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Retsam

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  1. That's exactly what I was asking. TYVM. Looks like my assumption was correct. I make my collision the poor man's way: in NifSkope with Export/Import Obj. I'll have to figure out the 'how', but this sounds like something I need to back-track and add to all my models. Yeesh. I have a lot. As for foundations - that will depend on what I learn about how this works. I think it is doable (and I should). The vanilla wall I looked at has that navcut collision area, that area does not go all the way to the top. The assumption being it is used to remove AI pathing where the wall is at floor level, but does not extend all the way up so as to not interfere with pathing on levels above the wall. The same logic could be applied to foundation blocks. Some folks will want to use them to make big walls, so the lower part should have a navcut, but the upper part no so it can be used as a floor. I'd also like to try to add this to the stairs and see if that solves the traffic jams I keep seeing on (and under) them. Thanks for that link. I have a lot of re-work to do now.
  2. When I inspect a vanilla concrete wall, like WorkshopConcreteWall01, I see a NiNode labled c_Wall01NavCut. This node has bhkNPCollisionObject that, if I'm viewing it correctly, envelopes the majority of the wall object. It looks like it might not include the upper 10% or so. This is a separate node from something labeled like c_WorkshopConcreteWall01 which does envelope the entire wall and contains what I assume to be the standard wall collision / material physics for this object. This specific example is on a solid wall, not a wall with a doorway or window. The thing I am asking is if the c_Wall01NavCut is something like 'anti-navmesh'. In other words, does the game have the concept of removing a navmesh based on object placement? If we take an object, like a wall, and place on top of navmeshed area, like the ground or a floor, it does seem like it would be efficient for the game engine to know to not even try to calculate the navmesh if something is blocking it - but I don't know if that is a thing or not. The thing that lead me to this line of thinking is I have observed, with some of my custom walls, toons attempting to go through them. The walls have collision so they can't go through, but they will stand in place and walk into the wall. Looks like one of those wind-up robot toys walking into a wall. I have seen this same behavior with the vanilla stairs with handrails- the toons try to walk off the stairs at an angle. The handrail collision prevents them from doing so but the AI behavior is as if it is not aware of the handrail when it is generating its path. The end result is a traffic jam of toons trying to walk off the stairs at an angle half-way down. Is there the concept of preemptively telling the AI pathing engine to exclude an area from pathing calculations?
  3. I looked that one up. Not much about it, but it did lead me to viewing Nifly. https://github.com/ousnius/nifly I have an awareness of Nifly, pretty sure one of my Blender plug-ins is based on that. But even though I call myself a Senior Developer, I've never really done any work with C++. Now that I'm thinking about it, I'm kinda surprised no one has taken that and made a gallery/thumbnail viewer. It would be an interesting venture, but realistically it would require too much learning time for me to do anything with it. Shame. Thanks for the input though. Gave me some new thoughts.
  4. I've searched for this sort of thing off-and-on for awhile now, but never found anything really useful. Figured I'd ask the community. The first goal would be to have some sort of Gallery view of a directory of Nif files. Much like thumbnail previews of Images in Windows Explorer. The second goal is a better way of generating PNGs of Nifs. Typically I use either the screenshot feature in Nifskope or open a Preview in CK and use Windows Snipping tool to grab a picture of a Nif model. Thing is, this time around I have several hundred models and there is no way I can do that many individual screenshots and have any hope of keeping them uniform (scale, perspective, etc), or keeping my sanity. Although I doubt there is such a thing, it would be marvelous if there is some software that could either provide a full screen gallery/thumbnail view of a directory of Nifs or a way to automate generating a few hundred screenshots of Nif files. Thoughts?
  5. Not what I was expecting, but still useful info. I had been using the name's alphabetical order to get 'close' results. Not exactly the best results. I just tested using the priority as you said and it works. Excellent. Thanks. :)
  6. Thanks. That was pretty much my assumption, but I just wanted some confirmation.
  7. In CK (FO4), on a Constructible Object is a field called "Priority". My question is what is it? I was wondering if it had anything to do with how the game prioritizes rendering a cell's objects. If so, what is a valid range and what is 'high' and 'low'. I was just thinking if it does effect render priority, it would be good idea to set 'floor' pieces to render sooner to try to avoid things falling through the floor. Of course, it might also be one of those many deprecated fields that does nothing... TIA
  8. This question is about something I see in FO4Edit. It shows an edit: Cell -> Block 7 -> Sub-Block 3 -> 00000025 NavMeshGenCell -> Temporary -> 0200B731 Navigation Mesh My mods do not have Cell edits. I'm only adding workshop items that need navmeshes (floor pieces). I have seen this in FO4Edit before and assumed it was indicative of how Navmeshes just appear. That perhaps it uses that temporary cell to store the navmesh info. However I am currently working on another mod, and the short summary is based on what I am seeing (counts and names don't match up) I am wondering if this is actually a bad thing. Like it is showing a navmesh that was not properly finalized or was corrupted when CK crashed - which has been often. I'll make a copy of my ESP and then delete this entry in FO4Edit and see what happens, but this particular mod has dozens of navmeshed items so I might miss something. I wanted to ask the community about it. Thanks
  9. Great tip. I did not know about that feature. I will try it out. Thanks!
  10. Fallout 4 modding question This is such a dumb question, but my searches failed to find the info I'm looking for. I have a mod I made for personal use and have been using in my game from almost the beginning. I've decided to publish it, but I did not give the esp a decent name when I made it. Ignoring the dependency changes required, meshes etc, that I can do easily enough, I was was hoping that a save game would not fail when the esp name is changed. Alas, it did. Apparently I do not properly understand record IDs. I thought they were unique and agnostic of the file name, and that's how mods are kept from conflicting even if they give item X the same name. After my little experiment I'm assuming the unique ID for an object the game is tracking is most likely some compilation of the esp name and the record ID, but I'd like someone to either drop some technical details or point me to the right reading material. And if possible, is there a way to change an esp name without breaking my save? I can redo the mod easily. It's very small. But I figure this is a good learning opportunity. Thanks Edit: I forgot to mention I also use Vortex, which might be a factor in this.
  11. lol, Turns out I had an Imgur accout from 2016 I had forgot about :P I did end up posting on the Git page for the plug-in, with pics: https://github.com/BadDogSkyrim/PyNifly/issues/150 Summary: "I determined the Specular setting in Blender was the culprit. But whatever I set in Blender, I can not change in Nifskope in the BSLightingShaderProperty. I did not think it worked that way, but apparently it does." Again, this is probably my lack of knowledge, but I'm perplexed that once I export the Nif from Blender, I can not change the (Specular) values in Nifskope.
  12. I guess it would be better if I included some screenshots but I don't know where people host images to insert into this BB. As I said it is easily repeatable if you use the aforementioned programs, so I was hoping someone who actually has those programs would know what I was talking about. It can be recreated by literally opening Blender and then exporting the default cube with Pynifly and looking at it in Nifskope scope. I'm aware of setting materials and textures Blender, in bgsm, or the nif itself. I'm saying the nif being generated by the PyNif plug-in seems to be ignoring those. I tried for hours using every combination I could come up with and could not remove the artifacts. I can take a generated nif, manually add a BSLightingShaderProperty with no material or bgsm, apply one texture set and it shows up. It it seems like some default data is being baked into the triangle data when the plug-in generates the nif. I might make a post on the Git of the plug-in. I'm apparently using a version that was just updated a couple weeks ago. Might be a bug.
  13. Blender 3.5.1 with PyNifly add-on (https://github.com/BadDogSkyrim/PyNifly/releases/tag/V9.10) NifSkope 2.0 Dev 8 Fallout 4 The symptom I am trying to solve is my models (.nif) that I am making have a "shiny-shadow" at the far end. I have tried every combo I can think of to get rid of this. It is very easily repeatable. Open Blender, and export the cube model using Nifly set for Fallout 4. You can see it in Nifskope as soon as you add a texture. And of course it shows up in game also. Nifly will create the nif with a BSLightingShaderProperty already inserted - even if the Blender model has no lights/textures/etc. I have tried deleting that from the nif (Nifskope), as well as adding new ones, copying branches from other models, changing every number I can see in both nifskope and blender... nothing works. It's like there is a setting hard-baked in somewhere. I'm still learning all this, but at this point I don't know what to try next.
  14. Thanks for the response. As I mentioned, I did experiment with making my own subgraph data, animation replacements (just using pre-made ones) etc. My inability to work with animation files is the blocker for now on going any further in that direction. It'll take time for me to learn how to use Blender and animation stuff in general. What I was hoping to find out is where I can find a list of pre-defined node names the game uses, like P-WS-Origin in a .nif. If I ever learn how to open one of the animation files it is probably obvious. Within CK, unless I am missing something the only add/remove entry options are the check boxes that tell the behavior file to use what it finds in the animation file that match up to "front, rear, left, right, other". The actual locations are what I assume are in the animation file, named something the game has hard-coded to look for. Thanks again for replying.
  15. Thanks for the information LarannKiar. I had figured out some of that by spending an entire day doing a 'break and see what happens' approach lol. I changed subgraphdata stuff, copied vanilla animations but treated them as custom ones, extracted hkx into XML, generated and poked around in AnimTextData files, etc. I tested a lot of combinations without even really knowing what I was doing. I'm an old pro at the 'break-fix' approach to learning something hehe. I had concluded that what I was looking for was probably defined in the FurnitureBehavior.hkx and I would need to add any new entries I wanted in that file or have nodes? in the new animation file that matched what FurnitureBehavior was looking for. But as of yet I have not opened an animation file since even figuring out what/how animation software is a full task on its own I just have not had time to do yet. The FurnitureAllowEnterThroughGeometry and FurnitureAllowExitThroughGeometry keywords I had found mentioned in another post, and those gave me a different idea. For now, I came up with a different approach to accomplish the end-goal I want that simply bypasses the whole issue. But again, thank you very much for the clear information. I have copied your post into my notepad for future reference. :smile: Cheers EDIT: Forgot to ask. Would you happen to know the exact names of the nodes (Entry points) as used by the game? I wanted to experiment by creating NiNodes in the furniture nif named the same as what it looks for in the hkx files. Just to see what happens. For example, in a vanilla nif I found a NiNode named "c_StairHelper". So there must be a naming convention I could use. There are some other nodes in there with 'anim' as part of the name. It seems like they might be useful for this purpose. But I have not found a definitive list of what all those are and my random experiment approach takes too long to try them all. I tried a few guesses, like 'FrontEntry' etc. but so far no winner.
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