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Posts
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Nexus Mods Profile
About StantonCree
Profile Fields
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Country
Romania
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Currently Playing
with the GECK
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Favourite Game
Fallout 1
StantonCree's Achievements
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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.
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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.
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Creation Kit info
StantonCree replied to Pickysaurus's topic in Starfield's Creation Kit and Modders
do we even know this is going to be the creation engine? was it officialy confirmed or just speculation -
Desired features in Creation Kit 3.0
StantonCree replied to Pickysaurus's topic in Starfield's Discussion
working auto navmesh generation for interriors -
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.
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In response to post #64234761. #64237376 is also a reply to the same post. a metaphorical "spring cleaning"
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Well I guess its that time to do some spring cleaning in my mods and migrate over to Vortex.
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Download speed cap increase for Supporters and non-Adblockers
StantonCree replied to Dark0ne's topic in Site Updates
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 :( -
Custom Material Swapping problem
StantonCree replied to StantonCree's topic in Fallout 4's Creation Kit and Modders
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!" -
Custom Material Swapping problem
StantonCree replied to StantonCree's topic in Fallout 4's Creation Kit and Modders
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... -
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?
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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.
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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:
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Problems with furniture and animations
StantonCree replied to StantonCree's topic in Fallout 4's Creation Kit and Modders
So does anyone have any other ideas :c ?