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  1. Have you ever wanted to summon three mimic tears? How about seven? Like the Redmane/Leyndell/Mausoleum knights but disappointed that they don't come with respective soldiers? Thanks to modding tools you can easily fix this by: Finding your regulation (I recommend using Mod Engine 2 and copying your game's regulation into the 'mod' folder if you don't have one already) Open your regulation.bin with Smithbox (Make a name for the project, select the folder the regulation.bin is located [if you are using Mod Engine 2 - %/Mod Engine 2/mod] and select the game's .exe [steam/steamapps/common/ELDEN RING/Game]) Under Param Editor, go to BuddyParam and find the name of whichever summon you want to increase the spawn of Copy and paste the row until you have the desired amount (anything higher than 10 will probably cause issues) When you are finished, File>Save All Modified Params If you want to mix and use multiple summons (ex. Rotten Stray + Pest + Rat): Choose the summon that will be equipped to spawn all entities and copy its Trigger SpEffect ID (triggerSpEffectId). [Rotten Stray is 235000] Find the other summons you would like to use and paste this id into copies of your preferred summon (make a copy of Pest/Rat and paste 235000 into triggerSpEffectId. When you spawn a rotten stray, a pest and a rat will now spawn with it. If you copy the id into the original params instead of using a copy, you will break the other summons and they will no longer spawn with their own ashes.) Again, when you are finished, File>Save All Modified Params Image of me summoning a rotten stray, pest, rat, winged misbegotten, and putird corpse using the rotten stray ashes:
  2. IMPORTANT ANNOUNCEMENT Also I am editing the front page so that everyone knows. I have a rule in my email that AUTOMATICALLY pushes ANY alert about this post to the top of my inbox that is broadcasted to ALL MY EMAILS. Everyone is free to ask for help, I am alllllllwaaaays watching.... allllllwaaaays watching. Hello everyone. So it's been a while since Dragon Age: Inquisition came out. There was this extreme annoyance for many people, Leliana hardening if you missed 1 event. This would destroy player's endings, and cause some people to completely start over again. This is a tool to reverse all of that, so long as it is done before Leliana completely hardens. I originally posted this guide on the DAI Tools forums and am re-posting it here because honestly, that site is really difficult to post on, and this site has a MUCH LARGER user base. And therefore, more people who ran into this issue, will find their solution here. Here is my original post with... very few edits, mostly because I feel it is fine how it is. Oh and as always, thanks to ricco19, for it was they who originally gave the clues needed to figure this out for everyone. There is a link to his post on those forums in the following guide. Enjoy! P.S. This takes up two posts due to image limits. Also I will post a link to the original once their moderators approve the changes I made and put the topic back up. ------------Original Post Here-------------- I am reposting this from a Mod Request Topic because I feel it will be easier to find here than there. This is verbatim what I said, because it took a while to write and I do not feel like editing it :3 ------------------------------------------------- EVERYONE! I have figured out Ricco19's method for fixing Leliana if you botched up without knowing it!Stay tuned for I will be posting a guide on this Topic on how to do it. It is FAR easier than Ricco19 stated can can be done within 10 minutes. I shall be editing this post with the Guide, complete with pictures. ------------------------------------------------ Update #3!I was informed that my images broke. I re-uploaded them to a different site and re-posted them in the guide! Sorry for the inconvenience! Update #2!I realized I forgot to put in a step, it is down below in the appropriate section. The first step after opening Hex Workshop for the first time. Update!As far as I know, this fix deals with fixing the first encounter you have with Leliana that matters, dealing with her in the Chantry, and determining the fate of the traitor agent. I do not know exactly what it has to do with the second encounter, where you tell her she was right to pull back her agent. This is simply steps on how to replicate what ricco19 did. Alright, as already stated, this is a guide on how to soften Leliana before doing her personal quest, so that she doesn't go ape !@#$. First thing's first.This method is for if you MISSED the event that happens at Haven with Leliana. The game considers a missed event as a False flag. Since you missed it, one cannot use the save tool to change it to true.I was not the one who came up with this method. We have ricco19 to thank for this. I am just posting a step by step process on how to do it.So thanks ricco19. You can find his post here: http://daitools.freeforums.org/post8708.html#p8708 The most important step you should always do:http://i.imgur.com/mykq2UK.png What you will need:The Game(Duh).Knowledge of copying and pasting files in windows.Hex Workshop (The 30 day trial will be plenty of time to fix this)The reason we use Hex Workshop is it can bit shift FOR you.DAI Save Game Editor by Ehamloptiram The Save Game Editor is pivotal in checking which of the following values we can use for replacing by making sure they are False. Any value that is True should not be used. IMPORTANT: All selected values MUST be False. And MUST have a True counterpart. What we are replacing: 45FE541FAFB6B54CA1D6C9143209017E,BOOL,DAO/Class/Warrior? OR 635818FBA9E9094DADEA8C189A6301D5,BOOL,DAO/Class/Mage? OR 6FD01163BF71374DBC977FA355D801D7,BOOL,DAO/Class/Rogue? AND 3 of these 4. DO NOT USE THE ONE THAT YOU DID ROMANCE ( It will break things :) ) 0A1A5BF0A764264EB067A4F6E3BD016A,BOOL,DAO/Romance/Morrigan? 79CF236575D34940A7CF12865342012E,BOOL,DAO/Romance/Leliana? 3BC3E7F9CB37F54E9002A2F89AB9016A,BOOL,DAO/Romance/Zevran? F12631D0508FE54ABA1EB6F3683A01E0,BOOL,DAO/Romance/Alistair?With the following 4 values: CE01323A17870C4E95283D747263019A,BOOL,Leliana did not kill agent == TRUE DADF5B4FCEAAA749AC724875AFD601D6,BOOL,??? == TRUE 0E8105EDBBB9694DBC4A913ADE0301C5,BOOL,??? == FALSE DB286CE3E14E2D44964C573E2EB0010C,BOOL,??? == FALSE Through research I have determined these 4 values have to do with the softening aspect of Leliana in Haven.Alright now how do we do this? Well, after we made our backup, we will find out which flags we can use for replacing. This can be done this way: Open the DAI Save Game Editor from wherever you saved it.http://i.imgur.com/6Y5FsVs.pngAnd open the save you wish to check, and later fix.http://i.imgur.com/0pOiWEm.pngThen simply paste in the value you wish check into the search box and click search. It will highlight the found value. If this value is False, it is available for replacing. If it is true, leave it alone.http://i.imgur.com/vVz2ze3.pngDo this for all of the replaceable values as directed until you have 1 class value and 3 romance values. In my case: 45FE541FAFB6B54CA1D6C9143209017E 0A1A5BF0A764264EB067A4F6E3BD016A 3BC3E7F9CB37F54E9002A2F89AB9016A F12631D0508FE54ABA1EB6F3683A01E0Will be replaced by: CE01323A17870C4E95283D747263019A DADF5B4FCEAAA749AC724875AFD601D6 0E8105EDBBB9694DBC4A913ADE0301C5 DB286CE3E14E2D44964C573E2EB0010CBecause I romanced Leliana :3 Now for the fun part. Open Hex Workshop and then Options, then Toolbars... A window will pop up and you need to check Data Operations and click Ok. Without this you will not see the Block Shifting operators. This will be done on your first time opening Hex Workshop.http://i.imgur.com/MSczf4M.pngNow open the file you wish to De-lunify Leliana.http://i.imgur.com/IzbIFoP.pngFirst, use the Find Function to look for one of the replaceable plot flags we determined earlier on. An example would be "45FE541FAFB6B54CA1D6C9143209017E". After that we are going to Block Shift Right(Wait for this to execute, the larger the file, the longer it will take, have patience) then use the Find Function again after each shift until a match is found. I know ricco19 talked about bit shifting but that didn't work for me, I tried block shifting by accident. Lucky us. :smile: <<<<<<<<<<<<<<<<Continued IMMEDIATELY in the next post. Had to cut it due to image limit.>>>>>>>>>>>>>>>>
  3. So you want to create your own point of interest that has a chance to randomly spawn? First of all you have to find a place for your new point of interest, open up WorldData > Blocks on Creation Kit, double click a block and click preview button in the inspector to see how it looks like: Find a spot you like and press Control + H to open terrain cutting tools, pick an area, in my case I'm making it 3x3, give it an ID as well. Click create overlay when you are satisfied. ' Find your new overlay area in WorldObjects > WorldSpace, right click it and view in inspector then add the BSGPlanetContentManagerContentProperties_Component component to it. Go under WorldData > Location, right click and create a new location for your POI, add the keywords LocTypeOE_Keyword and LocTypeOverlay: Go back under WorldObjects > WorldSpace, double click your overlay and add the newly created location to it: I recommend adding a MapMarker that is already discovered to your location so you can find it quicker in game: Now go under WorldData > Planet Content Manager Tree, open PCM_BlockCreationRequest and find PCM_BlockCreation_DRsRLs, right click and add worldspacecontent, find yours on the list and add it: Here I have removed every other one to make sure it spawns easily, make sure to save your mod and back it up before you remove anything! That's it, save the plugin, start the game, enable the plugin and go see if it spawns in! You can also manually place it on the planet with the console command AddWorldSpaceToPlanetBiome WorldSpaceName PlanetName biomeIndex But that doesn't guarantee it actually spawns randomly in. Edit: To add random encounters into your overlay you can drag in the PackIn called RE_PackIn_Overlay and arrange the triggers and markers around your POI. After this you sometimes get random encounters when traveling to it. You can remove some triggers to disable some encounters, for example if you do not want spaceship encounters remove all the landing areas.
  4. You can now make your own animations without 3dsMax! Here's a link: https://www.nexusmods.com/fallout4/mods/82537 You should find anything you need there, and if you have any questions, don't hesitate to ask.
  5. I want to make some clothing retextures for 76 but I have no clue where to even begin. I've searched the web to try to find guides and tutorials but I've come up empty handed. Is there anybody that can explain how to do this? Or at least direct me to a tutorial?
  6. Hey guys. Recently I created a youtube course about modeling a fountain, texturing it on a trimsheet, exporting it into unreal engine, creating particles in Niagara and rendering it. If theres anyone interested in it and would like to learn something about 3D modelling - feel free to watch these videos, I hope you'll like it. Cheers!
  7. Can anyone maybe share how to make visual replacer mods for npcs like Lydia?
  8. In depth video tutorial by my friend CountMootlu on how to download and install frosty mod manager, and how to make texture mods. https://www.youtube.com/watch?v=zwB6dfdYrkg&feature=youtu.be Texture Tutorial at 1m48s Frosty Editor & Mod Manager Download: https://frostytoolsuitedev.gitlab.io/downloads.html
  9. First, type "fx_lightsaber" into the search bar and find the lightsaber you want to change, the file we're looking for has to be an EffectBlueprint and has to end with a color. For this example we will use darth maul. First we will change the color of the glow/reflection, head to object>components>1>light and find the "color" value. the max number here is 5. X = RED, Y=GREEN, Z=BLUE. Pretty simple, mix and match to find the color you want. Now head to object>components>0>emittergraphparams and try to find these vector parameters: 718108376 = Outer Color | 1702781104 = Inner Color | 31253465 = Width, Length, Trail Strength | If they do not exist, then create them and add your own values, and make sure "W" is set to 1.
  10. First, go to Characters>Hero>(Hero you want to change) and open their VisualUnlockRoot.Now we need to swap Luke's BluePrintBundle with the hero we want.For this example we will use rey, go to rey and open her BluePrintBundle, copy the name.Now paste into Luke's, now you're done.
  11. Head to gameplay>kits>hero>(hero you want to edit) and open the gp_hero file, we're going to use Kylo Ren as an example. Go to abilities>defaultabilities and find the ability you want to swap. We will switch force pull to force push as an example. Select Luke's ability, then click on the arrow next to the force pull to assign it, now repeat on "allabilities"
  12. This tutorial is from BF2015, however audio is handled the exact same way, go to Sound/VO/Heroes/(Hero), for this example we're going to swap luke's F1 Emote with Jyn's F1 Emote.Open Luke's emote, you will need to swap two things, the Chunks and Segments.Now we're going to copy the first chunk in Jyn's data and overwrite all the chunks in Luke's data.Now we're going to go into Segments and copy Jyn's [0] Segment and paste it into Luke's.
  13. Head to Characters>Heroes>(Hero you want to edit) and open the blueprintbundle, create a new DataContainer and click on the "..." and click "create new"Now search "VisualUnlockPartAsset" and select, next all you need to do is find the asset's ObjectBlueprint/ClothObjectBlue, for example, we will add kylo rens cloak to leia.Next go to Levels>Frontend select frontend and open the description, now click the "+" next to Bundles, then copy and paste Kylo's blueprintbundle.*After that repeat for each level description in levels>mp | Swapping hero accessories works online if the accessory is not from a preorder/dlc skin. <script> </script>
  14. I spent a couple of hours searching for a tutorial on how to retexture a laser beam but alas I have yet to find one and so I come here. I would like to retexture the assaultron laser for a mod I'm making but I am unsure of where the textures go or even which textures I will need. Does anyone know how or know of a tutorial that can explain how to retexture a laser beam?
  15. First, a little reasoning why I want this, if I may. If not, skip to the details at the bottom. I want to learn to code, to mod, and basic graphic design. So this is technically more of a tutorial mod request rather then me simply wanting a personal home. (Or just watching some random YouTube video.) I would consider myself knowing my way around a computer. However anything relating to code is currently beyond me. I don't know where to start. I figured Skyrim modding might be a good place to practise, and this house would be the basis I built my other ideas off of. Details of the request: 1)The exterior of Natsu's house. (from fairy tail) Location doesn't matter, wherever you think best for the feel of the home. 2)The interior can be left empty, except if possible I would like a tree and furnace type thing, so it fits with the outside model. 3) If anyone is actually interested in making this house mod, but not in doing the tutorial, this can be skipped. I would rather have the house and no tutorial then nothing at all, but this was the main reason for the request. Nothing elaborate, anything as simple as just recording how you make it works. I'm unaware if we are allowed to offer payment for requests on the forms, but I realize how much work modding can be and don't expect this service for free. Thanks for your time!
  16. I've been wanting to create a replacement mod of my own and after stumbling upon the Zombie Walkers mod by joefor, I think I finally found out how I would like to approach it. He uses a scripted approach which claims to be the most stable and least conflict likely, so that is exactly what I am setting out to do with my mod. I have already mapped out all the specifics, the only thing left is creating the actual mod myself. Now, I have zero experience in modding and have no idea of where to begin or what to do. I have tried helping myself by looking for tutorials and the like, but I have had zero success in the matter. I am humbly asking if I could get some step by step guidance on what I am trying to do so that I can see this project through myself. I would greatly appreciate it if anyone could step forward and lend me a hand.
  17. I recently stumbled upon this problem whilst making some outfits, and I wasn't sure if anyone had been successful (or partially successful) at resolving the dilemma. The problem seemed to be that when Bugthesda changed to using Material files, they also changed the way meshes and textures display. There is a technical reason for this apparently, that I only partially understand ( see threads on ... erm the site that "Shall not be named"!!! - rhymes with Rubbers Fab) , but it seemed like using the "Alpha" method, which was so successful for Skyrim, no longer worked, Alpha was either on or of. Well ... I "think" I've figured out a way to have varying translucency on a mesh without resorting to multiple meshes, which some have suggested (i.e break your mesh apart so that you have multiple Material Files used at the same time on the one outfit. First, I Block -> Removed Branch the BSLightingShaderProperty, and then replaced it with a BSEffectShaderProperty (Block -> Insert -> Bethesda) then made sure to associate the new property to the BSSubIndexTriShape. I then created a new .bgem file (note the different extension! ) and filled in the textures in the "Effects" tab of Material Editor. I still had the issue of all of the entire mesh outfit being semi translucent ... Until I set the "Alpha" under the 'General' tab to 1.5 and set the "Alpha Blend Mode to "Standard" = Bingo! I can now adjust the level of translucency on different parts of the outfit, by adjusting the level of transparency on different parts of the texture file. Hope this is info useful to someone. Somewhat naughty examples attached :smile:
  18. Guys, I wasted a few hours on trying to find a way to replace a collision box for my scaled nif. It happened so that I just accidentally found a way to copy it really quickly without any need to delete and paste any branches and blocks and I decided that it might be useful to share as it`s really difficult to find any instructions on using NifSkope with FO4 files. NifSkope: Replacing collision in few clicks. This is a method of replacing the collision box with the help of NifSkope 2.0.0 - pre alfa 5 (earlier versions might not support this function, I did not test it with other versions). It shows an easy way to replace the collision box of your object with some vanilla collision box. You can download the latest NifSkope here. If your object has no collision at all, please scroll down to second part that shows how to add the required blocks. Finding a replacement: You need to find some in-game object that has close shape and size to your object. It can also be smaller or bigger (depends on your needs). Note that replacing the object`s collision can also change some of it`s qualities. It can make the object movable or unmovable, possibly some other parameters, depends of the data you take from another object. Open NifSkope : file - browse archive - data - fallout 4 meshes (or another archive that contains the required object). Find the required nif using the search field. Open the second window with your object( file - new window, choose your nif) Now we are finally starting to replace the collision. Copying and Replacing: In the window with the vanilla object find block named bhkNPCollisionObject, expand this block if it`s not expanded. You should be able now to see the bhkPhysicsSystem block. This is exactly what we are looking for. This block contains binary data and a string that shows some number of bytes. Right click the string and choose "export". In the popped up window choose any folder you want, click at free space and create a new txt document. Choose this document and press OK, agree to replace the document. In the window with your object find the same block (bhkPhysicsSystem). Right click on it`s binary data string, choose "import". In the popped up window find your txt document, select it and press OK. Save your file with another name (it`s always better to have a backup in case you get some unexpected result). That`s it, we have replaced your collision with the collision of another object. Notes: * The data in the text file looks unreadable and this is normal. (I wonder if there is a way to turn it into something readable that can be editted manually.) * When importing binary data the Nifskope can accept a nif file, but it won`t work this way and will crash your game. Adding a collision block to your object. I think I should also add some info on how to add a collision block for objects that have no collision at all. Step 1:Creating the required blocks If the object has no BSXFlags block (that is iusually number 1 and can be found right under the zero NiNode), you need to create this block too. In Nifskope right click the zero NiNode - Insert - Bethesda - BSXFlags. Right click the created BSXFlags block, Insert - Havok - bhkNPCollisionObject. Right click the created bhkNPCollisionObject block, Insert - Havok - bhkPhysicsSystem. Be careful when you insert new blocks, there are blocks that have very similar looking names, but they are different. Check your new blocks, there should be 3 new blocks, each block has a number before its name. These numbers should be like these: 1 for BSXFlags block , 2 for bhkNPCollisionObject and 3 for bhkPhysicsSystem). We have created the required blocks and now we will change them to make it all work together. Step 2: Adjusting the created blocks Select the BSXFlags block and look at the Integer Data string. Double click the string to set the number of flags. It`s better to take the number of flags from some similar vanilla object unless you know what number you need. For example, a wood crate has 130 flags in this block and I used this number for my object. If you click the tiny flag icon next to your value, you can see what this value actually means and what settings it changes. Make sure that havok is checked ( the collision checkbox is used instead of havok in prior nifskope versions). You can use these checkboxes instead of setting the value. In this case the value will be set automatically. Use this way if you know what settings to check. Select the zero NiNode and in the block details find the Num Extra Data List line. Click the line and set the number to 1(if it already has some number , add 1 to it). Press the refreshing sign (green arrows) next to the Extra Data List. Now you can expand the Extra Data List that has "none" data yet. Expand and change the "none" data to the number of your BSXFlags block( 1 in our case). In the same block (zero NiNode) find the Collision Object line, click it and type your collision block number ( should be 2 in our case). Select your bhkNPCollision block. Find the Target line and type the number of your NiNode(zero in our case). In the Flags line type some number of flags. You can take the number from some similar vanilla object. Most objects have number 128 in this block, so you can try using 128. In the Data line type the number of your bhkPhysicsSystem block (3 in our case). Now you can Import binary data to your Physics system block as it was described in the first part of this article. When you are done with importing the collision, save your .nif file with another name. Test it in game.
  19. Hi There Can someone tell me how to make a new Playable Character in KOTOR 1 from a NPC. I already found a tutorial but it seems to be incomplete http://www.moddb.com/games/star-wars-knights-of-the-old-republic/tutorials/new-playable-character-tutorial thank you
  20. How do you make it so that when you finish pt1 of a quest, pt 2 will begin automatically? Do you create an entirely new quest? and if so how do you write the script so that it will automatically trigger once pt 1 is finished? or do you just create a new stage? and again, how do you write the script so that pt 1 will finish and pt 2 will begin? all help is appreciated!
  21. Hi! I'm making some short (hopefully very short) Creation Kit tutorials on youtube and like to know if anyone has a topic they want covered.
  22. Hi! I'm making some short (hopefully very short) Creation Kit tutorials on youtube and like to know if anyone has a topic they want covered.
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