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Found 5 results

  1. Dear users, I've recently been curious about an idea of extracting my Fallout 4 character model with possible mods to SFM, to pose it and etc. What I mean is I need my preset to be on a female character model with CBBE mod. Sounds deliriously, I know. Is it possible? I've already discovered B.A.E. and niftools/nifscope. However, I don't know where to find the preset I need. Talking about mods, I think it's okay, because I don't need them to be extracted directly from the game, just downloaded from Nexus, converted and modified in blender. Those who know or have done it before, please explain how I can make this dream come true. Thanks in advance! =) And a picture of a character for making this topic a little more attractive.
  2. Hello folks! I'm no modder, but I wanted to start with some easy re-textures by my hand. I googled some tutorials with BAE and followed the restrictions carefully, but as soon as the program BAE should extract the chosen texture files, they won't show up in the folder I'm sending them to. I don't know what I'm doing wrong. I checked the Fallout4.ini if something is odd, I reinstalled this VC++ 2013 and tried to restart the program from another folder. Any Idea what's happening here? I'm wrapped in a thick noob-coat that I want to lay it off asap. Thank you :)
  3. Posting this for collaboration. A take all from companion command that leaves equipped items alone has been requested by multiple people, myself included. I dug into ContainerMenu.swf and found a lot of relevant code, but I have zero experience editing swf files. (Once edited, how are they recompiled? Is the original file altered, or is it overridden like a mod?) I used the ShowMyCode website to read the swf file. Here's the TLDR: if(this.BGSCodeObj.getSelectedItemEquipped(index, inContainer)) // leave equipped item alone else // move this unequipped item to the player // repeat for each item in companion's inventory (array?) // *** EDIT: More elegant, easier version *** if(!(this.BGSCodeObj.getSelectedItemEquipped(index, inContainer))) // item is unequipped, move it // repeat for each item in companion's inventory The source path/file is: Bethesda Archive Extractor > Interface.ba2 > Interface > ContainerMenu.swf > ShowMyCode site > ContainerMenu.txt The rest of the nuggets in the file are below. This is a list of snippets, not the actual code file (which would be 5K+ lines of pasting, so snippets it is). IMPORTANT: There is a reference to takeAllItems() in a new Object(). I'm guessing that's where the (for loop?) would be that handles iteration through the companion's inventory array. But I don't have read access to that, afaik. Zarchell and I researched this as part of our Spring Break "Mod Madness" project. I don't think we'll find a solution on our own this week, so it's up for grabs if anyone wants to run with it and publish. If you know the rest of the puzzle, please share and/or post here so we can learn. At least we know some of the function names now, so we can research or build from that. Any swf gurus here?
  4. Using BAE I can only find the textures and maps for a set of armor but there isn't a male version and female version. How can I make a gender specific alteration to a set of armor?
  5. I finally found out how to extract the Nif files, and I extracted armor and weapons, thinking that they were the only ones I needed for my mod, but I noticed that robes weren't in there; rather, they were in the clothes section of the meshes. The first time I extracted it worked fine, but for some reason it doesn't work anymore. I followed the exact same procedures, but B.A.E just isn't accepting the files (there's a red cross in circle next to my cursor whenever I try to drag it in.) I tried dragging in Meshes, Meshes > meshes, and even Meshes > meshes > clothing, but it still didn't work. Any help is highly appreciated. edit: I found the error. I already had them extracted and didn't know it. I'm so sorry for the wasted time and confusion if you tried looking this up or anything like that. It's just that for some reason I couldn't see the specific NIF files at first.
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