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devonapple

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    Fallout 4

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  1. I think I found it. A merged Plugin with: MoreVaultRooms.esp VaultPlus_Railings.esp VaultPlus.esp VaultPlus_MVR.esp VaultPlus_MVRUnlocked.esp VaultPlusUnlocked.esp ObservationWindows.esp
  2. I have four items in my settlement build menu that are invisible (no mesh in menu display, no mesh when built): Resources>Machine>Eat-o-Tronic (5 food) Resources>Machine>Port-a-Diner (5 food) Resources>Machine>Nuka-Cola Machine (4 water) Resources>Machine>Vim Machine (4 water) I'm trying to diagnose which mod provided them, so I can repair or uninstall as appropriate. I suspect the menu items were injected by a script from a now-uninstalled mod. Does anyone know off the top of their head?
  3. It is only 45 of the 65 images that are set up this way, so I suppose it is not a stupendous waste of hard drive space. I'll dig into the assets to see what I can see. Thank you both for chiming in!
  4. In the course of working on a mod, I dipped into Fallout 4's vanilla poster/painting assets. There is a collection of Vault 111 posters which don't normally appear in the Settlement build menu (though Gryffyd added them, I assume). I used one of these as a base for a poster mod. The differential map .dds files for a number of these type of assets (Vault posters, GOAT posters) are actually a larger image file with 6 separate poster options arranged 3 across and 2 down. When I repurposed the .nif asset, I ended up making a number of .dds files split up into 6 parts, placing the image I actually wanted to appear in the upper left-hand corner. This worked for me, but it seems inefficient, and a waste of drive space. Does anyone know how the game engine serves up each separate part of that grid to the 6 different poster assets? Is there some sort of "offset" variable I missed in NifSkope or somewhere else? I'll eventually begin digging into those assets to find out how each poster in the sequence differ, but if anyone has any ready answers, I would appreciate the help.
  5. Success! I installed a P-WS-Rotation element. That seems to have done the trick! Thank you again!
  6. The 90 degree rotation was intentional - without that, the plane doesn't match up with the anchor point. I tried moving the anchor point so it would match a 0,0,0 origin, but that was where I failed at Quaternion rotation manipulation. Other things I solved: I figured out what filename:1, filename:2, etc, meant - different assets within the same .nif. I also figured out the reason CK was throwing MODEL errors - I had a bad ref in the wetness texture setting. I figured out that CPA was all it needed to be - a string reference. I got the CK to load the .nif without any errors. I managed to trim down an original Painting Portrait .nif, remove the frame, and change all the refs to my own, and it loads my texture and material assets just fine. It's just not a portrait orientation (4x5) once you remove the frame, and portrait orientation was really vital for a large number of the posters I wanted to convert. I think I'll try injecting the properly scaled asset into this working asset to see if I can't get it to work that way. But thank you for coming in to give some 101 help here. I'll review the link you suggested!
  7. I fiddled around with everything, found a few more posts about editing files in NifSkope, etc. I found out how to reorder things and get them attached to the right parents, and I did my best to emulate strong naming and assignment protocols. I still don't know the logic that determines why some file names are followed with a ":0", ":1", etc. One thing I'm not able to do well is to manipulate the attach point using the Quaternion settings - I'm just not getting it. I was hoping to experiment and rotate the attach point around to see how that did, but I just can't figure out how to do it right. I exported all of my settings in a series of screenshots, but I couldn't upload them here, so here is a link to those files on my Google drive (9 shots all told): https://drive.google.com/open?id=0B5aCjfAHYXoQTVNveGF5SlYxbzA Thank you for your help, folks.
  8. CPA is a hard term to Google - can anyone briefly explain to me what that is? I assume it must be more than just having a string "CTA" in the Header to refer to? I'll check through the properties again, too.
  9. Good luck with your update! I adapted V111SafetyPoster01.nif - it seems to have been a developer-only asset, so it didn't have a placement node. If we're talking about the "Preview Transform", I already had "Preview Transform" set to "workshop_PoweredSpeaker01" for all of the STAT files that relied on the adapted V111SafetyPoster01.nif - I did that to emulate another modder's poster mod. Creation Kit still gives me that error "MODELS:Missing root material: CPA" - I have no idea what that asset is.
  10. Thank you for the suggestion - would the "Transform" variable be visible in CK, NifSkope, or something else?
  11. Hi, folks, I've been working on a mod to add more posters to the settlement build options. For this group of posters, I used an existing FO4 asset (the V111 poster source) and made a custom material swap for each different poster. However, that asset did not appear to include a P-WS-Autoplace marker. So I edited the .nif in NifSkope, copied the BSConnectPoint::Parents asset from a similar.nif asset (one that works as intended in Fallout 4), and updated the "Name" to read "CPA" (which I had added to the String library in that file - again, to match the poster asset I was borrowing from). After that, I was able to see the marker for the connect point in NifSkope. When I previewed the .nif in Creation Kit, it complained it couldn't find the CPA asset (so I must not know what that actually is in the context of the game engine), but it successfully loaded the .nif, all of the materials displayed as intended, and the Creation Kit showed that the P-WS-Autoplace asset was in place, colored red (like other working assets). So when I open Fallout 4 and try to place my new poster, it attaches at a roughly -45-degree angle (or 315 degrees, if you prefer). I experimented with rotating the .nif in NifSkope, and the best I was able to get was 5 degrees or so off of flat. Has anyone seen this and/or know how I would fix it? Thank you for any help you can provide.
  12. I was doing that for awhile too. Proximity doesn't seem to affect it - once I'm close enough to initiate conversation, the Talk option gets no response. Oddly enough, when Cait hits an Affinity benchmark, she will initiate the appropriate conversation at that time. But after that, goes back to nonresponsiveness. Which also means I can't talk her out of power armor.
  13. I'm getting hit by that bug that prevents me from engaging Cait in conversation when she is a companion. I can Trade, toggle Stay/Follow, and Exit, but the first choice, Talk is met with no response. I tried other companions and I can successfully engage Talk when they are a companion.I went to a character save for another character entirely, one that hadn't been touched by mods yet.I went back to before I recruited her, and she still won't respond to the Talk option.I uninstalled Don't Call Me Settler and Unlimited Companions in case either of those were doing it, but no effect, even going back to the original recruitment scene.I uninstalled the UFO4 patch.I have verified the integrity of the game cache through the Steam program.The only remedies I found online either: a) require that the player have inadvertently left an NPC conversation hanging (but I could Talk to other companions, and I had the problem as soon as I recruited Cait, so it can't be that, right?) or b) require tinkering around with the faction or affinity of the companion, and I wasn't able to get that to work, either. Here is my usual mod load: Any help appreciated!
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