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Don't ask me :D I just read it on google a few months ago :D
- 27 replies
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- precombines
- previs
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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
- 27 replies
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- precombines
- previs
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My mod prevents game from loading
Sebo85 replied to Sebo85's topic in Fallout 4's Creation Kit and Modders
Thats correct, I tried with a new game too, but had the same issue -
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
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Create craftable indirect powered light mesh
Sebo85 replied to Sebo85's topic in Fallout 4's Creation Kit and Modders
Maybe I can compare an existing nif to mine and find out somehow -
Call Of Union - W.I.P. [Need help]
Sebo85 replied to TerrorOnes's topic in Fallout 4's Creation Kit and Modders
well I could help with modelling and collision stuff if you need -
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
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It looks the same.. I used vanilla glass textures from the institute section
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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?
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Maybe I can make some building parts?
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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
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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?