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DMagnus

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    http://dan-pallotta.com/
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    Skyrim

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  1. Ok, I don't normally do this, but I'm at my wits end and hoping a different set of eyes, or deeper knowledge, can help me with this issue. I've been working on a new laser pistol for the game, and it's very close to completion, but I've run into a pretty solid roadblock that's thwarted every attempt I've made to try and bypass it. I'm trying to make a single component of the pistol spin at a constant rate, at all times, not strictly when the gun's firing. I initially though this would be a breeze, just set an NiTransformController onto an NiNode that contains the mesh parts I want to spin. It spun perfectly fine in Nifskope, and in the Creation Kit preview it also turned merrily around. But, when brought in game, that's when things got hairy. When wielded by the player, or in the hands of an NPC, the component in question didn't move even an inch. But when dropped on the ground, the component would spin without any fuss. I spent weeks trying different things: different flag settings, setting up controller sequences mimicking the Shishkebab and the Ripper, using their relevant behavior graph extra data, changing flag settings on the NiNode containing the mesh components, rigging the components to a bone and controlling the bone...none of it worked. Each and every attempted I made ended with the same result, the damn component would not spin if the gun was being wielded. I know at this point I could just give up and move on, but I'm a bit of a stickler for accuracy and I've based the gun off of one from another game, in which the component in question spun around, and I want that to be reflected in its Fallout 4 rendition. If anyone can figure out what the heck I'm doing wrong, or can offer an insight on how I can resolve this, it'd be greatly appreciated. I've linked to the models as they currently are, with textures and materials, below so anyone can poke through them and maybe figure something out. EDIT: I finally managed to figure it out. If anyone now or in the future comes across this, struggling to accomplish the same thing, here's what I did: For whatever reason, Fallout 4's gun behavior utterly blocks nif transforms, at least based on my observations. So, to get around that, what I did was I set up the component that's supposed to spin as a Magic Effect hit effect art object, and applied that to a self-delivered enchantment. I used a Fire and Forget enchantment, but Constant Effect should still work. I tied that magic effect to an enchantment, applied the enchantment to the OMOD entry for the component, and voila; once attached in game and readied, the component was visible and merrily spun away. The only drawback is, since it's an art object, it doesn't appear in the inventory or workbench view, but that may be able to be worked around by having a static mesh used by the OMOD that's set up to be disabled with an NiVisController. I haven't tried this yet so I don't know how well it'll work, so I'll make an addendum when I get results. I do realize, though, that this could potentially be easily rectified with custom animations, but I don't have the means yet to do that and really I shouldn't have to make custom animations for something this simple.
  2. I'm 99% sure what's going on here is a particular quirk of the Creation Kit. See, in order for items from different mods to appear using a custom plugin, the mod(s) in question have to be masters of your plugin, otherwise the items won't show up in-game where you put them. The problem is, if the mod you're using is an ESP and not an ESM, the Creation Kit won't assign the mod as a master to your plugin. So you can spend a whole bunch of an hour building some giant statue of Gary Coleman out of RU556's in the Creation Kit, but when you save and go into the game your wonderful creation won't be there because the RU556 mod wasn't an ESM so the Creation Kit didn't even bother setting it as a master to your custom plugin. You have to either assign the relevant ESP(s) to your mod through xEdit or Wrye Bash, or use xEdit to flag the mods you want to use as ESMs (without changing the extension) so the Creation Kit will actually retain them as masters to your custom plugin.
  3. Well, for me so far, I'm pretty ok with the new design. Having the Latest files be more prominent on the main page is good, on the old design it's kind of tucked away on the right-hand side. I like, too, having a little file image in the Manage Mods section, makes a mod stand out more and easier to locate than having to find its name. I also like that certain details are on the description page of the mod, the little drop-downs providing what mirrors the mod has, permissions, and requirements, it puts them right there for the user or author to easily find rather than having to hunt through tabs. While I'm ok with the images, at least in how they behave as more of a gallery rather than the image blow-up from the old layout, which can end up hanging sometimes. But I do agree in some cases they're a little too big, like with mod headers. Images used in mod headers tend to end up a bit blurry, though this could be amended by replacing the image or re-cropping it. And I'm a bit ambivalent on the size of videos on the description page. Since they take up so much real estate you can't really grid them anymore. It's a minor thing, really, but I do like doing that. Overall though I'm pretty ok with the new layout. I know for most it feels big, but we have been using a smaller, tighter layout for a long time now after all, so with the new layout being larger and more "open", and things not being where we're used to, it's going to feel awkward for a while.
  4. Well, basically how the "universal" route works (which is what's currently implemented) is that there's essentially 3 Contenders; one uses all the pistol ammo, the other all the rifle, and the last all the shotgun. The "default" Contender is the one that uses pistol ammo. You switch to one of the three using the barrels, which are three misc items that are used at a workbench along with the Contender (and a pencil, for pushing out the hinge pin) to switch it to one of the aforementioned 3. Since each Contender uses its own ammo formlist, you can switch calibers on the fly, so if you're using the Pistol Contender and you're low on, say, 9mm, you can switch to 10mm by pressing whatever your ammo-switching key is. The drawback is that the damage dealt by the Contender is standardized, so each caliber does the same amount of damage (unless it has modifiers).
  5. Ookay everybody, I've been chipping away lately at my upcoming T/C Contender mod. I still have a fair bit of texture work to do, but I wanted to see what folk would like outta this, so I has a poll up here for your delectation. Right now the 3-barrel setup is implemented. For clarity, the way it is now is that there are three "universal" barrels that take all of a certain ammo type. One takes all pistol ammo (9mm, 10mm, etc), the other all rifle ammo, and the last all shotgun ammo. You switch the barrels around to make the Contender fire within those three categories. The other option is individual barrels for each caliber. This means that you'd be able to make your Contender fire a specific caliber by switching barrels. This is the more "immersive"/realistic route, but would mean more work for me in the GECK since I'll have to set the whole crafting network up. But, if that's what folk want then I'll by all means do it, it'll just mean a bit of a delay. So, place your votes or leave your 2 cents if you'd rather, and we'll see how this goes!
  6. I've had the same problem, but I figured out how to fix it. The key is the color correction section in the enbseries.ini, which usually goes like this: [colorCORRECTION] UsePaletteTexture=false Brightness=1.0 GammaCurve=1.0 To get rid of the inverted colors thing, you'd want to set the UsePaletteTexture to "true", and then just tune the brightness and gammacurve so they suit the lighting of your ENB. I'm not sure why the inverted colors thing happens, but it seems like it happens where shadows can get particularly dark, so my guess is that, without the color correction they get so dark they gain a negative value, which the engine processes as inverted colors. The palette helps define what's black and what's not, so that inversion doesn't happen. Hopefully this'll help you out if it's still plaguing you, and any others who might have the same problem.
  7. Well, I've managed to solve one part of the problem, though I still get transparency with the hair set to use soft alpha. I discovered switching off the Decal shader flag fixed the problem for unblended hair, though not for the blended hair. I think what I'm going to have to do in order to fully resolve the issue is tweak the mesh so the hair strands aren't so close to each other, since I figure the ultimate culprit is the hair geometry intersecting, resulting in the alpha blending going bananas.
  8. Aye, that I have, and yet it didn't solve the problem. I should mention, I am using an ENB, but I don't think it's the culprit here since I have a custom hair pack I downloaded, and the hairs in that don't have this problem, they even use the 4845 blending.
  9. Howdy, Nexus folks. I've been having pretty much an all-out war with a hairstyle I've modded into the game for my character. After a lot of prodding around the Internet for tutorials, and my own trial and error, I was 99% successful in implementing it, but encountered a problem that's proven to be incredibly resistant. I've looked all over for solutions, but have found nothing helpful, so I decided to stop on by and see if someone could give me a hand. See, the problem I'm having is that the hair is quite translucent, when the alpha blending is set to 4845. I can see the background through it, and if it's positioned over water, the hair becomes completely transparent (except for where the head is). Switching off blending resolves this somewhat, but the effect is still partly there, as I can see shadows on background objects through the hair. This applies even if the hair's textures are disabled. I haven't been able to figure out what exactly the problem is, since everything I've tried has just brought me right back around to the same obstacle, so if anyone knows what's going on here and what needs to be done to fix it, I'd really appreciate the help.
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