Lo-Res... Floor Version, that has a smaller resolution picture set. So if you drop lots of them, it uses less memory. Hi-Res... Pipboy Version, that has high quality images. So you can read the texts on the magazine, and see a high quality picture when in your Pipboy.
The versions are actually named differently, for each version. Check out the Vanilla Magazines, and modded Magazines, along with Youtube Tutorials.
To see this in action, look at a magazine in your Pipboy. Then drop it, and look at it, without picking it up. It will look a lot less defined, as it has a lower resolution picture.
Kudos and thank you for your reply. Like the tutorial by Zorkaz your explanations are very helpful. With the new notification system I did not know you replied until I just checked today.
Hi, looking over the tutorial and comments below, how do static objects work? are they objects found in the game world? because i was hoping to create my own magazines and have them be found inside containers through replacing burnt items into them like shown in this mod below that replaces them with a 10% chance.
does your tutorial go over this or just the custom comic part and I would need to figure out the swap part out on my own, meaning I do not need to worry about static objects if I plan to have the comics not out in the world.
edit: you say in tutorial part 1 that we extract the material file normal&high-res texture and put them in the fallout4/data folder. do I need to put the texture file (high-res only) in the same spot also? meaning that all 3 are in the fallout4/data folder. but then I take those three out of the fallout4/data folder and put them into "our respective mod folder files"? do I need to make my own mod folder file? (Do I just name it my mod and that's it? or is there more to it?) and then I am also confused about the beginning of step 2 - placing and linking the files, that I am going to copy below for reference if you are able to explain that to me as I am confused with my previous question.
the copy: In my case I’m going to place the material files in under “materials/bakery” and rename the high-resolution version to magazineHighRes.bgsm and the other one to magazinesmall.bgsm but the names are free to choose. Do a similar thing with your texture file. Locate it and place it in your mod-texture folder, which is in my case “textures/bakery”. You might want to rename it or leave it be, I’ll name it “Magazine.DDS”. Then make a duplicate and call it “Magazinesmall.DDS”. This is going to be your downsized version.
thank you for your time if you decide to help me as so far this is the best explanation and guide that I have found but am just stuck on a small part of it.
thank you for the help, unfortunately i am still puzzled but am going to first work on getting my own mod file created to hopefully better understand this. i am also currently editing the images first as it is more fun as of now and will transfer them over later. Thanks
Does this tutorial replace existing magazines or add more magazines? I would like to add more magazines to the game, does anyone know how to do it? Thanks
Thanks for sharing your knowledge it is much appreciated. I wanted to know what Krazyman999 meant by "floor models" I replied to his post but with the changes made recently by nexusmods I'm not sure he will ever get it since he did not create this mod page.
Hi, I came across this article which is perfect for my site - Modding Resource Catalogue (google to get link). I have already added it as a pending item but would like to get your permission to use the image for it in the resource.
I should add my site only provides links, no hosting, so I would just be pointing to your article. Also I would be happy to add other related articles and a link to your Nexus user file if interested.
I do hope to hear from you so we could chat about it. Cheers
Cheers, I'll post a note when I have it added so you can have a look if interested. If you're on Discord would be happy to send you a note there instead
I have finished updating and adding your resources - Modding Resource Catalogue - Zorkaz If you’re not comfortable clicking link, you can google as mentioned above then search on your user name
If there is anything you would like changed just let me know. I’ll check back over the next couple of days or you can contact me via the MRC contact form.
Also, since you have so many files, thank you for all your time and hard work btw, I was not able to list anything. If there is anything you would like me to add to the resource to highlight specific mods, just let me know. Cheers
Thanks for the tutorial Zorkaz! How would you go about making it so map markers appear from reading the perk magazine? I've taken a look at the "PerkQuest" from the base game that unlocks the Diamond City map marker but I seem to be hitting a wall... admittedly I use xEdit much more than the CK.
Thanks for the reply Zorkaz. I ended up getting it working by essentially copying the script from the PerkQuest that unlocks Diamond City. Specifically, add a new ObjectRef property with the marker as the value, then in the "Papyrus Fragment" box type YourPropertyName.AddToMap(), with each marker being on a separate line. Hopefully that way won't cause any issues, but it seems to be working for all the markers I specified.
23 comments
https://www.nexusmods.com/fallout4/mods/36785
Without it, the floor models wont have the correct magazine covers...
1. Open the Magazine
2. Select World Art: EDIT
3. Select the Cover
4. Select your Small magazine cover texture BGSM, for your magazine cover
5. OK
Great Tutorial... :)
Lo-Res... Floor Version, that has a smaller resolution picture set. So if you drop lots of them, it uses less memory.
Hi-Res... Pipboy Version, that has high quality images. So you can read the texts on the magazine, and see a high quality picture when in your Pipboy.
The versions are actually named differently, for each version. Check out the Vanilla Magazines, and modded Magazines, along with Youtube Tutorials.
To see this in action, look at a magazine in your Pipboy. Then drop it, and look at it, without picking it up. It will look a lot less defined, as it has a lower resolution picture.
Comic Collector - Base Object Swapper
does your tutorial go over this or just the custom comic part and I would need to figure out the swap part out on my own, meaning I do not need to worry about static objects if I plan to have the comics not out in the world.
edit: you say in tutorial part 1 that we extract the material file normal&high-res texture and put them in the fallout4/data folder. do I need to put the texture file (high-res only) in the same spot also? meaning that all 3 are in the fallout4/data folder. but then I take those three out of the fallout4/data folder and put them into "our respective mod folder files"? do I need to make my own mod folder file? (Do I just name it my mod and that's it? or is there more to it?) and then I am also confused about the beginning of step 2 - placing and linking the files, that I am going to copy below for reference if you are able to explain that to me as I am confused with my previous question.
the copy: In my case I’m going to place the material files in under “materials/bakery” and rename the high-resolution version to magazineHighRes.bgsm and the other one to magazinesmall.bgsm but the names are free to choose. Do a similar thing with your texture file. Locate it and place it in your mod-texture folder, which is in my case “textures/bakery”. You might want to rename it or leave it be, I’ll name it “Magazine.DDS”. Then make a duplicate and call it “Magazinesmall.DDS”. This is going to be your downsized version.
thank you for your time if you decide to help me as so far this is the best explanation and guide that I have found but am just stuck on a small part of it.
The same goes for your material files. They should be in "materials/myfolder".
The material files should be opened with a material file editor and you need to choose your .dds files from there.
Hope that helps.
I came across this article which is perfect for my site - Modding Resource Catalogue (google to get link). I have already added it as a pending item but would like to get your permission to use the image for it in the resource.
I should add my site only provides links, no hosting, so I would just be pointing to your article. Also I would be happy to add other related articles and a link to your Nexus user file if interested.
I do hope to hear from you so we could chat about it.
Cheers
If you’re not comfortable clicking link, you can google as mentioned above then search on your user name
If there is anything you would like changed just let me know. I’ll check back over the next couple of days or you can contact me via the MRC contact form.
Also, since you have so many files, thank you for all your time and hard work btw, I was not able to list anything. If there is anything you would like me to add to the resource to highlight specific mods, just let me know.
Cheers
ObjectReference Property TheMapMarker Auto
and don't forget to fill out the property afterwardsEvent OnRead()
TheMapMarker.enable()
EndEvent
Sigh.