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i11iya

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About i11iya

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    U.S.S.R. (former)
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    FO4 CK, BannerLord, Srarfield
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    VtM: Bloodlines, Diablo II LoD, Severance: BoD, SH2, Q3 Arena, Kenshi.

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  1. I don't get it. Utildai, does this error appears even when you launch clean Starfiield (files has been verified, mods/plugins are not installed)?
  2. for example: I want to add hairstyles from "aniceoaktrees hairstyles" and from "apachii skyhair" mods to custom "children race". launch "forgotten construction set.exe" select mods with hairstyles that you want to import then select mod where you want to add these hairstyles. last modified mod should be "active" (it's custom race mod). navigate to "Races", find desired race (in my case "Greenlander Child"), double-click. open "hairs" from drop menu, click "add". choose hairstyles that you want to be added. save your mod file. Enjoy!
  3. Greetings road warriors and wasteland wanderers! I'm making a mod right now. It's a new world space with "The Castle"-based fortress-settlement area. I've managed to use CastleArmoryDoor01 and DExtMainGateDoorAnim01 for castle walls. video: It works but partially. First CastleArmoryDoor01 Big thanks to Trosski for his tutorial how to make a craftable Castle Armory Door that can opened/closed without activator (Last door in the attached video is done by his guide). It's stuck after several times of interacting with it (maybe need to wait more time between opening/closing cycles or it's just by my side) but it works. In my case that door needs to open by activator (button for example) like shown in the first minutes of the video - it works only for first time when you open/close door. This is first problem that need to be solved. Activator (button) has Default1StateActivator and door has TwoStateWIthGlobalActivator with values that copied from vanila armory door. Second is DExtMainGateDoorAnim01 It's Diamond City's main gate door and it has only openning animation. Of course will be great to invert opening animation and add it to object but for the begining it's enought to has just two states OPENED and CLOSED (and animation for opening) because once you opened the gate you need to leave area for gate to be closed. This is second problem. For this door I used standart Default2StateActivator like used by developers in Red Rocket garage door or DoorGarageDecoActivator01. It works fine and didn't never stuck when I tested it. Default2StateActivator with default values don't work with CastleArmoryDoor for me. I'm very bad at the scripting and know nothing about scripts in Creation Kit and hope this thread will hint with help of other good people how to figure out what values for activator needs to get this doors work correctly. I'll try to find more information and keep my testing vith values but if someone has solution or advice and thoughts - it will be great!
  4. No longer required! I found it! it's: fSkyCellRefFadeDistance default is 150000 somehow I has is 1 keep it there if someone has this issue too.
  5. Hi wastelanders! I have an issue with indoor's lighting - it's not shows up properly from distance view - it's don't has light radius but if you come closer to lightsource - it's appears. then if you go out from light source it's light disappears again. example: it is something with my .ini tweaking because thats how it should looks and looks with default ultra settings .ini what line should I edit from .ini to solve my issue?
  6. good interview and great mod! thank you for your modding creations. Is it possible to see Caliente's artworks in the web?
  7. @MasterMagnus, appreciated for good detailed response. very useful information for me. I'll give a try to your suggestions after resurrecting my FO4 from re-installing. it's so funny when you need to install a bunch of tweaks from good modding guys for Beth's games to fix them in proper way :smile:
  8. thx for reply. this command accepted by console but don't work for me. they still follow maybe some kind of another script by mod causing this. I used Unlimited Companion Framework by Expired6978 to recruit NPC where author set "R" key for this. hey, @MasterMagnus where you get this command and what means "cf" function?! I can't find any information of this. is these scripts commands helpfull for in-game actor's control by console input: http://www.creationkit.com/fallout4/index.php?title=Special%3ASearch&profile=default&search=companion&fulltext=Search
  9. playing a lot with companion&npc mods. created several actors in-game. force recruting NPCs by console commands: now have about 10 followers that I can't completely dismiss. my input for dismiss: they still running around my player character and I can't find how to completely dismiss them. please need suggestions. edit: typed "sqv followers" command. looked at REF COL - it has records of follower's ID in ActiveCompanions lines. how to remove them?
  10. as I know for Skyrim CK don't require normal and specular .tga textures to build texture atlas just diffuse. seems that FO3 and FNV similar to Skyrim. for FO4 CK required all of them. I have all necessary *_d.tga, *_n.tga and *_s.tga in "\Source" folder but counts for specular is 0. probably I'm not properly converting these specular textures but can't find any tutorial of how to done this.
  11. this happened because you don't have files for generating LOD objects. you need to extract from .bsa archives under "\LOD" subdirectory all necessary .nif files for meshes and .dds files for textures. .nif files must be located in "Fallout\Data\meshes\LOD" directory. .dds files must be converted to .tga and located in "\Source\TGATextures\....". you need convert all - "_d.dds" for diffuse, "_n.dds" for normal, "_s.dds" for specular. "\Source" folder must be located in parental directory of "Fallout 4" game. for example: D:\Games\Steam\...bla bla bla...\Fallout 4\Data\meshes\LOD\DLC07\Trees\pinecock.nif D:\Games\Steam\...bla bla bla...\Souce\TGATextures\LOD\DLC07\Trees\pinecock_d.tga certainly you must not break the ".bsa" folder's structure when extracting or moving files. if you has files in right folder CK done generating LOD without issue. I'm stuck with generating static object meshes because of error: Texture atlas build failed with the following errors: Mismatching texture counts for LOD objects (85 diffuse textures, 85 normal textures, 0 specular textures). This will cause UV mapping issues with the atlas. if anyone know how to fix this error or found anything wrong in my suggestions please welcome to help.
  12. ok, I'm dunce because I didn't made generating "static object meshes" and "tree flats" just "terrain meshes" (my brain was broken an I forgot to do it). can't done generating static object meshes because of error: Texture atlas build failed with the following errors: Mismatching texture counts for LOD objects (85 diffuse textures, 85 normal textures, 0 specular textures). This will cause UV mapping issues with the atlas.
  13. no. when I run "update distant LOD data" or "update object visibility data" CK starts eating RAM, gets to the limit then crashed.
  14. I took a break for some time untill I get proper knoweledge about how to make work these f*cking LOD meshes because this $hit is freaking me out. I've earned much experienced points but can't level up because my goal isn't reached - I have same old LOD instead of my. no pre vis checked for all edited cells. precombined geometry for each cell. precombined geometry for loaded area. generated precombined visibility for each cell. generated precombined visibility for loaded area. generated visibility for each cell. generated visibility for loaded area. generated world LOD. defragmenting drive. ..... no results - same old LOD. I didn't done update distant LOD because CK eats all RAM and crash the application. now I want focused on something more simple - will try to create new world space and check how LOD generation works with custom small area. anyway thanks for all tips and suggestions. I'll keep search & waiting for new ones that may help me solve my problem.
  15. all edited cells has checked with "No Pre Vis" box (I don't made this earlier, now I done this). loaded edited cells (28 total). "precombine geometry for loaded area" -> save plugin. "generate precombined visibility for all loaded cells" -> save plugin. "generate visibility for all loaded cells"" -> save plugin. now I don't has flickering objects and invisible/disappearead objects and all edited objects in right place. seems the geometry works fine. files in directory "Data/Vis/" & "Data/Meshes/PreCombined/" are exist. but distant view has an old LOD like shown in screenshot: "generate visibilty loaded area" - you mean option "generate visibility for all loaded cells"? I didn't run any test. this is black hole for me. did I need generate LOD for my edited area/cells? I completely don't know what my next step. and I can't find any tutorial for generating visibility. all that I'm found about custom world LOD etc. not for editing vanilla cells.
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