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nif fallout 4 meshes snap points workshop

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#1
SuperSatan

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Okay, so first off, I'd like to state that I'm quite new to content creation for Fallout 4; I've done a bit with Fallout 3 and NV, but nothing with the new Creation Kit. And I've already researched my issue and found this and read through it fairly thoroughly, but the OP's question wasn't quite relevant to my own.

 

My goal is to add snap points to smaller objects that may not always make a smooth, or complete connection with the parent object. For example, say snapping an OCDecorator toaster to a desired location on a counter, or snapping two objects that have no collision and make no connection, such as tatos.

What I've achieved so far though is disappointment at best, and CTD's at worst. Basically, I'm just wondering if this sort of thing is even possible, or am I asking too much?

 

I'll try to lay out how I do things, just because my method may be inherently flawed and my mistake could be quite clear to those smarter than I.

1. Extract the desired meshes from "Fallout4 - Meshes.ba2" using Archive2
2. Load the desired mesh into NifSkope (2.0.0 Pre-Alpha 5, the most current I believe)
3. Edit BSConnectPoint::Parents, modifying the number of "Num Connect Points" to a value desired
4. Save and reload the mesh
5. Edit the coordinates and rotation value of each snap point
6. Name the snap points in accordance with the (as I believe it) accepted syntax of "P-"; For example, "P-Kitchen-SA", "P-Kitchen-Misc", or "P-Crops"
7. Save a final time, auto-sanitizing, and copying the edited mesh to the appropriate Fallout 4 directory

As stated, this has netted me only one of two results: Nothing will appear to change, or the game will crash directly after building the edited item. At this point, I'm severely lost, and any help that any of you may be able to offer will be greatly appreciated. To make things easier, I've attached a .rar file with two of the edited .nif's in question.

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Edited by SuperSatan, 10 June 2016 - 04:09 AM.


#2
vman0341

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Try this. I parented you nodes to WorkshopConnectPoints and renamed them to just crops, reordered the blocks under sanitize and readjusted and collapsed link arrays under sanitize manually.

 

Edit = I forgot to mention that I raised the height of the nodes as well. Even if you have to items that you want to snap at the same level, as long as they are at 0 level height in nifskope then set them to 10 or 15. As long as they are set to the same height, it will not affect they height level they snap in the game, but if you set it to 0 like you had it done in these meshes, they will either be harder to snap together, or they will not snap at all.

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Edited by vman0341, 02 July 2016 - 05:53 PM.


#3
Zorkaz

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So I made a bridge with custom snap points. Two of them are called "p-floor", the other ones "p-balcony01-dif". Obviously it doesn't work but why?

Do I have to attach the other NiNode with the physics properties

 

Example image is here:

AJyDSda.png



#4
Zorkaz

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Don't bother I found the issue: I had to take the BSFadeNode as a parent



#5
niston

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[wrong thread]







Also tagged with one or more of these keywords: nif, fallout 4, meshes, snap points, workshop

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