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crimsonmatrix

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  1. I never did figure it out as far as I can recall.
  2. I'm curious to know if anyone has any information on how the modding workbench's glow highlight works: As you can see bellow, the problem I'm having is that while the scope mod highlights properly, the underbarrel module's mesh doesn't glow when the user mouses over the mod in the bench. If I set the underbarrel module's .nif file to use the Scope slot, it will glow, but only when mousing over a scope mod that does not have its own mesh. Which makes no sense. What I'm trying to understand is how the glow knows which mesh to highlight and when. Ideally I want to find some way to make this new mod category for the underbarrel module highlight the underbarrel mesh.
  3. I honestly don't think outright attacking Bethesda is going to help us to get them communicating more. There's already plenty of bile from the other side, we don't need to add to it.
  4. Thing is I tried testing it one day a long while back, and at least outdoors, the difference between quiet and loud is non-existent as far as I could tell. I stopped testing as the CK wiki launched, and I was hoping eventually they'd post up some documentation on it. Silly me.
  5. There was a really good write up on .bgsm files back on the closed CK beta forums. While they are public now, it's sadly quite a slog to find a particular post in all the chaff that's built up since they opened up. The short story on .bgsm files is that they handle most of the things you used to tweak directly inside the .nif. Now the .nif points to a .bgsm which provides all the textures and settings for things like specular intensity or subsurface scattering. What's nice about them is that you can swap out an entire material in the CK with a simple material swap, which can point to a new .bgsm file that will completely redefine an object's properties.
  6. Silly question, but have you set up a material .bgsm file for your new textures? Your textures need to be defined by a .bgsm file to ever show up in the CK or in-game. I work with blender aswell, though I have to export through Outfit Studio, as I can't legally own a copy of 3DSMax, though the process is much the same by the time I get into NifSkope. I can't say I've ever had any problems with UVs getting lost or mangled, and by the sounds of things, the mesh just doesn't have a material assigned to it. However, if you are sure you've got your material file set up and its still not showing up in the CK or in game, then perhaps you should try exporting your tile as a .fbx from Blender, running it through Outfit Studio to generate a .nif and doing the usual hackery in NifSkope. You -should- end up with a working mesh with good uv data.
  7. Exporting UV islands in Blender is rather simple, so I wouldn't let that hold you back. If you've got any questions about Blender, feel free to drop me a PM and I might be able to help you out.
  8. Quick question: How's the power armor pipboy menu driven? I mean, if I'm not mistaken, that one is just flat out projected onto the screen, right? That could be a good starting point for getting rid of the pipboy completely if its possible to force the power armor version of it every time. I might be completely off the mark here, but it was the first thing to pop to my mind as I read the OP.
  9. I think the big question to ask, to give an answer to this is "Do the vanilla human race animations contain animations for moving with missing limbs like the ghouls do? If they do, then you're set, and all you need to do is figure out the code to keep a human from registering as dead when they lose the limb. However, I'm willing to bet the answer is no, there aren't any animations for dismembered limb movement, in which case the answer is the typical one when dealing with animations and FO4: "As soon as someone develops some sort of miraculous hack so we can do without havok tools."
  10. So youre suggesting that everyone should be allowed to steal every model of objects only because they exist in real life? doesnt make too much sence, does it? Its more nuanced than that. The only thing you can't outright reproduce about a weapon's likeness are the trademark stamps. It's why in some games you'll see the AK47 or the MP5 with funny names and none of the proper markings on them. Beyond that there are plenty of loopholes you can use. The weapon can look -nearly- the same as the real world (See Metal Gear Solid 5) counterpart. This is how many real world clones of weapons get away with being clones. Then there's the fact that some are such ubiquitous images in modern culture that there's no reason you can't reproduce their likeness. All in all, the fine details of copyright law would make your head spin. However, you don't have to worry about them at all. None of the above is why modern firearms has ceased to exist. All of the above assumes you've actually put effort into creating your own model of the firearm from scratch. Modern Firearms made no such effort at all it seems.
  11. Because it takes effort and time to create the models and textures for these weapons. Rather than taking their own time to create their own art, they went and grabbed it without permission from elsewhere. The copyright isn't held on the object being reproduced but rather the art itself.
  12. I've yet to read any satisfying explanation of -how- exactly the AI determines when a sound should be detected and when it shouldn't. I remember making a post about it on the CK forums on Beth.net and not really finding a satisfying answer. I found that simply setting the Sound Detection Level to "Silent" on a pistol mod was enough to cause it to be undetected, while setting it to anything other than silent caused it to be detected equally as much. This was all with the pistol using the exact same sound effect. Simply put, I've yet to read any documentation on the feature from as far back as Skyrim that actually answers the question of how the audio detection by the AI works without speaking in huge abstract generalities. For example I've yet to see anyone mention specific values in game units for how close an NPC has to be to a sound as a base to detect it. I've yet to see anyone describe what changes the "Silent" sound detection level makes to the AI logic versus "quiet" versus "loud".
  13. I've been using packed .ba2s for my mod and for the most part they help cut down on the texture sizes, and therefor the download sizes. If nothing else, they make the mod more convenient to download. However, I've had some odd reports of problems with the mod. it seems that about 1 in 1000 users will have an issue where the .ba2 files aren't being read by Fallout 4, so when they mouse over a new weapon in the pipboy, the mesh fails to load and the game crashes. None of my testers can reproduce this, nor can I. I put up a version of the mod with the files unpacked and every one of those users can use the mod fine. It's very weird to say the least, but so far only a minor problem.
  14. What informative purpose does this thread serve? With the exception of Grimm's post on the first page, I've not seen anything informative or enriching in the last 8 pages.
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