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Everything posted by BlahBlahDEEBlahBlah
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Why are we so surprised by PEW being on there? Have none of us looked at the silliness on YouTube that people seemingly adore, with stratuspherically high view rates and thumbs up? Did no one think one of those same people who enjoy those types of things might be working at nVidia, picking some of these finalists? Edit: I haven't picked over everything that Everyone's Best Friend was up against, but I'm not against that one outright. It may have been a small mod, but it was well chosen for the making as it was something that a whole lot of people wanted. A mod being huge doesn't really matter if no one was asking for it...even if really good, if no one wanted/needed it, well, it's pretty simple. And, Eli...I'm not at all surprised about that one on there...no dispute whatsoever, there. =)
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collision on 3d model help !
BlahBlahDEEBlahBlah replied to pithonas's topic in Fallout 4's Creation Kit and Modders
I followed along with this when I just wanted to copy a collision: https://forums.nexusmods.com/index.php?/topic/4150400-a-quick-and-probably-bad-tutorial-on-copying-collision-to-new-nifs/? Worked well as a reminder for me, pretty complete. -
As always, I appreciate the help. ...however, I think I've figured it out. Might have been my assumptions that got me into trouble. I was trying to edit the original object (and then precombine geometry), such as the Mr. Handy Box, to allow for items to be placed on them. That wasn't working. Why? Because it was an Activator type...should be a "static" type object (at least as I understand it to be so currently). However, this works: -Take a known working item, that is also a *static*, and duplicate to create a new static object. -Changing the name to reflect what you want -changing the "Model" to reflect the nif you want -check-marking "Obstacle" -and "Used As Platform" -Add Actor Value WorkshopItemOverlap = 1 -Add Actor Value WorkshopStackableItem = 1 -Precombine Geometry Whether it's all needed, I don't know, but whatever. =PSeems like it should have been obvious, but somehow I missed it the first several times. =/ Thank you.
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I seem to have gotten a little confused, so please excuse me. So, to clear up a bit for myself here: -I've got a Mr. Handy box. -It's a very large Mr. Handy box... -I wouldn't like users to move the box (havok or by selecting in workshop mode). -I wouldn't like users to be able to place the box (from the workshop menu or in any other way). -I would like users to be able to place a chair (as an example) on top of the box. So, is that still where you're going with the snapping points advice? If so, the washer or dryer mesh may work, as both have stacking and are working just fine for my intentions. P.S. The extent of my knowledge of how nif's work and impact the world is limited to being able to copy collision from one nif to another...so just trying to make sure I'm headed in the right direction (as opposed to the left direction) before proceeding.
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Precombine, and PreVis data Not Mod Specific
BlahBlahDEEBlahBlah replied to Trosski's topic in Fallout 4's Discussion
This has been changed now...exactly when, though, I don't know. The precombined uvd and nif files now go into subfolders with the name of your mod. Ex: /Fallout 4/Data/Vis/xxx.esp (this is a folder, regardless if it looks like it has a file extension as I've typed it out) p.s. I'm sure Trosski has noticed this...mentioning it more in case of someone else coming across this thread.- 2 replies
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- precombine data
- previsibility
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When attempting to place an item on the box (continuing usage of the Mr. Handy box as an example) in workshop mode, the item being placed becomes red and passes through the box. Nothing so spectacular as becoming an impromptu rocket. =) Nif stuff is not really my strong suit, but looks like I'll have to pull that out and see what I can figure out.
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I have a worldspace. In that worldspace, there is a SanctACT_HandyBox01 (for example). I've placed that box is in a settlement area, it is a static piece (is not meant to be scrap'ed or moved). I would like the user to be able to place workshop items, such as a stool, on top of that box. So, I've tried the normal things to make this so. -Workshopstackableitem=1 actor value -Workshopitemoverlap=64 -Workshopallowunsupportedstacking=1 -Workshopanythingisground=1 -workshopignoresimpleintersections=64 -The above actor vaules in different combinations -Precombine geometry -Adding a collision plane/cube to the object -Adding a new (duplicated in object window) collision cube/plane object with above actor values (I don't think this is meant to be done, the duplicated object seems to lose some base traits that the original collision plane/market/cube object had) -The above 2 with Precombine Geometry -Made the box a "Ground Piece" and/or "Obstacle" (I don't know...was just trying anything at that point). -As a last resort, I also tried adding a known stackable object (the Vault_FloorMat_Large_01)...but that is unreliable, as the objects I want are uneven *and* seem to get in the way of the floor mats own stackability, even though the original example object of Mr's Handy box doesn't have stacking!...argh!...anywho,... What other options are there? Besides this box, also beds (ex. NpcBedVaultBunkChildLay02), chairs and couches are not behaving how I'd like (though, I could guess why those don't...possibly because of something to do with them being interactive).
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Try opening fallout/running and saving.
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Nexus Mod Manager skips Fallout 4 launcher and tries to go straight into the game. Background: I had an issue with the launcher finitely looping and never starting the game. Made a few edits here and there and that stopped. However, it seems that in the process I broke something else. I'm focusing on this issue because it *seems* to have broken my ability to get Fallout4Custom.ini working to where it will allow [Archive] bInvalidateOlderFiles=1, sResourceDataDirsFinal= to be added without causing a crash during the initial black pro-loading screen. Seems as good a place to start as any, as I'd really like to stop using sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\, due to the long loading times it incurs. Side question: Is [Launcher] bEnableFileSelection=1 still required in the Fallout4Prefs.ini? While looking around, even the official page ( http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation ) doesn't mention it anymore.
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Never-Ending Loop of DEATH
BlahBlahDEEBlahBlah replied to xXBalthorXx's topic in Fallout 4's Discussion
Being less than helpful (trying not to threadjack, so some actual advice near the end), but... I had the same issue, the launcher loop. Did lots of things...and eventually got it to not do that. *However*, now NMM ignores (completely skips) the Fallout 4 launcher and goes straight into the game. *Also*, editing the fallout4custom.ini (or the fallout4.ini) to (re)include the below, now just results in open app>black screen(no loading right-bottom corner "loading" icon)>crash: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= So, without those edits to the ini, I'm left with certain mods not performing correctly, if at all. =/ A few of the steps (that I remember) I took (in several combinations) that you might try, with better luck: -Run Fallout4launcher.exe as admin and/or in compatibility mode of XX -Run Fallout4.exe as admin and/or in compatibility mode of XX -Verified files through steam -Replaced ini's with copies from working PC -Edit: Ran the game via its shortcut, through NMM, and through Steam "Play" button So, I'm kinda stuck myself. If you figure it out, maybe I'll revert and follow whatever you've done. (knowing what I do for a living would make me embarrassed that I've gotten stuck on this...grr) -
, so said the T&C's of every "submission" type contest ever.
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- fallout 4
- moribund world
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FO4edit - Clean Masters
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
I posted this over on the FO4edit posts page, might as well put it here also: -
I ended up with my mod having DLCCoast (Far Harbor) as a master (was going to use it, decided not to...many days later, of course). Using FO4edit, I've gone in and clicked Clean Masters...but nothing changes (doesn't even ask to save when closing FO4edit). Any other option? Am I missing a change somewhere? When Apply Filter For Cleaning, DLCCoast is Green text and my mod is Black text, no colored background on either. Any ideas? Thank you. Edit to add: I've used FO4edit>Clean Masters several times before without issue. This is why I feel I am missing something...probably something obvious, in my esp that is referencing the master. I can provide logs if needed.
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New Modder and need some help.
BlahBlahDEEBlahBlah replied to ReaperO13's topic in Fallout 4's Discussion
3) Theory: Go to the cell that you can't seem to use your intended landscape texture and, while the landscape editor is open and you mouse ishovering over said cell, hit "I" key. Do you see 4 (or is it 6 now days?) textures already in the quadrant that you want to work in? If so, you won't be able to use any texture other than the 4 already listed and, instead, will have to remove/replace one. ...maybe? -
What is everyone working on?
BlahBlahDEEBlahBlah replied to mcniff12345's topic in Fallout 4's Discussion
Yeah, someone probably starts one each month....but,to tell the truth, I kinda like 'em...like a little check in. =) (this one doesn't seem to have caught on however) (It's also a nice opportunity to, for a person like myself that doesn't want to start a whole WIP thread or upload too early, to mention our current project to cement when we were working on it...just in case the question comes up at a later date) -
What is everyone working on?
BlahBlahDEEBlahBlah replied to mcniff12345's topic in Fallout 4's Discussion
The Small Addition (as in the "The Eastern Addition", "Western Addition", etc). Just a small concept worldspace. 6 settlements/locations...a good bit of room to explore besides. Non-lore friendly. Vanilla enemies and no new mission quests or actors, though...that stuffs not really in my wheelhouse. -
Working stand alone kitchen sink?
BlahBlahDEEBlahBlah replied to WaRi0's topic in Fallout 4's Discussion
Iirc, the Santuary playerhome (from the very beginning of the game) has a "working one" (drink, pours water, separate from the counter, etc)...I don't how "stand-alone" it is, considering all the activators, enablers, other objects, blah blah blah that needs to attach to it to actually make it "work", heh. -
Crashing Creation Kit?
BlahBlahDEEBlahBlah replied to TheHyruler's topic in Fallout 4's Creation Kit and Modders
As far as I know, the Creation and Fallout 4 comes with everything they need (sans Blender, 3ds, nifscope, and the like, of course)...but maybe someone can verify. I, surely, didn't need anything else 'outta the box' to get up and running. I will ask a question and make a recommendation, though. Have you verified the Creation Kit files? If not, In the Bethesda Launcher there is an options button which, when clicked, gives you the choice to verify files. Couldn't hurt. Edit: By the by, the "crash on exit" is a "known issue" on this build. The above recommendation is more for the crash on custom cell, etc.- 9 replies
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- crash
- creation kit
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Packing loose file into BA2 files
BlahBlahDEEBlahBlah replied to Deleted4363562User's topic in Fallout 4's Discussion
Did you double check that "No pre vis" is unchecked in the cell view>Edit window?