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Everything posted by Username0815
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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.
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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?
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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.
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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.
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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.
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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
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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.
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Mod Request: Retrieve knives after throwing
Username0815 replied to KaylaKaze's topic in Cyberpunk 2077's Discussion
Inconceivable. The head of the combat development should be fired. No excuses for such negligence. -
Mod Request: Judy romance for Male V
Username0815 replied to daikumasan's topic in Cyberpunk 2077's Mod Ideas
+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. -
 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.  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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Hi all, In my current game the old guns quest does not seem to start properly, after taking the fort, activating the radio, establishing a supply line an a a considerable amount of ingame time passed, neither preston, radio freedom or ronnie shaw appear to trigger the quest. I tryd to force the quest by console commands (setstage min03 0, etc) but nothing happens. The quest min03 is listed as stopped. I used to play with a heavily modded game before, but this time one mod either broke it or maybe the savegame has an issue. I tryd to load an older save but that didnt work either. Any ideas how I can save this playthrough?
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[WIPz] Skyrim Script Extender (SKSE64)
Username0815 replied to ianpatt's topic in Skyrim's Skyrim LE
Thanks alot for the link, Auto-Backup-Mod and Update on Launch only are activated now... -
Editing .NIF Collision Meshes
Username0815 replied to DonCalzone's topic in Fallout 4's Creation Kit and Modders
Hi VlitS, okay that was my first intention as well, strangely I get an error opening the .3ds file with the 2013 version coming from 2016, although I did pick the 2013ds file version. I can however open a .fbx file. So if that file process (.nif->2016->.fbx 2013->.nif exporter) is working, I guess there is no need for a .nif plugin although it gets a little more complicated. I did find this site, which suposedly has a working .nif plugin for max2013, although I failed to install it sucessfully. -
3D Artist looking for projects
Username0815 replied to Deleted40408895User's topic in Fallout 4's Creation Kit and Modders
I'm currently working on two small building-mod-projects, I could use help on. If you want to get used to Fallout 4 Modding thay may be a good start and the community gets more and better stuff. Id like to expand my cindercraft-mod with more parts (i.e., windows, different wall parts, prefabs) as well as making a new assets mod for the red rocket station. Like the poster before I do recommend to get 3dsmax 2013, the bethesda plugin only works with that version and is nessecary to export collision meshes, without complex projects wont be possible. -
Editing .NIF Collision Meshes
Username0815 replied to DonCalzone's topic in Fallout 4's Creation Kit and Modders
Oh boy, thanks for the link, I was searching all over the place for the outdated version. Uhhh, just realized Max2013 doesnt have a .nif plugin for import. Is there an importer in the Creation Kit i overlooked or where do I get the proper plugin for importing the .nif files? -
Hi all, Im returing to Fallout 4 Modding and got a problem with 3DS Max. The bethesda plugin is made for 3ds Max 2013, I do have access to the versions of 2015, 16 and 17 (Student) but cant find an official source for 2013. I tryd to install the bethesda plugin for export on my currently installed 2016 version but that didnt work out. Is there a source for the older Max version or a workaround to get the bethesda export plugin working for a newer version? Thanks in advance, CoGaTe.
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Hi all, I have to issues modding textures for a personal VC mod. (See attachment) First I cant seem to match the DDS settings for Mount and Blade, I tryd a dozen options but the textures dont seem to load properly ingame, the shield either looks like plastic or the alpha makes half of it transparent. Secondly Im trying to add a custom sigil banner, now the banner, as well as the sail is working fine, but the world unit has still the old sigil on its shield, which file controls that one? Any help would be appreciated. edit: Problem solved, was a bug from the blood eagle mod.
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Thanks for all the replies, the reason why I asked is because Im somewhat familiar with FO4/TESV modding, and since it is the largest modding community around, alot of talented people, know how and ressources are available, while when working on a plattform like UE4 I wont have that to that extend. So to speak I rather considered using FO4 for its community and what will come of it rather than for the engine or the game itself. The various arguments against clearly outweigh the benefits, Im afraid my knowledge is somewhat limited on these matters. As for using TESV, I simply consider it too outdated. And no I dont want to mix TES and FO, although this is a tempting idea, I do want to make a Witcher lore based adaption ;)
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Hi all, Id like to work on a small medieval/fantasy based standalone game and try to find a suitable plattform. Since there are great examples of standalone expansions for skyrim like falksar, I wonder if the fallout4 engine and its current tools are suited for such a project. Rather than starting from scratch in like in the unreal4 engine it would save alot of time, as well as provide various ressources to be used obviously. What do you think? For starters, I wonder if its currently possible to alter/replace the landscape or add a standalone one, which is a mandatory condition.