master Tools Blender Addon 3.0.2) or just import it and then export it again without editing or changing it, the changes are applied in the game, but the objects disappear as soon as you scroll to the right or left edge of the screen. Or have an acute angle to the respective object. As an example, I have two pictures for comparison. The model was the TV screen (C5-Environment-Facilities-BB_Billboards). I hope someone can help me to find the reason for this. Is there perhaps another program for editing the ms2 files? PS: All my graphic drivers are up to date and my settings set to ultra!
  3. Hello there, I wanted to make a request for a mod that would be difficult to make but I'm too bad when it comes to modding the game, and I couldn't find any kind of tutorial to make it, so I am asking someone else if they could do it. Basically I want to adjust the size of different types of humanoid enemies in the game to make them the same size as the player character, It is not enough just to make smaller models. The hitboxes, range of attacks, and grab attacks should be ajdust too. I have created a list of enemies that I would like to change the size of All types of Solders (Making them player's character size), Exile Soldiers (Making them player's character size), Demi-Human (Making them a litte bit smaller), All types of Miners (Making them player's character size), Kaiden Sellswords with/out Mount (Making them player's character size with/out Torrent), All SkeletalCreatures (Making them player's character size), Misbegotten (Making them a litte bit smaller),All types of Nobles (Making them player's character size), Knights with/out Mount (Making them player's character size with/out Torrent), Banished Knights (Making them player's character size), Omen Creatures (Making them a litte bit smaller), Fire Monk (Making them player's character size), Marionette soldiers (Making them player's character size), All types of Sorceries from Academy (Making them player's character size), All types of Crucible Knights (Making them a litte bit smaller), All types of Nox Warriors (Making them player's character size), Mausoleum Knights and Solders (Making them player's character size), Battlemage (Making them player's character size), Celebrants (Making them player's character size), Perfumers (Making them player's character size), Blackflame Monks (Making them player's character size), Frenzied Villagers (Making them player's character size), Black Knife Assassins (Making them player's character size), Pages (Making them player's character size), Bloodhound Knights (Making them player's character size), Servant of Rot (Making them player's character size), Starcallers (Making them player's character size), Thorn Sorcerers (Making them player's character size), Scarlet Rot Zombie (Making them player's character size), All types of Duelists (Making them a litte bit smaller), Albinauric Wolfback Archer with/out Mount (Making them player's character size with/out Torrent), Depraved Perfumer (Making them player's character size), High Page (Making them player's character size), Knight of Zamor (Making them a litte bit smaller), Cleanrot Knights (Making them player's character size), Guardians (Making them player's character size) and others humanoid creatures that i could forget. I hope there will be some really creative and great modder that will want to work on it, thank you for your attention.
  4. Hello, it's pretty unusual for me to make this kind of request because I normally do it myself if I have the ability, but I don't know how to tweak and code the game. While playing a game, I always felt that the enemy was much larger than me even if they were humans like my character, so I wondered if it is possible to downscale the enemy to be closer to the player, I know that FromSoftware made it that way in order to have a better view of the enemy, but it just doesn't feel immersive to me. Maybe somebody will be able to do it or maybe there is a way I could do it on my own, and if so, I am happy to read what kind of tools I need to start and I hope it will not be too difficult. I can imagine that there are no editors for Elden Ring, sorry about my English Edit: Can I achieve my goal by editing regulation.bin?
  5. I'm trying to make a mod affect the player regardless of sex. That's literally all. Right now it's female-specific, but with the other mods I have, it could work for a male pc as well. I have zero modding experience but I'm good at following instructions and I pick up on things fairly quickly. Someone please help. It all looks like Ancient Greek in Creation Kit.
  6. Hello there, As the title states, I'm in need of some help with doors in Nifskope. More specifically, I need help editing the Pulowski Preservation Shelter. It's the blue pill shaped capsule found around the city areas in the Commonwealth. If you're still not familiar with what this is, then click the link here. So, I need to separate the sliding door of the Pulowski Preservation Shelter from the base. I've included a few pictures of the FalloutShelter.nif inside of Nifskope. The first two pictures show the meshes that are included with the sliding door of the shelter. The 3rd picture is the shelter base, but there's other meshes for the interior decorations of the shelter that would be considered apart of the shelter base. http://i1259.photobucket.com/albums/ii557/Plarux/PulowskiShelterDoor014_zpsmyvulpcg.png http://i1259.photobucket.com/albums/ii557/Plarux/PulowskiShelterDoor216_zpsjomg36qy.png http://i1259.photobucket.com/albums/ii557/Plarux/PulowskiShelterBase019_zpsflps5nrm.png Okay, sorry for the massive pictures. I figured it would help everyone find out where everything is inside of the FalloutShelter.nif file. From what I can tell, I can't just delete the shelter base to leave only the door parts (see the first two pictures) or delete the door from the shelter's base (3rd picture). It's worth noting that I didn't touch any of the file paths, except changing the .nif files name(s) to FalloutShelterShell.nif & FalloutShelterDoor.nif. This way, I can use the same exact path as the FalloutShelter.nif to place the two custom .nif files. The file directory for extracting the FalloutShelter.nif is - Meshes\SetDressing\FalloutShelter\FalloutShelter.nif Here is a link to all the files that I thought would be needed to do this. I extracted all of these files using BAE (except the two custom .nif files I created that are listed in the previous paragraph in red) and included the .esp I made. The two custom .nif files don't work in game, but I included them anyway. Here is a picture of what I want in-game. The sliding door with working open/close animations and the shelter's base with all it's interior decorations. Yes, I've tried to get this to work on my own. I don't know enough about Nifskope to understand where the animations for the door are connected in order to separate them from the base and the actual door. When I load a game, none of this shows up. http://i1259.photobucket.com/albums/ii557/Plarux/PulowskiDemo_zps3gterrqf.png Also, this is a picture of the object window inside of the CK. It shows that (1) is the door and (2) is the static shelter base. http://i1259.photobucket.com/albums/ii557/Plarux/ObjWindowPSH01_zpskthtphqg.png Alright, so that should be about all the information I can provide for those who might be able to help me. Basically, I want the functioning slide door and the static shelter "shell" or base. I know it's going to be two .nif files, but don't know how to separate them from each other properly. If you can help me figure this out, I would be extremely grateful. I'm working on making an elevator out of the Pulowski Preservation Shelter, and these are two essential pieces that I need. Anyone who can help me out will be credited when the mod is released. Thank you for reading, Plarux
  7. Hey I'm kind of new to the forums here, but I've noticed the lack of mods and am just looking to do some research on the map and positions of the enemies/"safe zones" on the map. The hard part about this is getting the exact position on the map with this big ass icon for my player position blocking my view. If anything, I just need the icon to be smaller and maybe more transparent, with possibly some way to have a translucent minimap on the UI. I hope I was descriptive enough for yall. Thanks!
  8. how to change from which point of the weapon the gunfire comes from when you fire a gun in 3rd person?
  9. How can I edit the tools listed in Vortex? I can see how to add one but there are a few that has bad links, such as saying there is something in my Steam folder when GoG's Anniversary Edition is installed. Thank you for sharing your time.
  10. Hello! I'm new to this stuff but having fun! I've been editing textures on the suits that come with the game. Is there a way to edit the textures that on a suit that I got from nexus and installed? Do the installed suits end up somewhere in the asset directory? Hoping there's a simple answer! Thanks!
  11. So I've been playing modded Skyrim SE on and off for about a year now, and a lot of my focus has been on finding mods that affect combat and weapons. I myself am steeply inclined towards two-handed weapons: greatswords in particular. I'm always on the lookout for more mods that affect them and make my character look cooler when holding and wielding them. I'm no professional modder myself, but I've taken a fancy to using outfit studio to edit greatsword meshes to align with my preferences, particularly when some aspect of their proportions are wrong, like a hilt being too short or a pommel too small. That, however, is the extent of my modding acumen. As for other aspects of two-handed weapons, such as idles and combat animations I have to turn to other people's work. These two mods in particular have interested me: Leviathan Animations: Two-Handed High Stance Elder Souls - 2hm replacer I've been weighing these two and switching between them, but deciding between the two isn't what I'm asking help with. What I am asking is: How do I edit hand placement on the weapons ? What I want to do with either of these is get the left hand lower on the hilt so that the character looks to have more leverage over it. The position in the Elder Souls mod is almost there - just a bit short of the length of most greatsword hilts that I use. The high stance mod has the hands even closer, which also irritates me. It's a pretty minor thing, I know, but it's huge for my immersion. I've always had a fascination with historical weapons and techniques and even got into HEMA three years ago with a Regenyei Spadone in my possession to do solo drills with. Getting the hand placement right would do a ton for my immersion. Even without a knowledge of these weapons, I know there's others who feel like the player's hands are waaayy too close together on these weapons and that it winds up looking a bit wonky. So with all that said, what I want to know is, where do I start in fixing this issue? I already have two mods to choose from that I could possibly edit, but if anyone wants to help me get started making things from scratch, I have no objections. As long as the bottom line of editing hand placement is met, I'll be happy.
  12. Please correct us. PapyrusPlusPlus is only available on the Skyrim Mod page, not on the Skyrim SE mod page? To everyone's knowledge, is DarkFox's 2017 tutorial on installing and configuring PapyrusPlusPlus still current? We have our Skyrim SE on a partitioned drive, and we see the papyrus.exe in there. We are presuming that we can path PapyrusPlusPlus to the same drive? Will we need a second program to customize PapyrusPlusPlus for integrated use with Notepad++? Our questions might be clumsy. . . .
  13. I just want to change the description of the screenshots of my mod, but when I try it says: The mod you are trying to edit doesn't exist. How does the mod not exist if i just downloaded and used its file 5 minutes ago and the mod page is right in front of me?
  14. I'm having trouble editing a script/ compiling files, all i want done is to make this mod (https://www.nexusmods.com/skyrimspecialedition/mods/17259) give 5 times more experience than it currently does, any help would be greatly appreciated.
  15. The creation kit requires steam. So, I can't use or download it. FYI... No sign-in required, only here. I want to take this existing potion texture mod and make a patched version for myself. That changes all the potion weights to 0.1, like the 'light weight potion' mod. What download on tes nexus do I use to edit the mod? Skyrim AE - GOG Edition No experience modding, but I should be able to figure it out. Link? Thanks.
  16. Hello I was wondering if someone would be able to edit the power armors in dragbodys mod or help me out with it, so I could be able to wear the pipboy3000 without the armor blocking the view. On the t45 and t51 armors they come with arms underneath so I was able to edit those to make it work but when I got to editing the x01 x02 x03 armors they had no arms and now I'm stuck on what to do and how to attach the arms like the t45 and t51 meshes help please lol.
  17. Looking for someone who is interested in making a YouTube video showcase for the brand new Wild West 2.0 to gain an outside perspective. The video would showcase one of, or all 3 versions of the mod, and possibly a before and after example if you'd like to do so. Credit would be given, and it would be featured. Again this is so an outside perspective is shown on another gamer's rig, and to get opinions. Please let me know if you're interested! https://www.nexusmods.com/reddeadredemption2/mods/992
  18. When you take a weapon of the same type in each hand, the attack with the left hand changes to both weapons, and the right hand remains for no reason with only one weapon, I really don't understand why an attack with one weapon is needed with double weapons. I think it is more logical to make an attack with the right hand with both weapons, and to make an attack with the left hand by blocking, as on Starscourge Greatsword with a two-handed grip. I really hope that someone will be able to make such a mod.
  19. Hello everyone, I've currently finished installing mods for my play through and I'm wanting to edit most of my mods from FNVEdit to change weapon damage, mag size and price. Examples would be Book of Earache, Weapons of the Millennia and Asurah S.T.A.L.K.E.R Weapon and Armour Pack as well as Vanilla game weapons. I know it's fully possible to do this but I'm wanting to know how to actually edit the mod. I can't find the option to do so. I've tried using the GECK but it just crashes from everything and anything so it is unusable. I greatly appreciate any help on this topic. Thank you.
  20. Anyone know of an existing step by step guide to editing vanilla NPC's in creation kit? I found quite a few tutorials on how to create new npcs and add them to the game, but none for editing vanilla npcs properly and safely. What is up with that? Anyone out there willing to type up a guide for us newbz? I just want to edit npc physical appearance like hair, scars, tattoos, eye color, skin textures, clothing, etc., but I'd like to use existing vanilla game items and mods like SOS, KS Hairdos Renewal, and any male/female skin textures from nexus or other places to make said changes. I've tried other tutorials, but what typically ends up happening is I save the changes I've made and they look perfect in creation kit, but then the changes don't transfer to the game resulting in no changes at all, gray face, missing textures, neck seams, or bald heads. Anywho. Anyone out there willing to walk myself and others through this process? Thank you in advance!
  21. Hey there, I'm trying to create a sound mod for automatic weapons but even if I put a loop on the sound with wavowaur it doesn't work, I'm looking for someone who can help me, i've got some quality sounds and I really wish to put them in the game, of course I'll credit anyone who which will help me in the creation of these mods. P.S. sorry for my english. Thank you!
  22. I'm trying to learn how to edit weapons and armor tempering/smithing ingredients using TES5Edit. http://www.nexusmods.com/skyrim/mods/25859/? Any assistance is appreciated. :happy:
  23. Hey guys! I've been playing KOTOR 2 in my spare time recently after finding out how much the gaming community has modded it. I've modded it myself pretty heavily, but haven't run into any insurmountable glitches except for the one I'm currently stuck at. I'm at the part you meet up with Visquis in the Jekk Jekk Tarr on Nar Shaddaa while playing with MIRA, and the game crashes on me after their verbal exchange while trying to load out of the sequence. I've tried playing in windowed mode, XP compatibility mode, setting CPU to 1 from the task manager and lowering the graphics settings, but nothing works and the game still crashes while loading out of the sequence. I'm playing on windows 8 and, in compatibiliy mode for XP SP2 and haven't had any serious glitches so for except for the random crash that I've managed to surpass by reloading the game. My game version is TSL 1.8.3. I haven't had any crashes related to cut-scene movies and stress that this is a crash in relation to the loading sequence after a dialogue when I suppose the game wants to switch the active character back to my main perpetrator. I suppose I'm wondering whether there's a simple way to skip this bit and move the story forward a bit as was possible in skyrim. I'd like to either set the whole quest to complete or just move the narrative forward a bit in hopes of skipping the glitch. I read the thread where stoffe explained how to edit dialogue with an EGG editor, but I have no experience of that and would need to skip the entire Jekk Jekk Tarr section to progress the story so that I would avoid the Mira\Visquis sequence alltogether. How could I find out which parameters are changed due to the NPC's exchange and just skip to that? Thankful for any aid on this, I so need to finally see this thing through. :smile: What would you guys do in a situation like mine?
  24. Hey there. I've been dabbling with the creation kit for about a year now, I'm pretty comfortable with it's aspects along with understanding there are other modding tools. I am a modeler with access to Maya and ZBrush though I generally send all my models into Maya before I finish them. I just need some tips, tutorial videos or forum discussions pointed out to me to get started. Since I am basically new to the modeling aspect of modding I'm afraid I'm going to need a ton of explanation so I'd prefer longer explanations rather than shorter ones.
  25. Hi seems I can't edit the actor data in MS03 which is the actor data for The Wasteland Survival Guide...not doing anything complicated...just making it so when you complete a marked quest you get a static trophy within the game inside your Tennpenny Tower Suite or your Megaton House...but I've come across a minor issue...while I have done it repeatedly to every marked quest I can't seem to edit the actor data for the quest....simply adding the line "TWSGTrophy.Enable" to quest stages 215, 225, and 250 so that the initially disabled trophy enables upon completion of the quest along with the achievement n the result script box but it won't let me like I already have for every other marked quest...could somebody explain this to me and how to get it to except my added line?
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