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ablindm4n

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Everything posted by ablindm4n

  1. I'm perfectly happy seeing banners all over advertising premium, and I don't care about the capped download speed. However, the additional slow/fast confirmation page on download is getting to be really annoying, especially with the awful website speed over the past few weeks requiring us to wait up to 10 seconds for each request. I can't speak for anyone else, so perhaps the strategy actually works, but personally I'm no more likely to buy premium because you start trying to frustrate me into it.
  2. Here's a few for you. Message me if you need more, I have tonnes.
  3. This tutorial isn't very in-depth, but it might be a good start. The wiki has some useful info too.
  4. Another method is to make a copy of the .esp you are using as a master and change the extension and flag to .esm. That way you can use CK as normal and just use FO4edit to change the master from .esm to .esp after you've finished in CK.
  5. Compatibility is still going to be an issue, so my bet is we'll see some restrictions on what mods can be made. It'll probably end up being mostly cosmetic additions that don't run the risk of conflicting with each other. Hopefully that won't result in modders here ditching their large ambitious projects and moving over to CC to make dozens of quick re-texture mods. I'm also curious as to how they define 'existing mods'. If I use an existing mod of mine as the basis of a new mod with extra features does that count? Can I re-use assets? If not, why is the sneaking suit there?
  6. If you are using F4AK, you should see two cameras in the 3ds max Scene. Swap the names of the cameras around and re-export your animation, it should fix your issue.
  7. If I'm understanding you right you want "VIS > your main file > your optional files"? Where VIS is an ESP, meaning you can't use an ESM for your own files as it will appear above VIS in the load order. Using FO4Edit you can add any file as a master of another file. It works just as well with an ESP as an ESM, so there is no need to flag your mod as an ESM when using FO4Edit. The need to flag mods as ESM's comes when working with the CK since the CK will only allow mods that are flagged as ESM's to be master files. So you should open VIS in FO4Edit, set the ESM flag on it and then save. Then use it in the CK to make your main file. Open the main file in FO4Edit, and set the ESM flag on that file. Then use that in the CK to make your optional files. Once you have finished using the CK you can open your main file and VIS, and remove the ESM flag on both of them to set them back to normal ESP's. They will now be working as master files, but will be treated as regular ESP files in the load order.
  8. The forms in the CK tell you everything about which decal and sounds are used so it's pretty easy to look up or create your own. Just make sure to use the 'Material Name' property rather than the form name if you are using the Custom Material Type field in Max. Similarly, some of the default materials in the Max Exporter are labelled incorrectly, so it's always a good option to check for the correct name in the CK if you are using a default Exporter material which you haven't tried before. I have used MetalLight, MetalHollow, MetalHeavy - all of which work properly. I have also used 'WeaponRifle' and 'WeaponPistol', which do not work correctly. These two should be called 'MaterialWeaponPistol' and 'MaterialWeaponRifle', so I use the custom material entry field and type the proper name in when I want those materials.
  9. To add to the last answer, some material types in the 3DS max exporter dropdown are named incorrectly. For instance, `WeaponRifle` should actually be `MaterialWeaponRifle`. You can use the custom material box to write in any material name that is listed in the Creation Kit under the Material Type category.
  10. The way I get around this is to open the dependency in FO4edit first, and set the ESM flag in the headers. Then the CK treats it as an ESM and won't remove it upon saving.
  11. Not sure about referencing the actual projectile (like an arrow etc), but you can get the location of the impact by applying an explosion to the projectile, and on the explosion spawn on object. Then on that object place a script and run things on Event OnLoad(). Edit: You could probably then use something like FindClosestReferenceOfTypeFromRef to get the actual projectile reference. Or maybe it would work just calling this on the player as soon as you've fired the weapon to track the projectile as it flies.
  12. Yeah as far as I've experienced the collision can only be rotated and moved (and only when under a child node), but not scaled. And I've also had some issues when using the collision object under a child node, so I prefer to always move the collision under the top level NiNode when I create my own collision meshes.
  13. If you want to send me the nif you have so far I'll get the collisions sorted out for you.
  14. You can show the collision mesh in the CK by pressing F4 in the render window, Nifskope doesn't have the functionality yet since I believe they haven't been able to fully decrypt the new Havok info that gets added to the nif.
  15. The filename is `HavokContentTools_2014-1-0_20140830_64Bit_PcXs.exe`, you should be able to find it from google.
  16. There's a few of us holding out for this functionality in F4SE, but it seems like it'll be a while before we have it.
  17. I think it's to do with the projectile impacting the ground near them. Even with everything (weapon, projectile, explosion) set to silent they will still be alerted by the impact - and the same even without the explosion altogether. It would be usable if only `debug.EnableDetection(false)` worked as it is supposed to, but I think there must be a bug with the game that stops it from working on all enemies.
  18. I can't seem to get all enemies to ignore the weapon being fired - it only seems to work on standard raiders. This is the code I am using to get the distance: Scriptname RangeFinderScript extends ObjectReference float UnitDistance float MetreDistance Event OnLoad() debug.EnableDetection(false) UnitDistance = Game.GetPlayer().GetDistance(self) MetreDistance = (UnitDistance * 1.428) / 100 Debug.notification("Distance: " + MetreDistance + "M") self.delete() debug.EnableDetection(true) endEvent And it is attached to a MoveableStatic, which is spawned by an Explosion, which is triggered by the Projectile that the rangefinders shoot. Without using debug.EnableDetection() the projectile will alert enemies every time, but using it only works for certain enemies. Edit: Turns out EnableDetection (or tdetect in the console) just doesn't work on some enemies for some reason. Even if it did work though, there doesn't seem to be any way of extending the usable range to over ~200m, so it's not that much use.
  19. Managed to get it working this morning by using a projectile explosion to spawn an object, then running a script on the object to find the distance to the player and then delete itself. Was still having trouble with the projectile cause enemies to detect the player, but I think I've solved that now - needs more testing though.
  20. `GetDistance` takes an ObjectReference and returns a float value for that distance, so you can't pass that information into `HasDetectionLOS`, because that also takes an ObjectReference. It would be more like: if (Game.GetPlayer().HasDetectionLOS(EnemyReference)) return Game.GetPlayer().GetDistance(EnemyReference) endif The difficult part is getting the EnemyReference of the thing you are looking at. If you want to use an OnHit event to do it then you'll need to attach the script to the NPC in order to register it for hits before it is actually hit. This means you will probably want to attach scripts dynamically to all Actors in a certain range of the player while the rangefinders are equipped, but that might be a lot of actors if you want the rangefinders to have a long maximum range.
  21. `HasDetectionLOS` is the new FO4 version of `GetLOS` - but that just returns a bool. You might be able to get `GetDistance` working by using a dummy projectile to get the ObjRef of the item you're looking at, then using that to find the distance though. F4SE doesn't open up any relevant functionality yet, so a plugin would be needed to get it working properly.
  22. You can get by with following a vanilla weapon's audio very closely and just changing out the sound files. You might run into an issue with audio looping on your custom files since you will not be able to specify the necessary looping metadata in Audacity, you will need a program like Wavosaur to set the loop regions. More info on that here.
  23. Should be possible with F4SE. Extension to the Actors script from F4SE: ; F4SE additions built 2016-08-06 00:10:48.819000 UTC struct WornItem Form item ; Can be ARMO or WEAP Form model ; Can be ARMA or WEAP depending on item string modelName ; Model override name Form materialSwap ; Material swap form TextureSet texture ; TextureSet override EndStruct ; Slot index is valid from 0-43 ; Item can be none and still contain other information at a particular slot WornItem Function GetWornItem(int slotIndex, bool firstPerson = false) native ; Returns all the mods for the item at the particular index ; returns None if there is no item at this index ObjectMod[] Function GetWornItemMods(int slotIndex) native So I would imagine you can loop through the slots you want to check and call `GetWornItem(slotIndex).item` for each to find the Armor Form in that slot.
  24. The different window is just because his object is an editable poly and yours is a standard primitive. You should usually have one editable poly (the object you want to export), and one standard primitive that is the collision mesh (you may need more than one for complex collision meshes, but not in this case). You need to apply the BSLightingFX material to the object you want to export only, the collision mesh does not need any material. Then group the two objects together so that the collision mesh is a child of the object you want to export. Then with both selected, go to the Havok Tools at the top and 'Create Rigid Body from Proxies'. This will add a 'Rigid Body' modifier to the object you want to export, here you set your weight and other options. Then you select ONLY your collision mesh (you have both selected in your screenshot) and then you can add the 'Collision Group' settings that you want.
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