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Sebo85

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  1. I once read that bethesda didn't expect that players are so much into building in their settlements. Guess they thought I'd be just a minor part of the game
  2. Thats correct, I tried with a new game too, but had the same issue
  3. So i made a custom interior settlement follow the tutorial https://www.nexusmods.com/fallout4/mods/32193 So when I load my mod into my game and try to load a savegame, there's the regular loading screen and as soon the screen turns black to show the world it just stucks. You can tell by the vault tec logo not pulsating anymore. I know it may be difficult to tell whats wrong, so I can attach my mod if you want? Thanks in advance
  4. Maybe I can compare an existing nif to mine and find out somehow
  5. Okay I know how to make craftable workshop meshes. But how do I create a mesh that emmits light when theres power nearby? Lets just say I have a simple plane (window) mesh, how do you proceed please?
  6. well I could help with modelling and collision stuff if you need
  7. Yea I'm a total idiot :D Found the problem, it was incorrect uv mapping :D The inside face had inverted uv maps. Re-inverting them fixed the issue :D Thanks anyway for your help
  8. It looks the same.. I used vanilla glass textures from the institute section
  9. So I've been working on this column part and it drives me nuts cause in creation kit you can see those triangles in certain angles. It all looks fine in nifskope though.. I checked normals, smoothing groups and also re-smoothed in nifskope. Can ayone tell me what I do wrong about this pls?
  10. I could help with that. There's some pieces I found in the Vault-Tec DLC regarding cave parts. Only thing to do is make them buildable and snappable
  11. Hope I get this right, but if you toggle vertices snapping on in blender and drag one vertex onto/into another and click on mesh -> clean up -> merge by distance in edit mode (while those are selected), then you have those vertices merged
  12. do I understand right that I have to put the metallic texture into the red channel of the spec map and the roughness map into the green one? DiodeLadder mentioned it :D How do put these into the channels?
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