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1Laurentiu

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Everything posted by 1Laurentiu

  1. Hopefully you will find a way to script all that and create the proper animations.
  2. Hi, I started playing F4 again and thought I'd dust off a couple of personal mods. One of which seems to not work anymore. Its a small house mod I made for myself. It loads perfectly fine in the CK but when I go ingame there are invisible floors, walls and objects which cause me to fall into the void. I tried generating Wold geometry, previs and precombines but no avail. I also tried doing room portals but no luck there either. Does anyone know what might cause this? I'm attaching the file if anyone more experienced could figure out why. Update: So I copied everything in the problematic cell and moved it into another and now everything works. It seems that the cell was actually the problem. However I don't know exactly what was breaking it. Because I changed adjusted the settings to be exactly like in the cell where the game works. No idea why this occurs. But it works and now I can start playing at least.
  3. Hi, I'm trying to edit stealth fields to make them a little more visible. I got something going on but there are some files I can't find. At the moment it seems to only work for unarmored humans. Does not work for power armor stealth fields or regular armor stealth, neither for other npc's. https://youtu.be/z82cIct817s Some help would be appreciated.
  4. do we even know this is going to be the creation engine? was it officialy confirmed or just speculation
  5. working auto navmesh generation for interriors
  6. The "stupid walkthroughs of scripts no one would care about anyway" are the baby steps you need to take in order to understand and learn how to write scripts in this engine. The way I started was reading and then reversing back various scripts of triggers and object activators. A lot of the scripts found in the game files are commented and they explain exactly what is going on. This isn't something you are going to learn overnight. This is a process that takes time and requires a general understanding of programming. Even if you can't write your own scripts, you still need at the very least to be able to read one and understand what is going on. Challange yourself to learn. Find a simple script in the game and change/modify it.. Like the Nuka Cola vending machine script(HD01NukaVendingMachineScript), change it so it also takes Sunset Sarsparilla. Practice is the best way to learn.
  7. In response to post #64234761. #64237376 is also a reply to the same post. a metaphorical "spring cleaning"
  8. Well I guess its that time to do some spring cleaning in my mods and migrate over to Vortex.
  9. great news! was thinking of buying life time premium for a while but, I'm a poor college student so you know how it goes :(
  10. I have made it completely functional now. I had to create a new weapon and projectile for the flak trooper, one that is capable of shooting air and land targets. I'm posting down here everything I did incase someone else is interested. [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS OccupyWeapon=FlakGuyGunAirNSurface; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=FlakGuyGunAirNSurfaceE; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings OccupyPip=PersonYellow ; choices are green yellow white red blue purple Category=Soldier Primary=FlakGuyGunAirNSurface Prerequisite=NAHAND CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=yellow Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=150 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunAirNSurfaceE IFVMode=3 [FlakGuyGunAirNSurface] ; Anti-surface-air gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakProjAGAA Speed=50 Report=FlakTrackAttackGround Warhead=FlakWHAGAA Anim=GUNFIRE [FlakGuyGunAirNSurfaceE] ; Anti-surface-air Elite gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakProjAGAA Speed=50 Report=FlakTrackAttackGround Warhead=FlakWHAGAA Anim=GUNFIRE Burst=2 [FlakProjAGAA] ; AA-AG bullet for Flak Trooper. Image=none Inviso=yes AA=yes AG=yes ;AN=no Shadow=no Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords Inaccurate=yes ; Bullets do not snap onto targets when "close enough". FlakScatter=yes ; This weapon scatters its shots. SubjectToCliffs=no SubjectToElevation=yes SubjectToWalls=no [FlakWHAGAA] ; For anti-air flak weapons. CellSpread=1.0 PercentAtMax=.1 ;;Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100% ; no buildings Verses=150%,80%,50%,100%,100%,20%,0%,0%,0%,100%,100% ; no buildings AnimList=SMKPUFF InfDeath=3
  11. Ok I made it work... sort off. BUT they will not attack anything unless the structure they garrison gets attacked first. I can't even set them to manually attack :/ These are the new updated settings: ; Flak Trooper [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS OccupyWeapon=FlakGuyAAGun; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=FlakGuyAAGunE; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings OccupyPip=PersonYellow ; choices are green yellow white red blue purple Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun Prerequisite=NAHAND CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=yellow Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=150 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE IFVMode=3 The flak troopers now have yellow icons when they are inside a garrison. I also notice that while garrisoned their range is severly reduced for some reason.........
  12. So I got back into Red Alert 2 and I downloaded an unmodified rulesmd.ini for Yuri's Revenge. What I want to do is make the Soviet Flak Trooper be able to shoot ground targets and air targets while being garisoned. I got the garisoning part working but I can't figure out how to make him shoot both air and ground units. I'll post here what I got: [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS OccupyWeapon=FlakGuyAAGun; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=FlakGuyAAGunE; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings OccupyPip=PersonWhite ; choices are green yellow white red blue purple Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=white Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=150 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE IFVMode=3
  13. Nope they didn't break, and I generated new precombines several times since I posted. I'm probably not going to mess with it too much for now since its working. "It just works!"
  14. Well I found a temporary workaround for this. What I did was select all the static objects I placed for decoration and then I right clicked the selection in the render window and I selected "Make static collection". After that I generated new previs and precombined meshes for the cell and it seems like it now maintains the custom material swaps I assigned to them. Not sure if this is the way to do it but its what worked for me so far........ I'm still open to other suggestions...
  15. I'm having a problem where I would make a static object out of a magazine or crafting component and then swap the material for it with an existing one. The texture changes inside the CK but ingame they all revert back to the texture that the original base object has. I tried generating the precombined visibility for the cell but its not working. Ideas?
  16. I have this really strange bug where the flashlight only works if you are in third person camera mode. The light stop emitting as soon as I switch to first person camera. Any ideas what could cause this? It doesn't matter if the light comes from the power armor or the pipboy.
  17. Do I need to generate again if I make changes to the cell?
  18. I have this problem with my interior cell. I have made a playerhome and the kitchen and bathroom walls have red/blue/white tiles on them. My problem is that if I move away from them a couple of steps they start to fade away as if they are out of the view range. https://www.youtube.com/watch?v=EGGYndE2Pn4&feature=youtu.be I've put up a video to show you better. Ignore the song :pinch:
  19. So does anyone have any other ideas :c ?
  20. I know on the chairs only one actor an sit a the time, clearly indicated by the marker. As for the couch, it is the same one used in the player's house in prewar sanctuary. I have used the very same couch type only the ruined version and it was worked. First I ordered the companion to sit down then I did it myself.
  21. I'm working on a mod and I've added the NpcCouchPlayerHouseSit01. My problem with is that, only one actor can use it at any give time. This is also happening with some chairs that I added around a dining table. I have tried moving them more apart, changing positions etc. But it nothing seems to work. Does anyone know what exactly is going on?
  22. I am not very sure how it works in the creation kit for Fallout 4 but what I used to do in the Fallout New Vegas GECK was take the .dds texture I wanted to edit and open it in photoshop which will require the Nvidia dds plugin, save it and then put it back ingame using the GECK. Make you sure you put it in the apropriate folders before adding it back in the game. To add it in the creation kit, click on Miscellaneous/TextureSet and then pick one from the list, give it a new ID and point it to the new texture you just made. This is a video demonstration for a t51-b template I made for FNV way baack. https://www.youtube.com/watch?v=BEsGbuqULiE Many things are probably wrong but its a start I guess. If its just a decal I don't think it has normal maps or if it does you probably won't need to edit. But you can make new normals based on the texture. They are not pretty but it works...
  23. I have remade them for 2.0 thats why they are now working. In the old versions I just straight out delete the stuff and not set them to initially disabled(not that it made much difference). From the cells I went and tested out I couldn't see this bug repeating. If need be and this happens in other cells I will patch it.
  24. Thank you both for taking the time to help me out on this. I managed for fix the problem in this cell completely using the information you gave me. What fixed my problem was loading the Automatron DLC along with Fallout4.esm then generating the meshes and visibility for both of them again. Since Automatron makes use of this cell it would cause issues for people who play with this DLC. Now I have to check every vanilla cell that has been modified by a DLC to see of these errors don't happen again(such fun). I can't believe how a simple mod like this can cause these problems. This really just proves how bad this engine is.
  25. So I made a mod a while back that neatly puts all the perk magazines in a metal box outside of vault 111 in the elevator control pod. A couple of weeks ago someone reported a bug regarding disappearing walls and textures inside the GeneralAtomicsFactory01 cell where one of the Tesla Science magazines is... Now I remade the mod from scratch, completely. Not a single fricking thing was moved or deleted. All I did was in that specific cell was, set the Tesla magazine to Initially Disabled so that there is no duplicates. Now the damn thing was NOT referenced by anything, it was not part of any quest, script or nothing. So I don't understand why or where the issue is coming from? I looked on google and someone said something about hardware and not having enough memory.. but I got 32gb's of memory, gtx 960 4gb and an i7 4790k so hardware is not an issue.. Can someone please help me figure this out? I put a video to help show exactly whats going on: https://www.youtube.com/watch?v=-QrBNjxRArI&feature=youtu.be
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