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Everything posted by ZerasCETA
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I'm working on a new mod which essentially adds a brand new power armor frame, not just new armor for the existing frame. I've made some good progress but I've hit a point where I need to understand more about how the game calls up power armor specific elements. So Far I've created a new power armor race with its own stats and models. I created a basic activator with a script that stores the players previous race and switches them to the new power armor race. What I'm looking for is how to call up the power armor hud for it as that's all that's currently missing. I'm worried that this might be hardcoded as the only effects i can find are related to the rain drop effects for it and not the base hud itself. Does anyone know? The second issue is the exit button, holding the activate key. This i'm almost positive is hardcoded but just in case, i thought I'd ask if anyone knew how to apply that in a new script. I'm not sure if F4SE has advanced enough to add keypress events but if it has that could be a workaround. Last I checked I couldn't find a list of its added functions. And third, unrelated to power armor, but I can't seem to get InputEnableLayer functions to work. I'm trying to disable 3rd person camera permanently, until the power armor is exited. I've tried: Game.ForceFirstPerson() - This works but it's a one time thing and the player can immediately switch back. InputEnableLayer myLayer = InputEnableLayer.Create()myLayer.EnableCamSwitch(false) and : InputEnableLayer myLayer = InputEnableLayer.Create()myLayer.DisablePlayerControls(false, false, true, false, false, false, false, false, false, false, false) Neither has worked. I think I'm implementing them incorrectly but I can't find a similar enough script example to show me how to apply them properly. Thanks for all you guys do.
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You may have already tried this, but did you try adding "WorkshopStackableItem [AVIF:0000033D]" and "WorkshopAnythingIsGround [AVIF:0000033F]" under "PRPS - Properties" each with a value of "1.0" to your static in FO4Edit? I've used them for other things but I never tried it with something that uses autoplace. might be worth a shot, might not.
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Audio help Desert Eagle sound Fallout 4
ZerasCETA replied to MdamA's topic in Fallout 4's Discussion
The sound effects in the base game are highly amplified compared to what we might consider normal volume outside of the game. Have you tried comparing it side by side with the original provided by the mod author to make sure your sfx's volume is similarly amplified? If not, I probably don't need to tell you but amplify is one of the first options under "effect" at the top in audacity. I would also double check that it's a stereo recording and not mono. You can easily convert it to stereo if it's not. -
So I've been using the exporter for weeks and for the most part it works pretty well. No issues at all when exporting basic BSTriShapes, however I've run into serious issues with BSSubIndexTriShapes and I haven't found anyone else reporting the same issues so I thought I'd bring it up myself. First of all, when adding BSSubIndex modifiers, I found that you have to click the unlock button before selecting poly's. Why they would be locked in the first place, I don't know. While adding them, sometimes Max will crash and be unable to recover the scene, so obviously I learned pretty quickly to save even more frequently. Then when you do reopen max and reload your mesh, when it's time to export, I receive the error message "Unknown Error." after finalizing the nif exporter settings. Saving and closing Max, then opening and trying again seems to work. Then, if all that wasn't bad enough, occasionally when working with BSSubIndexed models, Max will crash on clicking save... I got into a crashing loop several times the other day, where it would crash upon adding a BSSubIndex modifier on one particular mesh every time. I found that attaching it to a cube and then deleting the cube was the only way to "reset" the mesh and get it not to crash, immediately anyway. I've also found that the option "Zero Transforms" doesn't appear to work as it did in previous .Nif exporters. Another issue I've found, and I'm not sure where the cause is for this issue, but I found that skinned and subindexed models will sometimes have their geometry reduced in the exported version. It almost looks like it performed a weld vertices operation with a large distance variable, even when you had that option unchecked. It only does it sometimes, and i haven't pinpointed what to avoid doing to prevent it yet. Here's a screenshot of the issue in action: http://forums.nexusmods.com/uploads//monthly_03_2016/post-13497555-0-44356100-1458191905.jpg So, in the face of all that, there are a ton of outfits already on the nexus and more every day. I've had moderate success building my own but its a nightmare due to these issues. I have to wonder, is anyone else experiencing the same things or is it just me? Is there a new version of the exporter not on its github page? The author hasn't put out a new version in 3 months and if this is all we ever get, that's very troubling as this exporter doesn't seem to me to be complete by any stretch...
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Getting a new Mesh to show up in-game
ZerasCETA replied to ZerasCETA's topic in Fallout 4's Discussion
Thanks for the quick reply, and thank you for the advice. Although the terminology Max uses may be different, I think I understand what you mean and it's actually a simple enough mesh that each UV section is already detached from each other part. I'm going to give this a try in 2016 to see if some of the issues and random crashes I've experienced, as well as this new issue are alleviated. As for using outfit studio, it doesn't bode well for my future projects, but at least this is just a pair of glasses that does only require full weight so that may end up being what I do. Thank you for the idea. EDIT: Ok, that was weird. So 2016 didn't change anything, same issue. But by scaling up the mesh by its vertices, the problem goes away. of course that doesn't help much, but its a start. So it seems that the plugin may be ignoring whatever i enter into the weld vertices box during export. The real question is, how am I the only one being affected by this... EDIT 2: AHA! I figured it out. It was an issue with copying the skin modifier from the vanilla glasses. I should have known, it's been too long since I modded a gamebryo game. I figured out my transforms issue too. Now the only issue is that at certain angles in-game it disappears. I remember dealing with this in Skyrim, I just can't remember what fixes it... It appears that the glasses are only visible when my feet are also visible. Considering its location before rigging is applied is somewhere near 0,0,0, that would make sense, but i can't figure out how to change it. I changed the bounding sphere location to up near the head but that had no effect. any ideas anyone? -
Getting a new Mesh to show up in-game
ZerasCETA replied to ZerasCETA's topic in Fallout 4's Discussion
Thank you, but I've actually made a good bit of progress and found that not to be the problem. I was able to get it to show up in-game but the next problem i ran into was its translation, rotation, and scale being off, which even after resetting within 3ds max 2015, didn't seem to correct the problem (clicking the reset transform button wasn't even resetting it, i think 2015 might be buggy...). I found that by attaching the mesh of a new model to a working, imported vanilla mesh, i could copy its properties and have less inconsistencies after exporting, and it showed up in-game, in the correct place. THEN, it showed up with half of its tri's invisible, which took forever to figure out that the BS SubIndex modifier had 2 partitions and was causing the issue. Then I learned a bit more about BGSM's vs BGEM's from other mods and vanilla files and got the glass and frames about right, and I'm now left with one issue. Upon export, I end up with less tris than the mesh in 3DS Max, these screenshots should demonstrate the issue. I thought it might be the weld vertices option during export causing it, but after setting it to both 0.0 and 0.00000001, neither made any difference. Unless that portion of the exporter is currently broken, I'm at a loss. As you can see, in 3DS Max, I have a beautifully crafted circular tube for the sunglass frame (created by another for FO:NV, this is for my education, not for release) and in nifskope (and in-game, and in bodyslide outfit studio) it's been downgraded in tri's, and I can't figure out why. Anyone know the cause? -
Getting a new Mesh to show up in-game
ZerasCETA replied to ZerasCETA's topic in Fallout 4's Discussion
I'm just using a .BGSM material for now, I can tweak the material after it shows up in game to get the look I want. And... bounding sphere? Well i definitely don't have one. I don't even see it in nifskope on vanilla meshes. How do I add that? Also this is only the equipped model, not the world model. I just replaced a vanilla model for testing purposes for now so it's using its vanilla world model. -
I'm working on a simple sunglasses mesh and having some trouble getting it to render in-game at all. It doesn't crash the game at least, but it's not visible when I equip it. Here's what I've done: Before export from 3DS Max: 1.) Added skin modifier, added bones "HEAD" and "Head_skin" 2.) added BS SubIndex Modifier, no extra partitions 3.) Exported with default settings for FO4 Then in Material Editor: 1.) copied the material from a vanilla model and moved it to a new folder, added paths for new diffuse, normal, and environment cube map textures, no specular Then in Nifskope: 1.) Added material path to BSLightingShaderProperty 2.) Changed Texture paths to same textures as material (not sure if that matters if you're using a material but I figured it wouldn't hurt) 3.) Changed shader flags to the same as a similar vanilla model I've modded FO3, New Vegas, and Skyrim and the 3DS max exporters always left out a lot more than this one appears to, requiring much more work in Nifskope. The hierarchy of the exported model appears identical to a similar vanilla model and I think that's making it more difficult to find where I'm going wrong. Any pointers from the folks who have already got meshes in-game?
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Crashing a few seconds after launching the game after patch
ZerasCETA replied to ZerasCETA's topic in Fallout 4's Discussion
Actually I uninstalled each mod via NMM, removing all additional files in the process. I actually did figure it out though. Right after FO4 was first released, I had manually installed several mods which didn't go through NMM (which hadn't been updated for FO4 support yet) These included string edits and interface files, one of which was causing the issue. After deleting them it worked fine, even with all of my mods re-installed. -
I had no problems back in November and played through the game just fine. I played it a bit again a few months ago with no trouble. I started steam up and it auto-updated Fallout 4 a few days ago and I tried to play it tonight and it's crashing about 2 seconds after launching. Here's what I've tried: 1.) Uninstalled all mods. 2.) Clean uninstall and reinstall of my gpu drivers (already had latest from AMD) 3.) Windowed/Borderless 4.) Deleted .ini's and let the launcher recreate them 5.) Verified cache integrity 6.) Deleted local content and reinstalling now I'm going to try it after the reinstall tomorrow but i'm not optimistic about it. I've read a few threads about similar problems but none of the suggested fixes have worked. Anyone know what to do?