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Everything posted by BlahBlahDEEBlahBlah
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(WIP) The Small Addition - Worldspace
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Still having fun (except for the lazy cat and off-center map). =) 'In Wall' dungeon...total darkness without a light. I've got some issues with blurriness (and some rainbow dots, heh) due to the scale of the objects that I'm just not understanding how to rectify (even with some 4k textures?), but with the complete lack of light in the cell making player character view very narrow and having known from the beginning that blown up textures were going to be an issue, I might just have to let it go. Where does one usually get power in a house? ...and the Easy Bake Oven (Workshop Workbench). =P -
New textures glow...glowing wood.
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Ahh, I think I'll just sit and admire all that nice, brand new, clean wood for a while. =P ÃÂ Good job, Genamine. =) http://www.ledgeoftech.com/wp-content/uploads/2016/07/Clipboard02.jpg ...hopefully no carpenters are looking at that. =P -
New textures glow...glowing wood.
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Thank you. Started from scratch with that and ran through it again, paying special attention to the structure of the mapping in Material Editor, and working fine now. I don't know where I made the mistake last time (though, probably, typo in the structure of the path), but c'est la vie. =) -
New textures glow...glowing wood.
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
I had Material Editor going earlier, and while they showed up fine in Nifskope, the textures were purple (i.e.; "we don't exist") in game. Not a problem with seeing loose files in game (as evidenced by the non-Bgsm object textures showing from earlier in the thread)...so, again, probably making a lame error somewhere...possibly even the same error of choosing the wrong compression. -
New textures glow...glowing wood.
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Now to figure out how to wrap the texture around so that it's not just a mirror reflection of the other side of the wood. ...then try to understand bgsm's...mer. =( And thank you, Genamine for the normal and spec info. =) -
New textures glow...glowing wood.
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Got it...nevermind. <embarrassed> Changed to using BC3/DXT5 and it's right as rain. =/ -
I've retextured a few things, mainly wood, and it shows up in game. No problem there. Issue is that the new textures glow...they're just much too bright. Obviously I've got a setting wrong (textures are a little out of my range). I'm sure I'm also missing something with normals and specular...things. However, the glowing woods seems to be the more immediate issue...unless I'm wrong, of course. Would anyone please care to point me in the correct direction to help with this? Using GIMP and Nifskope to change the textures. Having taken (using GIMP) a vanilla texture and pasted in the new texture, anchor, merge layers, then export as "Alpha Exponent (DXT5)" w/"Generate Mipmaps". In Nifskope, change the BSShadertextureset to reflect the new texture. Screenshot (from withing Creation Kit...but I can put up an ingame one, if anyone would like):
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How to create a settlement that can accept settlers?
BlahBlahDEEBlahBlah replied to lelcat's topic in Fallout 4's Discussion
WorkshopInitializeLocation not workshopaddlocation. Edit: Yeah, I know, it's a little hard to read. Typed it up in word and then moved it over and the forum chewed up all the bullet points and indentations. Have been meaning to clean it up a bit but...hey, first guide'ish thing for me, so as long as it's helpful...being pretty is secondary. ;-) -
[Issue] Why hasn't this problem been fixed?
BlahBlahDEEBlahBlah replied to MrMod89's topic in Fallout 4's Discussion
Thanks for that. Good job. =)- 7 replies
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How to create a settlement that can accept settlers?
BlahBlahDEEBlahBlah replied to lelcat's topic in Fallout 4's Discussion
Have a look at my list: https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/ This does it sans DLC. ÃÂ Run through the list and see if you missed anything. Anlso, might look up Open Stands. It was built as a proof of concept and companion to the list. Edit: I've been told a few of the things on the list are superfluous, but haven't had any problems arise and "if it ain't broke, don't fix it"...=P ...I should check in on that thread too...been busy with my worldspace and kinda lost track of it. =/ -
(my second question of the day...busy day, heh) I've got a bit of an issue with the new worldmap for a new worldspace. ...somewhere I must have goofed as I fully admit that I'm nearing the edge of my abilities here, in regards to graphical/image/texture stuff. Shifted down, as one can see. Also, about 1/3 it's intended size or too far away...something like that, not sure how to say. Suffice to say, the worldspace is: -11,8 10,-7 And the 6 settlements seen are in a grouping of 6 cells near the center of the worldspace. I'd guess it's an issue of incorrect resolution. Image started as 3072, but I dropped it down to 2048 to reflect the Commonwealth's map resolution...could be the problem, for sure. Any ideas? Here's the original: ...nevermind, the original is far too large at ~35MB to upload here (let alone, to display). It can be seen here, if one is interested: http://www.ledgeoftech.com/wp-content/uploads/2016/07/TheSmallAddition-2.bmp
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I have a cat that just will not patrol/move, other than in a small circle of 2 feet in diameter. Walk a step, sit down, lick, stretch, walk a step or 2, etc...but not in any way following the patrol data (and certainly not interacting with any of the furniture idle animations, ie catsunning, along the way). While not uncommon for a house cat in reality, there should be no real magic to it working in game. I've set a patrolidlemarker (5 stops, but have tried less/more) loop for it. Linkref'd the cat to one of the looped markers. Designated each marker with it's stay time. Navmesh'd the area. Not crossing any cell borders. The cat is using the EncHouseCat template. Vanilla packages (Edit: I take that back, as I forgot that I set Wander to True). AI data is slightly changed to be a part of playerfaction & playerfriendfaction, with aggressive, average, and "helps friends and allies". Also, set to Invulnerable and Essential. Edit: Also, cat is set to scale ~8.0. Again, there shouldn't really be any magic to doing patrols (the enemies in the area are performing to par)...but this cat is being much too much like a real cat, and not wanting to be herded. =/ Any ideas? P.S. It will run away from enemies, however, sometimes all the way across the cell.
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Mini-rant: "Sellout" is s horrible and completely illogical term that should be exorcised from all languages. It can encompass anything and everything at any time, able to be applied to any person or persons that receive anything (monetary or otherwise) for any effort. It's almost as bad as "It is what it is" or "snitches get stitches" in its absurdity. Making a mod and requesting endorsements on the Nexus could be considered "selling out", as one is doing something for something in return. ...that's my contribution to this thread...and I've written it with the interest in someone else reading it, thus, I'm a sellout. P.S. If one cannot see that saying "You'll be a <word/term commonly acknowledged to be derogatory> if you do <this thing>" will almost always be perceived as an insult...then I'm at a loss. Edit to add: I have no comment on whether or not people should make money on mods or boycott Bethesda.net. Edit again: To many "not" and not enough "a".
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Multiplayer Mod. Possible? Realistic?
BlahBlahDEEBlahBlah replied to wuwuwuwuwu's topic in Fallout 4's Discussion
They did multiplayer for Just Cause 2. I wonder how long it took them...I should look that up. I haven't played a multiplayer game (that isn't with a controller and my daughter sitting right next to me plying the other person) in 20 years maybe. No offense, I don't want to play a video game with any of you not a single one. =) (Edit: I take that back, played City of Heroes for a bit...but mostly with my daughter...so doesn't count, heh) However, co-op is an interesting thought (as I said earlier)...and that settlement/community/raiding thing...that's a good idea, right there. As for mods in multiplayer (if, by some miracle, this did happen for the people who would use it)? Hmm, that's a toughy...even just one person having a mod that adds a building here/there or that adds a build able item, could be trouble. Definitely easier, I would think, to just force vanilla. Edit: Doesn't hurt to discuss theoreticals, not even when they're of the most unlikely kind. Sometimes the conversations birth new and greater (more reasonable) ideas. -
Will this cause the cell reset bug?
BlahBlahDEEBlahBlah replied to TimidGal's topic in Fallout 4's Creation Kit and Modders
Without having actually thought about the specifics of it before now, I *think* anything that's viewable in game, except landscape (I mean the actual ground, not landscape items and), enemies/npc's/etc and interactable objects. Case in point: Put a bunch of rocks in a big clump and set a lunchbox container about halfway inside. Do precombine, etc etc. go in game, and the lunchbox will be lying next to the rocks, no longer in it. ...iirc, grain of salt, and all that. -
(WIP) The Small Addition - Worldspace
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Thank you. =) I know it's not a terribly fancy mod (in neither breadth nor scope...no nVidia awards for me). However, I think it could be fun (for maybe an hour or 2...that's what I'm shooting for, at least...not counting settlement build time and however long people might spend building in those wide open spaces with a good bit of vertical opportunities). Couple small cave dungeons. Working on an inner wall and an inner tree dungeon. Few more ideas (not lacking for ideas for locations...but quests, on the other hand, I don't even know where to begin...that takes real creativity there). ...and I'm quite proud of the treehouse (worlds most unsafe, "what kind of parents would build this for their children!?", treehouse). All vanilla assets, obviously (until I start trying to create LOD for it), but came out well and I just like the idea of it. -
.ini tweaks necessary for mods to "work"?
BlahBlahDEEBlahBlah replied to lelcat's topic in Fallout 4's Discussion
Stupid question, when you're copying the LOD textures into the terrain folders, you are converting them back into .dds, correct? And when you're packing them up in a ba2, you also adding the lod settings file with them, again correct? -
Supply Lines a mod for green shortage etc.
BlahBlahDEEBlahBlah replied to SunzoTheRed's topic in Fallout 4's Discussion
I'm still not getting what "Green Shortage" is. Wait, do you mean that if a settlement receives food and/or water from someplace else, they're happiness is raised, but not as much as if they were producing it themselves? -
(WIP) The Small Addition - Worldspace
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
Forgot the Pond (before I added in the grass) and Restroom -
The Small Addition - Work in Progress I don't usually do these types of threads (because, honestly, my mods aren't usually big enough to justify it). However, since I've started nearing the end of the initial environment bits and am, of course now, running into a few issues...well, I figured I'd pop it in here and see if there is even any interest (even though this was mostly for my own enjoyment and not truly anything huge, fancy or ground breaking, technical or otherwise) and maybe a few tips, heh. =) Info: New worldspace (The Small Addition) Absolutly, without a doubt, not lore friendly =P 2 (small) cave dungeons so far 6 settlements so far ...I don't know...other stuff? Still lots of work left. A few of the things I've run into and havn't solved yet: 1) Worldmap in Pip-boy is offset...about an inch lower than it should be...and about a 1/3 of the size it should be 2) First time through the Dollhouse (the door in the Commonwealth) into the worldspace puts one about 5 feet *below* where they the marker is and, consequently, below the floor (into the foundation) of the mirror dollhouse and upon the desks where it sits...I've tried so many things to fix this...it's just so lame 3) Object and World LOD are fine...at least for objects that Bethesda already supplied the files for (Data>Meshes>LOD>etc, Data>Texture>etc>etc). The hedges (as seen in the below shot), for example, don't have LOD meshes from the start, so I'll need to deal with that. I'll use my go-to example, the Mr. Handy Box. It needs to be seen from 3-5 cells away. So, I need to figure how to give it, and other similar objects, LOD. I haven't really tried yet, and kind of at a loss as to how to start, to give static 'not-usually-needed-to-be-seen-from-several-cells-away' objects. I'd assume I'd have to change in the CK>Object>Edit>HasDIstantLOD (to maybe just reflect the original meshes), then go chew around on the nifs, blah blah blah...yeah, I'm getting lost on that. 4) *Still* some objects that just will not respond to any of the tried and true ways of making an environment object stack'able...folded towels and folded sheets are, without compare, my true nemesis' right now. 5) ...I simply need to learn to create quests...something I've just never done...because I was born without the story telling bone. =/ Some screenshots:
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In before the lock. (...do people still say that?)
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Multiplayer Mod. Possible? Realistic?
BlahBlahDEEBlahBlah replied to wuwuwuwuwu's topic in Fallout 4's Discussion
Realistic? As others have said, I don't believe so. Possible? Probably. I have to admit, though, a co-op (2-3 players, at most...not some 8/12/16/etc thing) mode would be very intriguing. -
Whats funny is I was joking about making a mod a couple months ago where the Brahmin would say "Moo" like in the original lore and not use actual cow sounds.What stopped you? It really is okay to be silly once in a while...Nothing inherently wrong with the PEW mod...just unreasonable that it would be considered over several other more time expensive, <can't think of the right word, 'called for' sorta> mods to win $10K.