For version 1.2.0 I've changed the syntax for modifiers a little bit, please see the provided examples.
All modifiers now require the "type" specifier. This is added for the cases where you need to multiply Rating/Weight/Health by non-integer values. Previously I thought the type of thing you were modifying (e.g. enchantment, rating, weight) restricted what kind of modifier to use (int, float, id-float, id-int), it actually seems that is only true for the cases where you need to put a form in.
I thought I would say this here, as it seems appropriate. The way your compiler is coded is absolutely brilliant, and quite modular too.
I even found through experiments with the "template" javascript files AKA the materials.json, and the material folder, that with enough editing, any custom modeled power armor can be added to your compiler .
I mean sure you have to do a few edits to the paint's esp in fo4edit after it's been compiled in order to get the keywords to work properly, but once you do it works exactly how it does with the base game Power Armor .
I have already uploaded said edits on the nexus as a patch for yours, since it doesn't remove the original entries in the materials folder/json, but adds to them.
And don't worry, I made sure that the only things contained in my upload is the materials folder, materials.json, and a readme on how to install the patch, and how others could patch it too, so it will still require the user to download your utility prior to installing the patch.
Oh and the link to my public upload is here: www.nexusmods.com/fallout4/mods/16100/?
Not sure if you still check the post but, I was wondering, is it possible to add custom PAs to the compiler or only the vanilla? And if so, how would one go about adding a custom Power Armor to the script?
Hmm, I would assume there would be some similarities in the templates, where the differences would be specific to the armor. Edit- On closer inspection, I have come up with a theory. I think all someone would need to do to allow the compiler to create standalone textures for new custom power armors. Would be to edit the file that expired said you'd never need to edit, i.e "materials.json" And input a new section to the file, before the final curly bracket in a similar format. And I haven't checked but, I would assume the custom modeled PAs would utilize the some of the same vanilla keywords for example
Spoiler:
Show
"CUSTOMPANAME": { "type": "ARMO", "typeKeyword": "0017DAA8", // ap_PowerArmor_Paint "filterKeywords": [ "0018DFCA", // ma_PA_"PAname" "0018DFCB" // ma_PA_Material ], "baseMaterials": { "Helmet": "Custom PA Material Helmet path BGSM file?", "Body": "Custom PA Material Body path BGSM file?", "Arm": "Custom PA Material Arm path BGSM file?", "Leg": "Custom PA Material Leg path BGSM file?", "Jetpack": "Custom PA Material Jetpack path BGSM file?" } }
But remember it's just a theory, and I've not tested it. So don't expect this idea to work xD. Not saying I'm not going to try it when I can Because even I would love to see all the possible paints people would make for the custom modeled PAs :3 Edit2- Ok so so far the only custom modded PA that seems to use BGSM material files in that NAVI power armor
How do I set a custom paintjob to use a Palette over the original texture file like the original paintjobs do?
I tried setting ""bGrayscaleToPaletteColor": true" and also "sGreyscaleTexture": "Actors/PowerArmor/PA_paletteTest_d.dds".
My paintjob still doesn't use any information from the PA_paletteTest_d.dds i've set up. My test palette is a solid block of red, so my paintjob should be completely red if it was using the palette file.
Ive been getting a few reports from people of CTD's when using my mods that were created with this compiler. Just curious if anyone else has been getting these. Im not convinced there is an issue yet but i thought ide check with you Expired6978
No CTDs for me yet. Will report back if I have any. Only thing I can think of is maybe the large amount of paints your mod adds is causing their computers to run out of RAM?
Just an update. Was getting consistent CTDs a few steps from a fresh load. Disabled your X01 pack and patch, and CTDs were gone. Was able to re-enable afterwords.
Maybe there's a limit as to how many paints can be in an ESP file?
Right, but that only lets you use existing ones. Is there a way to make custom ones? Like, for example, say I want to make it be "Butt T-45b Helmet" (I don't but bear with me), is there a way to do that?
No, this is just for power armor. I would highly recommend against trying to add new skin tones for the time being. It involves modifying the HumanRace record, which will be a catastrophic source of conflict. I'll be working on a new LooksMenu (RaceMenu) for Fallout soon enough, I've been decoding things in F4SE right now so that the things I will need for the menu will be available. Once I get RGB skin/hair colors in making a new skin tone by itself will be relatively obsolete.
For people wondering about a Stand Alone, Please Read the Following Announcement:
All Current "New Paint Mods / Stand-Alone Mods" are not actually new paint jobs. They are simply replacing the names in the list, as well as the textures. Mine does this too actually. But I will not lie to you and tell you my mod does something it doesn't, If you go and look at these files you are downloading that say they are new paint jobs, Install them, Then go to your Power Armor crafting station, and go to the Material Mod list, that lists the paints, Now screenshot the list, get the whole thing "takes 2 normally." Now you will see there paint is listed. Now turn the mod off, and go back, and take a new picture, You will notice that when there mod is equipped, there is a paint missing that you now have once the mod is turned off. This is because they are in fact replacing paint jobs, THEY ARE NOT-- NOT--NOT--- New Paint Jobs... and I refuse to lie to you and tell you my files do something that is currently not possible. Maybe once FO4Edit has been further advanced and more code deciphered. But until then, these are not actually new paint jobs, but they are ALL re-textures. I just believe in being honest.
This is not true. I've spent enough time on my mods for them not to be replacers but NEW paint mods. If they are removed, there's a placeholder with no value to avoid the game from crashing, but nothing that already existed in game, and if those placeholders are removed there's no way to put them back.
Bigtalon is playing "everyone's a liar and I'm the only honest modder out there."
This is completely wrong. My mod adds over 40 paints to the X-01 alone and all the originals are still there as advertised. This is thread is for the mod that makes is possible.
Actually, No, this is true for like 100s of them out there, I have downloaded them, like 99% of them are not made with this compiler, and if you go and look you will see they are just simply replacing them. I didn't even know about this compiler myself tell today though "Notice it doesn't have very many downloads or endorsements ?" I am def endorsing it, but I stand by my statement, cause i downloaded over 50 that says they are standaones, and they still replace my paint.
Maybe they've adopted the word standalone out of popularity and don't actually know what it means. I probably wouldn't have posted this if all it did was replace existing paint jobs. This may not be the easiest tool in the world to use, but you don't really have to do a whole lot to make your new paint job. It's probably going to be more tedious in the GECK when it comes out simply because you actually have to navigate around. Here it's just all in one file, it only gets complicated when you want to add modifiers to your paint job or make it require ingredients.
107 comments
All modifiers now require the "type" specifier. This is added for the cases where you need to multiply Rating/Weight/Health by non-integer values. Previously I thought the type of thing you were modifying (e.g. enchantment, rating, weight) restricted what kind of modifier to use (int, float, id-float, id-int), it actually seems that is only true for the cases where you need to put a form in.
The way your compiler is coded is absolutely brilliant, and quite modular too.
I even found through experiments with the "template" javascript files AKA the materials.json, and the material folder, that with enough editing, any custom modeled power armor can be added to your compiler
I mean sure you have to do a few edits to the paint's esp in fo4edit after it's been compiled in order to get the keywords to work properly, but once you do it works exactly how it does with the base game Power Armor
I have already uploaded said edits on the nexus as a patch for yours, since it doesn't remove the original entries in the materials folder/json, but adds to them.
And don't worry, I made sure that the only things contained in my upload is the materials folder, materials.json, and a readme on how to install the patch, and how others could patch it too, so it will still require the user to download your utility prior to installing the patch.
Oh and the link to my public upload is here: www.nexusmods.com/fallout4/mods/16100/?
Edit-
On closer inspection, I have come up with a theory.
I think all someone would need to do to allow the compiler to create standalone textures for new custom power armors. Would be to edit the file that expired said you'd never need to edit, i.e "materials.json" And input a new section to the file, before the final curly bracket in a similar format. And I haven't checked but, I would assume the custom modeled PAs would utilize the some of the same vanilla keywords for example
"CUSTOMPANAME": {
"type": "ARMO",
"typeKeyword": "0017DAA8", // ap_PowerArmor_Paint
"filterKeywords": [
"0018DFCA", // ma_PA_"PAname"
"0018DFCB" // ma_PA_Material
],
"baseMaterials": {
"Helmet": "Custom PA Material Helmet path BGSM file?",
"Body": "Custom PA Material Body path BGSM file?",
"Arm": "Custom PA Material Arm path BGSM file?",
"Leg": "Custom PA Material Leg path BGSM file?",
"Jetpack": "Custom PA Material Jetpack path BGSM file?"
}
}
But remember it's just a theory, and I've not tested it. So don't expect this idea to work xD. Not saying I'm not going to try it when I can
Edit2-
Ok so so far the only custom modded PA that seems to use BGSM material files in that NAVI power armor
How do I set a custom paintjob to use a Palette over the original texture file like the original paintjobs do?
I tried setting ""bGrayscaleToPaletteColor": true" and also "sGreyscaleTexture": "Actors/PowerArmor/PA_paletteTest_d.dds".
My paintjob still doesn't use any information from the PA_paletteTest_d.dds i've set up.
My test palette is a solid block of red, so my paintjob should be completely red if it was using the palette file.
Suggestions?
Just an update. Was getting consistent CTDs a few steps from a fresh load.
Disabled your X01 pack and patch, and CTDs were gone. Was able to re-enable afterwords.
Maybe there's a limit as to how many paints can be in an ESP file?
It's not working for me.
EDIT: Figured it out. Modifiers need to be after each template for each armor type.
{"name": "keyword", "value": "00188163", "type": "id", "mode": 2}, // dn_HasMaterial_Military
Use FO4Edit to lookup what value (FormID) you want. The text after the // is just to make it easier to read, and doesn't affect anything ingame.
is this true?
I've spent enough time on my mods for them not to be replacers but NEW paint mods.
If they are removed, there's a placeholder with no value to avoid the game from crashing, but nothing that already existed in game, and if those placeholders are removed there's no way to put them back.
Bigtalon is playing "everyone's a liar and I'm the only honest modder out there."