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Username0815

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  1. Ok. I'll employ MO2. Thanks, figuring out how to fix this would be interesting as I have identified other old mods that would need a patch for their navmeshes as well.
  2. I did not know that object related information other than a reference is stored in a save, that is insane game design, what if Bethesda made a patch themselves? I have overridden the navmesh grid of my patch as you suggested with the vanilla one and it seems to work as intended but thats guesswork really as my game is somewhat unstable. I then tested the junkwall door in a complete vanilla game and its broken there as well, unpassable by npcs, thus the broken navmesh is a vanilla bug as suspected. Sadly, Vortex then messed up and broke the fresh installment and I could not test this further with the patch I have made for better junk walls. So, I'm not 100% sure this wont cause issues down the line. As for the object bounds, that is interesting but I have no clue what to do about it. In conclusion I will refrain from uploading any patches whatsoever before I break someones game. Thanks for the input and perhaps someone who has more experience can address this.
  3. Thanks for the reply. I reloaded the file in CK as active plugin and resaved it. After this, the error in FO4Edit is gone, the file structure is also completely different after resaving the plugin. If I am reading this data in Fo4Edit correctly, the door01A.nif is actually a vanilla asset, that was tweaked by betterjunkfences. However, the author did not touch the navmesh, the data is identical. Thus, if I'm correct, this is a vanilla bug, which was apparently undiscovered. The angles of the navmesh "wings" exceeds 45 degrees (see screenshot), which is to my knowledge too steep. Npcs for sure cannot cross. I walled in Abernathy farm and left only two doorways as access points. Nobody could get in our out, neither companions, settlers or attackers, tested with SKK settlement attacks. I then flattened the angle of the navmesh and retested. The doorway becomes usable. The only downside, I crashed during the SKK attack when I fired a flare gun indoors, something related to 0x001F1D6C, which is the navmesh cell of abernathy farm according to the crashlog. So maybe a complete enclosure is causing pathfinding issues, and invalid paths can cause crashes?
  4. I have made a navmesh patch for the bettor junkwall mod that has a non functional doorway navmesh. The patch works in game afaik but F4Edit finds a null reference error. Is that save to ignore? Or did I screw something up? (screenshot attached) Thx
  5. I'd like to create a new subcategory inside the vanilla building hierarchy and thus ask for your advice before I break it How do I set up a subcategory, so my building objects are listed as for example: wood\walls\mod?
  6. I have created a doorway for my workshop kit and want to navmesh it. I followed Kinggath's tutorial (https://www.youtube.com/watch?v=3KFK7IRHJCw) I have set up a NG installment in order to use CK platform extended and load only my modfile, masters is just Fallout.esm. My .esl is set up, I load it in CK. First problem I encounter is my mesh is all black, missing texture paths in the .esp I suppose, I select the door, and choose navmesh object. Based on my comparison study of vanilla doors, 4 vertice points should suffice. I place the vertices, go to navmesh, advanced and finalize it, "all good". I then save the .esl and check the file in fo4edit. Where I immediately encounter the error I had it working previously and now I always get this error. I subsequently retried with an .esp, as ChatGpt claims, an .esl cannot hold navmesh data?, tried again, with the same result. I'm at a loss... Could someone please help me? Edit: This is the error message F4Edit presents me with: [00:00] Start: Checking for Errors [00:00] Checking for Errors in [FE 000] Cindercraft.esp [00:00] [NAVI:00000FF1] [00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [FE000FA7] <Error: Could not be resolved> [00:00] Done: Checking for Errors, Processed Records: 15, Errors found: 1, Elapsed Time: 00:00 Edit 2: First, I finally got it working. Turns out, if the doorway.nif is saved after navmeshing before finalizing it, the navmesh is not corrupted. Thats the one difference between what I did before and now. Second, .ESL files are indeed a no go for navmesh data. Once I fired up F4Edit and checked for errors, he reported an invalid file format for navmesh. Once the .ESL flag was removed, the error was gone. Third, reinstalling CK multiple times also fixed the black renderer issue. Tested in game and it works flawlessly.
  7. Hi, and thanks, I'm aware that the tutorial is intended for movable, lootable objects, but it seems to work for my application as well just fine. I'm unsure about the flag settings e.g. havok from the tutorial as well. I do not have a 2014? Max version either, AFAIK this is the only one the Bethesda plugin is working with. Back in the day, I could not get the collision to work in Max, so I abandoned my project. Recently, I saw this tutorial and thought I could do it now. I use the Blender Pynilfy plugin to convert the .fbx mesh to .nif. and then create a mesh collider from itself in Nifskope. A simple convex collider would fill out the window. In my first test, the mesh collider worked great. Regarding your rigid body settings, my objects are set to static in rigid body. I will take these settings you provided into consideration, even tough it seems to behave as intended, apart from yet to be implemented snap points.
  8. And collision now works as well Thanks for the help @RoNin1971. With these tools and workflow, I can finally finish my mod I started back in 2016.
  9. Yes, I forgot to mention I ran the file through Elric, as instructed in the end. I tried it without collision too to no avail. Edit: Got it! The issue was that the exported mesh was down scaled to 0.1, thus the engine probably couldn't render it. I re scaled it back and it is now correctly displayed. The collision did crash the game now, so I have to figure out how to properly apply it but thats progress Thanks for the analysis, this helped me to deduct the cause.
  10. I want add a new custom mesh to my ancient 2016 building mod I have made before CK even came out, but I can't get my new mesh to show up in game I get a exclamation mark instead. Mesh created, triangulated, slapped a basic texture on it. Exported .fbx to .nif with Blender Pynilfy (F04 ), and made adjustments (Shadermaterial, Collision, Flags) in Nifskope according to NifSkope Collision Tutorial - Fallout 4 and Skyrim: https://www.youtube.com/watch?v=ISRcNifg_R8 I tested the new mesh by simply replacing an existing, working mesh.nif of my old mod, but I get the exclamation mark in game for my new mesh. I'm at a loss here. Any suggestions please? Cinderwindow.nif
  11. I'm having an issue with unit recruits glitching out, with names like "aserai child villager" and other weird names, after some time and I cannot figure out which mod is the culprit. I doublechecked all mods which should be up to date (1.6.4) so I assume it is a load order issue? Please have a look.. Edit: Issue is caused by changing culture mod, cause unkown.
  12. Inconceivable. The head of the combat development should be fired. No excuses for such negligence.
  13. +1. Was really disappointed that you can not romance evelyn or judy or anyone in the game that makes sense except panam. The npcs reaction to helping either judy or panam are identical for both Vs gender, they are hustling heavily implying something is going on or could. Which gives the explicit expression you can. On top of that there is no interaction whatsoever, you can take Rogue for a date but not Judy or Panam? Like what the hell. The lack of interaction with the world in general is the worst issue of this game but the romance issues really put the nail in the coffin.
  14. Â Yeah, well, it might be your graphics card or your memory. Might be a lot of non game related issues. Without any further data, it's virtually impossible to give some advice. Â In my case it was the GPU causing the issues. Underclocking it by a few notches solved the problems. That's why I asked for what you system viewer says. Well I do have an rtx 2080 ti, I did not oc it... But maybe it cames from it, and for the ram I have 32 gb of it so I'm not sure it could come from that, but I'll try to tweak my gpu if I can You should do nothing without researching your problem further. Something's faulty, but it's impossible to say if it's hardware- or software related, let alone which part of your system is the culprit. Can you run other games as usual? I could reasearch my problem by looking at the warnings my system gave me at the time of the crashes. So I took it from there and could resolve my issues. It was a returning error that could be easily tracked down. Edit: Also, did you remove every last remnant of your game before reinstalling? Unistall via steam, deleting each and every folde (steamapps/common, documents, savegames, app data as well as registry entries?) I just got a RTX2070 super, and was crashing just a short time into the game, deactivating the weapon debris fixed the ctds as far as I can tell.
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