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bud9961

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Everything posted by bud9961

  1. does anyone have a good link on how to make transparent dds files, i had one i been using that uses color overlay then delete and rename a blue channel alpha 1 blah blah but its hit and miss its sometimes taking me hours of trying over and over to get it to be transparent, if my artwork is in another layer do i want the background black or white in alpha or do i just select all on alpha and select cut, sometimes i do and its doing the opposite making the artwork invisible and the outline of the rest visible its driving me bonkers there has to be easier way than what im doing, the instructions i have are really vague, oh and im using photoshop, also if i have alot of black in my artwork does that mean you dont want the alpha black? is that why sometimes its white and sometimes its black, sorry if these are dumb questions ive used photoshop a long time just never messed with alpha channels or dds, thanks for any replies heres a link to one that doesnt work i want the arch like object to show https://ibb.co/YQgWfWL
  2. It really depends on what the OP is trying to do. They didn't say. There's nothing wrong with having a small underground area to house, for example, some generators for the outdoor settlement above it. And it's perfectly fine to make this area accessible via load doors - Nothing wrong or inefficient about that. But if OP is trying to have a full blown dungeon there, they would be better advised to move all that stuff to an interior cell, indeed. the idea was an area that had a underground pumphouse to explain how they get water in an area that has no water but ive got it all fixed now i just went with a interior cell and load screen, was just trying to get it more realistic, thanks for all the replies, i wanted it so that the pump placed actually worked for settlement but as a compromise i just added a hidden pump on the exterior cell and a fake pump on the interior cell
  3. ok thanks for the reply's, i will try with teleport then i guess , from what i understand load doors are only for going to another cell and there are other teleport doors for going in same cell, guess will give it a try, i can prob just look at croup manor and do what they do, thanks again for the fast reply's, it was really close to working i could ride up the elevator just not down, seems like they could have made so it was possible
  4. anyone know how i can get an elevator to work passing through ground level to a basement when i go down it just leaves me on the ground and the elevator keeps going. is there a tile that will get rid of ground or something i can check to let me pass through the ground as a non collision?
  5. yes sure is i can throw one down in game and they go right to it, the reason i want to do in creation is i used custom textures
  6. prob a stupid question but i cant find answer or anywhere in game to look at, when drag a workshopbar furniture in the game i cant get them to actually use it i click guy and send to says assigned and he never goes there im thinking its either ownership or linked ref keyword, anyone know what both should be set on i got linked to workbench already and i thought it should have worked from past experience, i got linked ref keyword set right now to workshopitemkeyword and i have ownership on npc and faction set to none. thanks for any replies
  7. thank you but the pink im talking about are i guess actually magenta where npcs cant walk so still trying to get figured out how to convert those into red without deleting
  8. update: ok so i experimented for like 8 hours and since no one seems to know anything about and found that its going to give those messages no matter what but after a while they go away, i think it may be something as stupid as the order you click the 3 vertices when you are replacing a vanilla triangle but im not sure. fo4edit shows my mod is fine and error free but i still got this message in creation, i dont think its a problem tho i seen others get this and ignore it FORMS: Form '' (01001732) of type NAVI in file 'Starlight_Phase02.esp' was not freed. FORMS: Forms were leaked during ClearData. Check Warnings file for more info.
  9. yeah i check and finalize them and it wasnt showing any probs till i go to reload mod in creation, im not leaving any holes that will start getting you missing navmesh messages so id like to get this figured out how to make the pink ones and how to just switch pink to red without messing with too much of the vanilla
  10. so on fo4 creation kit ive watched and read almost every tutorial and thought i had a grip on things till i tried to start modifying outside around my gates, the idea was i wanted to replace some of the pink no nav triangles with red nav triangles. my first thought was delete the triangle and just select the 3 points and hit a which seemed to get the effect i wanted till i reloaded mod and had bunch errors PATHFINDING: Navmesh 001aaddd Cell 'Wilderness' (0000DE5F) (-11, 13) in WorldSpace 'Commonwealth' (0000003C), Triangles 853 and 571 are linked, but their vertices do not match PATHFINDING: Navmesh 001aaddd Cell 'Wilderness' (0000DE5F) (-11, 13) in WorldSpace 'Commonwealth' (0000003C), Triangle 853 has a link to Triangle 139, but Triangle 139 doesn't have the matching link FORMS: Form '' (01001732) of type NAVI in file 'Starlight_Phase02.esp' was not freed. FORMS: Forms were leaked during ClearData. Check Warnings file for more info. have like 20 of these and they didnt show up as probs when i saved so now have to start all over, even fo4edit doesnt show probs when run but all this pops up when load mod in creation, anyway so alot of wasted time and had to go back to beginning on mod so my question is how can i change pink triangles that are vanilla to red ones without breaking things, is there another key like "a" that makes pink squares also and is there a key or way to convert triangles from pink to red? thanks for the help and sorry if question has been asked i looked for hours and couldnt find any info on and i want my navmesh to be the best it can be for mod
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