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RoNin1971

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  1. Watched a few episodes and absolutely loving it thus far. The eye for detail is amazing, the number of references immense. Even some of the sound effects are straight from the game. They truly made it with a lot of love for Fallout 3 & 4. I don't care about some of the 'lore' issues, so just watching & smiling
  2. No. It only affects the collision bounds while building. For example: I've been adding a WorkshopOverrideZBoundMin -16 to my floor pieces lately, which allows them to sink into the ground, for 16 points. This however does not do anything for the havoc physics.
  3. I didn't test it, but I notice 1 related difference between the pieces in that cell & a newly placed piece. (Talking about the BldConcSmFlrPlat01, used in the DmndPlayerHouse01) Freshly placed the "NavMesh Generation Import Option" is set to "Collision Geometry" where as the ones you see in that cell have it set to "Ground". Sounds like that might be it, but as I said, untested.
  4. in addition to that: I can create any kind of tunnel, any length,/size going up/down/left/right... whatever. But, again, that is not the issue here. This is about 1 .nif object in CK, for those who do not have the skills to do it themselves in 3DS/Blender & a user hell-bend on using "snap to grid" with that 1 object. So, a "how to create a tunnel with 3DS" is 100% irrelevant.
  5. Thats all nice, but irrelevant for this specific case. There is 1 piece, at 15degrees, which gets a specific distance/length based on the diameter. This 1 piece can be used to create any turn with steps of 15 degrees. Just look at my graph. those 6 'pie pieces' are 6x1 and the same mesh. Sure, I could create 6 different pieces, each with a different insertion point, to fit on the grid for a 30, 45 or 90 degrees turn, which no longer fits if you deviate from that turn by using a straight piece along the way for example. I could create a single 45 or 90 degrees turn which has its insertion point on grid etc. ... but its going to be a cold day in hell before I'm creating a ton of 1 and the same tunnel piece, each with different insertion points just to fit 1 specific spot within a turn. Only when using the piece to create a turn like my graph, (so no straight pieces, or bending the other way etc.) could it be done by using the 'circle center' around which they all rotate, as insertion point. This should always be on grid & the same point for all 6 pieces (for a 90 degrees turn). However, this method does nothing for non-90 degrees, as the end point (where to insert a straight or whatever piece needs to be placed) still is off-grid.
  6. I'm using Blender for my modelling. Works similar. I join everything to 1 object (including collision geometry). Apply a simple deform (Bend, 15, Z) and 'convert' that to a mesh. Separate by material & separate the collision by segments. Export the nif for the mesh and 1 for collison. Then I convert that one to a Fo4 collison with 3DS 2013. ...but that's not the point / issue. These tunnels need an exact starting & corresponding end point. You can't 'stretch' a 15degree piece, without making it non-15degrees. You can't move it to center the insertion point, as it needs to be where it is, to put it seamless connecting with any vanilla tunnel, on your grid. Every next part will NOT snap to any grid as the coordinates don't fit on it. After a 90 degrees turn it will once again align seamless with any vanilla tunnel piece. So the diameter needs to be a grid point. The tunnels [the 3 different sizes] MUST be 640 points apart & the angle should be 15 degrees. There is absolutely no way to place the 2nd-6th part of a 90 degrees turn using "snap to grid", unless the grid is set for 0.5 or something like that. No "BGS method" is going to change that.
  7. I admire your persistence, but you keep failing to see the issue. Non of those pieces is supposed to link up seamless with itself to form a perfect 30, 45, 90 etc. turn. Look at my graph and imagine what happens if you move or resize those "pie pieces" ... it won't fit anymore! You CAN NOT get these pieces to snap to your grid.
  8. I know all about connection points, but as far as I know those don't work inside CK.
  9. For the average user of these pieces, it will be easier to create SCOL's with CK. (& save it to a new nif, iif needed/wanted) Still, the connection point kind of thing would absolutely be desirable.
  10. No,no,no. If you have SSD's you do NOT want your fps to be a stable 60fps during loading. This is exactly what the load accelerator does. It lets go of the restriction which is preventing the engine from loading faster & restores the 60fps after loading. (check the mod page for the technicalities)
  11. See below for A graph showing the grid coordinates. (and why it will not snap) the length & rotation are 'fixed'. length depends on grid (256,256 is basic for fallout4)
  12. With creating Kellog and having no problems with him killing a babies mother in their name ... the institute was rotten to the core long before "father". He just grew up brainwashed with it.
  13. Tried clicking "No" yet? Sounds to me its asking to upload the existing (PC) archives, or create new (XBox?) ones(?) Beyond that: If you extract them (on a PC) & delete the texture archive, you simply have a mod with (partial) "loose files". You should be able to follow your 'old/normal' procedure from there.
  14. Fixed the smaller piece to at least fit the grid if you make it a 90degrees turn. Still need to adjust the bigger one and the access tunnels. (still need to finish the collisions for those too)
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