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Everything posted by ghostfc3s
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3ds studio export mesh orientation
ghostfc3s replied to ghostfc3s's topic in Fallout 4's Creation Kit and Modders
The issue was the mesh and the bone placement was not close enough together. I ended up importing a vanilla skin that resolved all the issues. -
3ds studio export mesh orientation
ghostfc3s replied to ghostfc3s's topic in Fallout 4's Creation Kit and Modders
I have got the parts where they should be but now some of the mesh appear and disappear depending on the angle your looking at or how close you are to it? Why do nif's have to be so funky. -
I made a new chest piece after exporting it in to nifscope and completing the changes needed the model in game is oriented all wrong. In nifscope and body slide it is fine and fits over top of the vault suit. If I leave the chest piece where it should be on a charter in nifscope or bodyslide it is orientated horizontally in FO4. So I have to rotate it in bodyslide or nifscope and kind of guest where it should be. Load fallout 4 and then keep adjusting till it fits the vault suit in the right spot and orientation. Any idea on why or how to fix this at export stage. I don't want to be doing this for every piece of armor I'm making.
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Wounding effect on crippled
ghostfc3s replied to ghostfc3s's topic in Fallout 4's Creation Kit and Modders
Legendary Weapon Wounding effect. -
Im attempting to make a mod for the Dismemberment mod so when dismemberment occurs the Legendary Weapon Mod gets applied. I tried to make it using the detect life spells with limited success. Alternatively I want to try an attach it to crippled limbs/critical hits. I dont know where those global modifiers are kept. Any advice?
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I am trying to create an item level list to change the gear NPC's spawn with. I have a light version and heavy version split at level 30. This works fine. However I want my NPC's regardless of level to spawn with a helmet. When I add the helmet to the level list set at lvl 1, the NPC's will spawn with either,with heavy armor, light armor, or helmet on, but no other clothes on. Any idea why this would happen? This is for non named npc minute men
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I'm looking to learn how to script items into the workshop via perk or magazine or recipe. Can someone point me in the right direction for a tutorial? I already got the items added into the workshop, I want make it so the items do not appear until conditions (perk or recipe) are met. I have very limited coding experience so a dummies hand holding walk through would be appreciated
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How to control NPC aggro and engagment. IE prevent a map of ghouls from rushing a player. http://www.creationkit.com/fallout4/index.php?title=Category:NPC_Aggro
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- fallout 4 modding tutorials
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Won't that edit the base object then? I only found where to change that in the NPC template, meaning I would need to create a new template npc and make them blind deaf and dumb?
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The only thing I see with this is human npc's still "chirp" you, they are aware you are there, just can't see you, so they don't engage, unless you entered the bounding box. Makes sense if you open up with full auto in an area the guards are going to have a general idea of where you at and call you on. If anyone has a way of doing this better then what I have discovered please post up.
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A white line connecting the NPC to the bounding box should appear
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Select your npc (4) Go to linked reference (5) under keyword doubleclick select reference in renderwindow (6) click on your bounding box (7) under keyword select DMP_Combat_holduntilengaged ( :cool: then click okay. The NPC *SHOULD* only engage the player when the npc sees or is fired on by the player or when the player enters the bounding box
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Step one, select your room pieces for the area of your bounding box. Hit the T inside a box icon (2) in the picture enter packagelocationprimitive into the filter (3) in the pic
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The winning combination is Create trigger box, packagelocationprimitive collision layer L_Actorzone or L_Trigger Reference link the npc to that primitive with the dmp_combat hold until engaged once the NPC sees the player then they will engage Before that they stay where you place them in the Creation Kit. They still show up on the player hud but atleast they are not rushing the player.
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I looked at MaldenCenter, there are multiple bounding box primitives, all are flagged L_ actorzone, and attached to the NPC's inside that box. The NPC's are linked reference to DMP_combat_holdpreferredposistion, or DMP_patrol_weaponout. I am going to attempt to duplicate that and see if that stops groups from rushing the player.
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I am the author of Subwayrunner, one of the problems I had with my mod from day one, was aggro range of npc's If the NPC's are on the lower level and I start a fight on the upper level the NPC's rush to where the fight is on going. While this is a neat effect it can be over whelming, to counter this I had to reduce the number of NPC's on my map. I have noticed in vanilla cells NPC's don't this. You can literally set of a fatman in a room, and behind the door the next group of npc's are not in combat mode. My question is there a Spawn trigger or a room market that NPC's are attached to that prevent them from aggroing the player outside the bounding box? if so how do I set this up for my npc's?
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Biggest bug my mod still has that I can not fix is the missing grenade arch for level 2 perk. It simply does not show up in my custom cells. Any idea why?
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World Model Invisible when dropped.
ghostfc3s replied to Reidlos's topic in Fallout 4's Creation Kit and Modders
You need to make a separate world model nif file that requires a collision box.same copy and paste method used to make new armor pieces. I did this with my armor. However they can be very unstable and ctd. I just ended up going with vanilla resources due to that. -
This door keeps appearing in my cell, I can't find it in the creation Kit, I have moved the cell teleport marker to other doors, when the cell reloads this hightech door is placed in front of it. I can not find it in the Creation Kit, in that cell, or any others. Out side of deleting the cell and rebuilding it I am not sure how to proceed.
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Now I have a werid hybread cell of vanilla and my modifed cell on top of each other in game. When I delete the cell in Fo4edit, it reverts back to the damaged cell no the vanilla cell. The only flagg that is present is "Compressed"
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Okay, I will try that, part of the problem was Creation kit glitch/magic, it duplicated half roxbury station in another cell and had that door activate to the vanilla activator and location. so when I entered roxbury station it was the half duplicated cell. No idea how or why that happened.
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I will go through into the cell tree delete the cell, save ut and exit out of fo4edit. Then when I load it back up into the ck it is undeleted and unchanged. I think this has to do with the ignore flag I added to it via creation kit, under load/data/ignore, However I can undo the flag.
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I am working on some new interior cells. But I needed to modify Roxbury station. In the process I deleted something I should not have. I have tried the creation kit, data load, ignore, this makes the whole cell empty. I just want to revert it back to vanilla. I also tried deleting the cells in fo4edit same effect. Any suggestions? I literally have months of work in this esp. My backup file was a week ago.
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Fallout 4 Texture System
ghostfc3s replied to ajhakra's topic in Fallout 4's Creation Kit and Modders
So here is what I learned from my mod creation adventure. In the material editor, you have an environmental map check box. Flagged on your item will look metal, with no direct light source so hidding in the shadows and such, using the DefaultOutside1.dds shared map. _D map gives color, _N gives gloss, _S gives reflection, damaged roughness and scratches that extra POP when in direct light. As for playing with the red and green channels I had limited success with the _N map to effect gloss, I found altering brightness and contrast effected it more. Here was the big one for me, file format, the _D map can dx1 to dx5 but the _N and _S file should be converted to a normal map, and saved as a bc5 and have Alpha channel. -
Hey guys, I have been slowly converting the Kerberos New Vegas models to fallout 4 and has progressed nicely. I am running into problems with specular mapping and have followed through on some of the YouTube tutorials. However my textures get brightened to much. I'm working with gimp and simply editing red and green channels has had terrible results. Playing with the alpha channel is pretty much my only success into gloss and metal looking effects. I am adding bump mapping to the textures to give it a bit more of a distressed look, what level should have the best effect normals standard or specular map? I'm also looking for a texture partner that can clean up the new Vegas textures. The new Vegas ones were rendered down to match world space quality so the armour did not look out of place (I it myself before uploading them). In fallout 4 the textures look a little low quality. Suggestions and help on how to add the finishing touches before uploading would be fantastic or a partner that can help would be great!