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Everything posted by BlahBlahDEEBlahBlah
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Just because something happens, doesn't make it right and just. Just because one has no control over an obvious outcome, doesn't make the outcome right and just. Just because one thinks they are right and just...doesn't make them right and just. These are not specific to this debate (or any of the recent debates here)...but are quite apt for these times and circumstances, I believe.
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Modders... What Are You Working On?
BlahBlahDEEBlahBlah replied to RS13's topic in Fallout 4's Discussion
The same water walls I was working on 2 weeks ago and will probably still be obsessing about 2 weeks from now...=/ Oh, and learning to do interior settlements to help out others and for a future project of my own. -
" 1 - Go to Formlist and create a new recipe called "workshopscrapreciper_scrap*******the name of the item(s) you want to scrap*******. Keep this window open and drag your item(s) into the list from the object window. Click "Ok". 2 - Go to Constructible Object and create a new recipe called "workshop_co_scrap*****name of the item(s)*****. 3 - In "created object" pick up the recipe you created on step 1. 4 - Fill the "Object-Component" section as your convenience. 5 - In the "Recipe Filters", add the "WorkshopRecipeFilterScrap" keyword. 6 - Save and enjoy. " I STOLE THIS FROM A THREAD OVER ON BETHESDA (because I needed it too)...but of course can't find the original thread now to link/cite to. =/
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Duplicating a cell and a location...
BlahBlahDEEBlahBlah replied to Deleted4363562User's topic in Fallout 4's Discussion
You don't add things into the "Location Ref Types" tab directly. You add things into the cell, and when they are set up correctly, they show up in the aforementioned "Location Ref Types" tab. As for the duplicate location? You don't see it when Cell View>Your Cell>Edit>Location dropdown? Good question: What is your expected end result? Are you trying to make a settlement, a quest location, etc? What are you trying to accomplish when all done? Edit: You'll almost assuredly need an Encounter Zone also, so might as well get that out of the way (you didn't mention it, so just sayin'). -
"Water Wall" suggestions
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
I'm gonna follow through on DDP's suggestion in a bit. Or at least give it a good try...complicated enough to be a bit far outside my wheelhouse there, heh. However, in case that falls through, does anyone else have any suggestions/ideas/creative alternatives to share? -
Ah, good candidate to try this guide (more like a "list of necessary things"): https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/ =)
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"Water Wall" suggestions
BlahBlahDEEBlahBlah replied to BlahBlahDEEBlahBlah's topic in Fallout 4's Discussion
I would appreciate that. =)And, as said, I'm open to any and all creative alternatives to *fake* it. Edit: or some thoughts on world LOD and how it could affect something distant behind water...for a minute or two last week, that was a real interesting train of thought. ...but I'd not to steer any flow of suggestions by myself being to specific. =) -
I'm looking for some suggestions on possible alternatives to make water walls in my settlement mod, Water Downed ( http://www.nexusmods.com/fallout4/mods/14169/? ), look more like water. I have a feeling I'm trying to undo progress from many a person who worked very hard to get water looking more realistic when flat in video games. And so, I feel like in trying to get water to look like water when titled (in this case, at 90degrees), I'm trying to reverse engineer it. As you can see by the screenshot below, at 90degrees, it just looks like a water fall, of sorts, in front of clear blue skies. I've tried several things so far, including (but not limited to) black planes, tilting differently/oppositely/reversely/inside-outey, occlusion planes, occlusion cubes, 1024water and 2048water nifs, editing nifs, in nifs shader edits (I believe that's what it's called...via nifskope...with that, I really only succeeded in making the water plane crash the game consistently, heh), LOD, LOD of neighboring cells, image space, image space of neighboring cells, fresnel, godrays, rooms bounds (yes, in an exterior space), multibounds, pre-vis, plane settings, object settings, editing textures, gradients, and many other things in various ways that they were/were not intended to be used. I'm trying not to say exactly what I've done here (just to say that I *have* indeed tried), as I wouldn't want to taint the suggestion pool by accidentally steering it in one direction...and who knows if I had done any of these previous things correctly to begin with. For reference, the water planes are currently (hehe) *faced* inwards towards the center of the cell, as a placeholder way. I have one more idea (2 if you include I want to try again with black planes in various other ways), which is to create a flat transparent (muddy...silty?) plane of similar color to the ExtOceanWater...but that's a last resort as I'd surely have trouble getting a texture right (if at all...textures, meshes, gradients, etc are not my forte...I can muddle through it if I know where I'm going most of the time, however) so as not to make it look like, well, just a flat colored plane. =/ So, might anyone perchance have any suggestions/ideas/creative alternatives/a slap in the face and direction to somehing so obvious that "how could I have missed it"? The idea is, this area is underwater...or rather, surrounded by water in the ocean. The *ceiling* is perfect, it's the walls that I'm having fits about, both when looking from within outwards and/or above water surface outside to in (but not from underwater outside to in...that's mostly fine). Thank you and have a good day. =) Several other images are on the mod page...I did not want to clutter the post.
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..."ยง" is.? I'm gonna assume you meant the inconsistent bullet points? Yeah, forums kept screwing that up. I'll try to sort that out later. And I noticed it's almost impossible to read on a mobile device (though I won't even try to fix that, sorry mobile peoples). When I get back, I'll go over it a little better. I probably won't do pictures...I thought about it (and started to), but there were sooo many that it got really hard to keep track of.
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Op didn't look like they were suggesting a mod...looked like asked no for help starting out, to me. ...those 'you're not as good as Skyrim' and 'console bad!' thread has got everyone riled up. Edit: best I can do for you and those topics is remind that a lot of the Skyrim and Fallout 3/NV guides carry over quite nicely to this current Creation Kit. The specific questions don't really fall under my, and a few of them are already on the nexus for download (better looking stalls and the placement stuff ones, I believe, are there...you might be interested in tracking down those...even if only for examples).
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Same with fallout 3 and Nevada, to an extant. A lot of information carries over to this new version quite nicely.
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Cannot remember the name of this mod
BlahBlahDEEBlahBlah replied to Exibitions's topic in Fallout 4's Discussion
Something, I think, from Valdacil...AWKCR or Item Sorting? -
Creation Kit decal rust stuck.
BlahBlahDEEBlahBlah replied to TheHyruler's topic in Fallout 4's Discussion
If you save and go in game with mod loaded, are they still there? Asking because if you're still creation kit, maybe the render window is just not refreshing/refresing correctly...?- 1 reply
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- creation kit
- rust
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Toggle Chameleon, Override Pip-Boy Light
BlahBlahDEEBlahBlah replied to xualas's topic in Fallout 4's Discussion
I'm confused, why the need to bind it to tab and not an an unused button (or at least a. Button that doesn't already have 2/multiple functions associated with it)? Thematics, balancing of power (i.e.: think invisible and a light may be overpowered), something else? Sidestep many of the issues right there. Edit: as far as which forum? Request: Someone else building it Mod talk: generally building it yourself, which it sounds like you're trying to do (in which, more power to you, glad to see new modders) -
Does anyone know what the Walker mod is?
BlahBlahDEEBlahBlah replied to Daedalusapollo's topic in Fallout 4's Discussion
I doubt it, but dual pistols would require single and left handed animations. I think we need 64 bit Havok tools to do that. Havok isn't sold to the public and I think it costs $40k to $120k. Ouch :T ...far out of left field theoretical workaround suggestion (and yes, I'm an animation laymen...my strong points lay in other areas), specificly for this dual-weld idea:Is there a way to mirror (*flip*) an animation? Would this get one around being unable to create new animations (if, in reality, I haven't got this whole thing wrong and it's exactly the same issue)? I'd guess it would bring its own issues, of course (such as when reloading, you'd oddly grow an extra left/right hand to pop the new clip in). But, maybe those could be worked around in other ways (same example, and simply disable the reload animation in favor of a sound and drop the arm for a split second, *reloading* "offscreen"). Etc.? Edit: I realize I'm off topic...but I'm going with "I didn't start the off-topic'ness". =P -
Does anyone know what the Walker mod is?
BlahBlahDEEBlahBlah replied to Daedalusapollo's topic in Fallout 4's Discussion
Whoops, that's what I get for not watching the video (poor connection right now). -
Does anyone know what the Walker mod is?
BlahBlahDEEBlahBlah replied to Daedalusapollo's topic in Fallout 4's Discussion
Big robot? That's towards the end of the story, depending on which path you take. -
Why waste time? Individual is obviously better left alone. Because they specifically said that no one helps them, when I had in fact spent time answering questions and helping them. So kinda pissed me off. I was not talking about a lack of interest in people answering/responding (the help I've gotten was well appreciated) or general unhelpfulness, but the seeming lack of as many people around available to answer...commentary on community size more than general helpfulness. So, I apologize if that came out wrong.
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Not a bad idea actually. I'm in the process of reworking Home Plate. I kinda wanted to put that workbench in there, but it's huge. Hmm, I wonder if just some straight simple downscaling of it would have too many (because there's always some) adverse affects, because it is quite big....but another time, perhaps.
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Another claim of the bad engine. Give it a break, will ya? Hey, one of my favorite hobbies is listening to people who don't understand game engines lecture me about game engines. Well, not unlike that there will always be a thread lamenting that this community is not up to the standards of the previous community, there will always be someone saying that X current engine/implementation is whack (not defending the engine, just saying). Edit: I'm actually getting a little grumpy with this thread right now. There's a little undertone'd, subtle putting down of other people's (modders) work going on here...and it's a little off-putting. Anh, no ones forcing me to read it. <shrug>