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Everything posted by msivo
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I started my Fallout 4 to test my custom worldspace today and F4SE told me it doesn't support the current FO4 version so I guess there was some minor patch released although I couldn't find any notes... Well... I noticed I can now sprint in my custom worldspace which I was not able to do before... Can anyone confirm?
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Hurrah. Despite my initial trepidation this proved to be extremely simple! There is no need for the FO Edit step at all. All I did was: 1. Create NPC and place him in my worldspace 2. Save the esp and launch FO4, find the NPC and use the console to edit his looks 3. Save the game and exit FO4 4. Use Face Ripper to open the save game and select the edited character, then select my esp and overwrite the character (didn't have exactly the same ID number but the ending was the same. Not hard to find as I only have 2 chars in the esp) 5. Success Thank you for pointing me toward Face Ripper again! I shall leave a link here for reference. http://www.nexusmods.com/fallout4/mods/3878/?
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Oof... Any chance there is a tutorial perhaps from the Skyrim era that would cover this process? Step one, no problem Step two, I've only used FO4 Edit to change an esp to an esm, I will google for some tutorials but if someone has a link to provide or has the time to type instructions, much appreciated Step three, gonna google face ripper, but once again if there are instructional materials, links will be appreciated Thanks for getting me started RS13!
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I've been testing the CK actor editor and the parts of it for editing the appearance are so bad it's pretty much useless... Bethesda can NOT have used this interface to create the characters in FO4 and if they did... Well I pity those poor developers that had to go through the pain... Are there any alternatives? I use the looksmenu mod a fair bit in game and you can save presets but I wonder if those presets are actually saved somewhere in the data folder or are those saved in the savegame data? Are there ways to access facegen data from save games and somehow import that into the CK? If there is no other option than using the CK actor editor, are there any tips to improve the experience?
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Loads of missing LOD meshes... Fake LOD with planes?
msivo replied to msivo's topic in Fallout 4's Discussion
Hmm... Thanks for clarifying that... The problem remains the same though... Depending on what the engine uses to determine what to cull... Does it depend on the size of the object or what? If there is just some property in the objects I can see practically from the other side of the map, can I not import a custom model, a one sided gray plane for an example and define it to be never culled and patch the "holes in the lod" with those? Have you got any tips as to how Bethesda works around the problem? I've already planned to fiddle with the weather system to hide some of the imperfections I've encountered, especially since that fits in with the lore of the mod... -
It looks like loads of the objects in Fallout 4 don't have any LOD objects. I generated test LODs for my worldspace and seeing as the landscape is rather vast and open, I quickly noticed that many many pieces simply have no LOD at all... I wont be able to create my own LOD models for all the missing ones so I wonder if anyone is planning on a mod that creates the missing ones? Or does anyone know any workarounds I could use... What comes to mind as a "hack" is if there were flat gray planes I could place inside some of my larger buildings to hide the missing lods... A couple of examples where a simple plane placed inside the building walls would probably work... http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot33_zpszuqp56zm.png http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot34_zpsxxl9g0c0.png http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot35_zpslwonqa8o.png http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot36_zpsshkxi7sp.png http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot37_zpskp5tinqv.png
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Thanks! This improves things considerably! I'd heard of the Object Palettes but I was under the impression they were just a glorified filter for objects but turns out this is a very useful tool.
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I've been working on a large worldspace for some time now manually without the region tools. Working on large woods at the moment and tried to google some tips for faster workflow but haven't found anything useful. The main problem is copy pasting patches of woods is pretty much useless. Copying one object is fine, the object will conform to land height nicely. Copying several objects its guaranteed something will float or sink under ground completely and pressing F drops some, but not all objects down, but again it's guaranteed some objects will just drop through the ground to the water level and trees tend to settle on their lowest point, leaving them partly floating, instead of that marker that usually allows singularly pasted objects to sink nicely. Copying shrubberies and trees together usually results in bushes just sinking all the way under ground. Holding ALT while dragging an objects is super unreliable even with singular objects with the ground conformation and with several objects it doesn't appear to work at all. So currently it seems that the fastest way is going over an area copy pasting one type of tree cluster and the doing several sweeps of the same area with the next type and the next type and so on... Anyone got any tips or know of any resources to help the process along? I suspect I have to take a look at region generation although I would prefer to work by hand even on these large swathes of woods...
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There is already and Alpha version on nexus that works via batch files.
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Engine allows on the Fly Loading (Tutorial) :)
msivo replied to Gratus's topic in Fallout 4's Discussion
There is a button in the creation kit for Hot Loading your mod into the game but clicking it doesn't appear to do anything... Have you tested that? -
CK: Place Weapon /w specific attachements into a cell...
msivo replied to msivo's topic in Fallout 4's Discussion
I could do that, but because I know ammo can be placed in as those little cardboard boxes I need to find out how to do that. It's a design issue more than a question of functionality. :tongue: I'm guessing the ammo will have the box if I can somehow get more than one round at a time in to the scene maybe. Shouldn't be impossible to figure out as soon as I get back in front of the CK... EDIT: Yep, as I suspected. Dragging dat ammo in and changing the count to more than one under edit changed the model to an ammo box from the single bullet. Hurrah. -
CK: Place Weapon /w specific attachements into a cell...
msivo replied to msivo's topic in Fallout 4's Discussion
Well, I opted creating a new copy of the Hunting Rifle and setting the default template to a scoped long variant and it works. Would still be good to know if I can do this without creating a new base object if I want to put down a certain modified weapon variant... Now to find out how the hell I can put down a box of ammo... So far I've only found the singular 308 rounds... -
CK: Place Weapon /w specific attachements into a cell...
msivo replied to msivo's topic in Fallout 4's Discussion
Thanks for pointing me to the Template section, but wont editing the base object affect all existing objects of that type? -
CK: Place Weapon /w specific attachements into a cell...
msivo replied to msivo's topic in Fallout 4's Discussion
I know how to drop an item in to a cell, what I'm asking is how to select the attachments... If I just drag the Hunting Rifle in, it is the short one with no attachments. I need to know how to pick the attachments for the weapon I'm placing and I cannot see where to change those when I double click the Hunting Rifle I've dropped in the scene. -
I don't know if I'm just an eedjit but I can't figure out how to drop just a default Hunting Rifle with a long barrel, scope and a full stock on to a table in my worldspace... I found the Hunting Rifle in the items/weapons/default section but I cant figure out where to define what attachements it should have... Where do I define that? Do I have to go as far as creating a unique new Hunting Rifle and drop that or what?
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There are a lot of mods out there buffing damage to different extents. I use this one for all the goodies including the damage which I've bumped up to 3x for me and enemies. I can kill things usually in 1 to 6 shots and I get killed pretty quick too, sometimes getting one shotted even. http://www.nexusmods.com/fallout4/mods/2037/?
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Would reaaaally love a mod that stops enemies that burrow from instateleporting to you. I dont know if these enemies literally just warp right next to the player, but they should be have to travel the distance in a reasonable time instead of this bs... It must be possible to approximate a delay for them from the distance they decide to burrow from to the player or something... "Realisticly" they should burrow slower than their normal movement but that at the least they shouldn't get to you much faster than if they were running... Hmm. Maybe I will look into this myself now that I got the CK but if there is something like this already in the works, let me know!
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So... I've got the Creation Kit set up and I've been poking around in it for a while. The main thing I'm interested in is creating a new landscape for survival and settlement building without the original FO4 content getting in the way... I've got a heightmap for my worldspace I created a while back and I've been re-researching the the heightmap stuff from skyrim times, but it appears that the heightmap system has changed entirely? All I could find in the CK was the new import heightmap feature and I believe I got my heightmap in the correct DDS format but the importer keeps telling my my cell definition is wrong and wont let me import anything. Haven't really experimented much so far and can't seem to find any discussion on the topic online yet. Anyone looked into this?