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DocClox

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Everything posted by DocClox

  1. Can you think of any reason that nifskope might not remember the resource paths I give it? I set the paths, save, exit the setup window, and when I go back it's forgotten them. It's most frustrating. Do I need to create a .nifskope folder somewhere to store setup data or something? (Then again, it remembers the game path just fine...)
  2. It's always useful to know something about how a system works at a low level. If nothing else, it helps a lot when it comes to working out why something isn't working further down the line.
  3. And that ought to include being able to offer the fruits of our efforts for free if we so choose. Nevertheless, there are people out there who take the position that offering anything for free is immoral, and I think that comes out a lot in these discussions. The worry is that once a corporation has a revenue stream, there is pressure to maximize that income. And the way to do that for paid mods is to make it progressively harder to release mods for free. No one is going to buy a value pack of sixteen vibrant mudcrab retextures for actual money if there's half a dozen equivalent mods on Nexus for free. But if those mods can be made to go away... Now, if I was the Evil Overlord, I'd look at changing the engine to only accept cryptographically signed mod packages. I'd set it up so the only way to get your mod signed would only be through the "verified creators" program. So if you wanted to publish your mod, you had to set a price and let Bethesda take a slice of the money. And I'd set it up so you could always run your own mods on your own machines. That way new modders could still learn their trade. And I'd encourage posting screenshots of unpublished mods, because peer pressure then encourages new modders to register, publish, and make money for Bethesda. And in due course, I'd change the EULAs to forbid distributing non-verified content, and use take-downs and the threat of lawsuits to force modding sites to either respect the licence or else go out of business. If I was the Evil Overlord that is. This isn't a prediction. But I believe it is a risk.
  4. And of course, once there are enough "verified" modders, it's going to be hard to argue against a band on non-verified modders. Because security, malware, lions and tigers and bears! Oh my! And the fact they they've finally managed to tax the hobby community will be quietly swept under the carpet.
  5. It's good at managing large open worlds with large numbers of NPCs and large numbers of parallel evolving quest-lines, and AI so that the NPCs can react to those quest-lines without everything having to be done in a set order.
  6. TSP would make sense here if the provisioners were physically carrying goods, and supplies didn't arrive until the provisoners did. As it stands though, all you need is connectivity. It doesn't matter where the provisioner is, or how often he visits his settlements, just so long as he works the route, So TSP doesn't really apply. The only case where you are actually interested in where your provisioners are, is if you're using them to flush out hostile spawns and keep the area around the route pacified. But if that's the intention, then what you really want is redundancy. Instead of a minimum connectivity tree, set up a mesh with each settlement having a route to all its near neighbours. That maximises the provisioners in the fiel, and again TSP doesn't really apply.
  7. HI O WISE PRINCE. WHT TOOK U SO DAM LONG? Also, it's "deepness". It's maybe not that complicated. You know it's not nifscope, and it's not the nif files. So what other variables are there? How are you using the two files in-game? There's either a difference in the in-game objects that two meshes are attached to, or else there's a difference in how you're triggering the animation. Or possibly, they're both the same, but it's not set up quite right so it doesn't work in all cases.
  8. Furniture is not so dreadfully hard. Make the static mesh, make the idle, and then the rest is CK work. Here's a tutorial. It explains it all in terms of taking poses from pose mods and linking them to vanilla meshes, but it works just as well for hand made meshes and animations.
  9. It might be simpler (if less elegant) to have a separate enable parent for the two objects in question.
  10. You could take a look at the Devious Devices mod over on LL, Highly NSFW, but has the "impossible to take off" thing well and truly solved.
  11. Been doing some work on this as well. I found a Max plugin HavokMax, and the library that drives it: HavocLib. I've got a modified version of Anton's Skyrim scripts to export from Blender to JSON. So if I can just get Havoc lib to compile and link with my own code, I can read the JSON and generate HKX files using (hopefully) proven code. Major hurdle at the moment is that CMake hates me. There are a doze different ways to configure a CMake build, almost all of which fail to compile at some point. The one that does compile, generates no output - which wouldn't be so bad, but it breaks if I try and compile for debug, so I can't debug into the library to see what needs doing. Oh well, if it was easy, everyone would want to do it...
  12. Same as any software project ever. Everyone would love to take the time to overhaul the system and Do It Properly, but doing that takes time away from working on the game and deadlines take priority. So they work around problems and until such time as they get an opportunity to upgrade something. It's frustrating as hell for us modders, mainly because we can't lean back in our chairs, tap the guy responsible on the shoulder and say "how the hell do I do this?" But, that's the hobby. What can you do?
  13. Are you talking nif files or materials? Emissive Multiple changes the brightness in nif shaders Although it only seems to change how bright the node appears to be, and not how much light is thrown - that's a separate mechanism, I believe.
  14. Do you know if Code extensions work for Studio proper? I tend to assume not, but trying to google for it just brings up a mess of VS Code extension github pages.
  15. I am sorry for the "n00b" question, but how do I do that? I haven't really been doing much with "functions" in scripts ... Like this: scriptname statemachine extends quest int START_STATE = 0 const int STEADY_STATE = 1 const int END_STATE = 2 const CustomEvent State_Changed int state_variable = START_STATE property StateVariable function get() return state_variable endfunction function set(int value) ; ; transition checking ; if value == END_STATE if state_variable != STEADY_STATE return ; in any other language we'd raise an exception endif ; as it is, there's no way to communcate the error elsif value = STEADY_STATE if state_variable != START_STATE return endif else return ; can't transition to start state, so anything else is an error endif ; ; set the state ; int old_state = state_variable state_variable = value ; ; raise the event ; var[] args = new var[2] args[0] = state_variable args[1] = state_variable SendCustomEvent("State_Changed", args) endfunction endproperty That's for a simple 3-state machine, where START_STATE can only transition to STEADY_STATE and STEADY_STATE can only go to END_STATE. You'll want something more sophisticated, and probably end up putting the state checking in one or more separate functions. The property thing is the way all properties work "under the hood". Saying int property foo autois just shorthand for int _foo int property foo int function get() return _foo endfunction function set(int value) _foo = value endfunction endproperty ... but you can use the long form to add extra processing to getting and or setting the value.
  16. Don't use a global variable. Use a property on a quest. Make it a full property with getter and setter functions, so these are the only way the state variable can be altered. Then, on the setter property, raise a CustomEvent whenever someone changes the value. Anyone who needs to know can register for the event.
  17. zEdit. Not quite the same functionality as xEdit, but I find the UI a lot easier to work with. PyNifly Blender Export-Import. Next-Gen Nif import/export extension for Blender. Also, ConEmu, and Bash, and Make from Cygwin. Because I do a lot of scripting, and I'm not a big fan of IDEs. And the CK script editor is awful. And Inkscape for graphic design work, The Gimp for the bits that don't really lend themselves to vector art, and Paint.Net for loading and saving DDS files. There's a Gimp addon that works, but you need to change the extension to and from dds2 to get more recent compression formats to work, and it gets to be a pain.
  18. Use AttachTo to snap eight conduits onto the sides of your structure, and then (they being separate meshes) snap wires onto them? You might need a bit of scripting to make sure the game knows that the pole and all the conduits are connected, but apart from that, it should be doable.
  19. Have a look at this. The tutorial is for Skyrim, but I think the same approach should work in Fallout 4
  20. Well, the navmesh tells NPCs where they can and can't walk, So if the existing navmesh goes through one of your buildings, they'll try and walk through it. And if there's no navmesh where they find themselves standing, they'll teleport to somewhere that is navmeshed. You can handle stairs by navmeshing them as if they were a ramp. Set up one tri with two verts at the bottom of the stairs and one at the top. Then put another vert at the top and make the complementary triangle for the first one. You should end up with a ramp that joins the two levels. It'll clip the stairs a little, but that's OK. You might want to be a bit careful editing vanilla mesh, however. Deleted navmesh can cause CTDs, so you're probably better making a primitive with the "Cut Navmesh" option to suppress the existing mesh. It's a bit like the way should always disable vanilla objects rather than simply delete them,
  21. How close are the snap points to one another? If they're right on top of each other, the first wire to connect may block out the others in the same location. Can you put something like a ring around the top of the pole? Just wide enough that the CPs don't overlap. See if that helps.
  22. Rather than adding stuff where there are existing trees, why not find the model files for the trees and edit them? Edit one tree model and you change every instance of that tree in the game.
  23. I think you need an empty OnLoad() handler in the DoNothing state State DoNothing Event OnLoad() ;do nothing EndEvent endStateYou might get away with it in Fo4, but Skyrim was always picky about that sort of thing. Nah. Each placed generator is an objectref, and each one has its own script instance, and it's own state. That said, if you're placing them from the workshop, OnWorkshopObjectPlaced is a better solution, although may still want the state to stop the generator from turning off each time it's moved. (Or that might be useful behavior, depending on the situation). If you're placing from the CK, I'd go with OnLoad every time.
  24. How about an OnLoad handler that calls Activate when the generator first loads? Maybe and a FirstTime auto state so that only happens once and doesn't turn the generator off every time the player leaves and comes back.
  25. Copy the "eyes of beauty.esp" file to "EYESOFBEAUTY.esp" or whatever it needs. Then load your broken esp in zEdit and change the name of the master file.Quit and save. Afterwards you can delete the all-caps version of the mod, which you only needed to get the broken mod to load. I know it can be done because I checked before I posted. Which still doesn't mean you wont end up with a bunch of broken references afterwards, of course, which is why I say to keep a backup. Used to be, you could do this with Wrye as well, but the option is greyed out on mine, so maybe it doesn't work for Fo4
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