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Everything posted by crimsonmatrix
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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.
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UV coordinates from blender to nifscope via 3ds max?
crimsonmatrix replied to JNR's topic in Fallout 4's Discussion
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. -
UV coordinates from blender to nifscope via 3ds max?
crimsonmatrix replied to JNR's topic in Fallout 4's Discussion
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. -
Problem with retexturing
crimsonmatrix replied to AGreatWeight's topic in Fallout 4's Creation Kit and Modders
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. -
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.
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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."
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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.
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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".
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Should I be using ba2s instead of loose files?
crimsonmatrix replied to mm137's topic in Fallout 4's Creation Kit and Modders
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. -
This is what happens when you support console modding.
crimsonmatrix replied to Mitigate's topic in Fallout 4's Discussion
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. -
I've always thought you could potentially pull off a sort of Samus Aran style suit of armor with the base power armor frame, which is where my mind starts at when thinking "Female Power Armor." Reading up, I see there's been a bit of discussion about whether or not armor should have a female form, and that's all fine and well, but I think it ignores other aspects that can give armor a more "feminine" quality. Sure you could have a very curvy set of armor placed on the base power armor frame, but it would read very weird when you see it in motion. The base frame has these clunky, almost over exaggerated motions to it that suggest the weight and bulk of the armor driven by probably a very basic set of actuators. The motions remind me alot of super mutants, reading as big and dumb. Contrast with the Assaultatron that has a much more fluid set of motions, has that slight cant to its torso that suggest something more agile and feminine. Even without a voice, even if you replaced the base mesh with cubes, it still reads as something more feminine than power armor. I'd like to see something that isn't just curvy bits pasted over the old body. I'd much rather have something that looks almost the same as t45 armor, but moves in a way I've not seen before, rather than something that moves like the t45 but is just covered in curves.
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Mod Creation - Desperate for help.
crimsonmatrix replied to Durkfer's topic in Fallout 4's Discussion
Okay, I'm going to preface this by saying my experience is focused around Blender and a few other 3D aps. This may not be applicable to your situation, as I've not used Maya or Mudbox. However, it may be of some use. First off, to the best of my knowledge, I've never be able to export shaders from one 3D platform to another, and certainly not with a .OBJ file. Each render engine is its own beast. The only way to get around this is by baking out diffuse, spec, ao, normal, etc maps and then using these maps to control the shaders in your target application. So whenever I pull an OBJ into blender, I have to recreate the shader network I want and plug in the maps I've baked out from other software. Furthermore, for Fallout 4, you will need a .BGSM file for your object. The .BGSM is responcible for telling Fallout 4 how to configure its shaders (or materials) for the object you're adding. In that file there are references for the maps you've baked out. There's an editor floating around the Nexus that should allow you to modify an existing .BGSM to get your maps hooked up. So to sum up, you need to take your maps and hook them up to Maya's shaders/materials system to get them to show up there, and then do the same thing in a .BGSM file to have them show up in NifSkope and the game. But again, I've not worked with Maya, so this is just my general 3D knowledge talking here. If anyone with more specific information wants to hop in and correct me, please be my guest. -
I've spent the last four months quietly absorbing as much information on Fallout 4 modding as I can, while quietly knitting away at a mesh for a pistol for Fallout 4. With the mesh now nearing a state I'm happy with (I shudder to say complete) I'm looking into testing it ingame, however I'm coming up to a roadblock. There are plenty of existing tutorials that have been very helpful, either demonstrating the workflow needed to take a static mesh into Nifskope and the game engine, or setting up stand alone mod ESP files. However, there's quite a lack of readily accessible tutorials and documentation for the workflow of taking a firearm mesh and turning it into a new standalone weapon in game. By now I've seen alot of standalone weapon mods float into the Nexus, so I feel there must me some information out there. I'm quite certain that with the information I already have I could probably have the meshes ingame and at least in a character's hands, however I doubt it would be anywhere near a playable state. I could easily copy over the values from the 10mm pistol or the Deliverer, however if the scale is off from either of those two, there's no telling if the magazine would line up, if the iron sights would even work, etc... While I've tried searching through these forums and through google aswell, there's very little concrete information out there, and a lot of chaff to sort through on the way. What I'm looking for is any information about creating a new firearm. What controls the alignment of the iron sights? How are the individual mod pieces put together in-game and what do I need to do in Nifskope to ensure they all appear as a solid firearm? What in the ESP files governs what mods the weapon can and can't have equiped? And so on. The more information, the better.
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I remember back from Fallout 3 that Backsteppo made a series of really great French Maid outfits and then kinda vanished off the face of the earth about six months back, which is a shame as I'd really like to see some of his creations ported over, in particular the maid outfits, as there was nothing sillier than seeing a big bad raider get his head blown off by a maid with an anti material rifle. While I know no one can port his old work over without permission, perhaps someone could go one better and design a new series of outfits?