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Everything posted by Retsam
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Collsion Mesh for Floor Mod Issue
Retsam replied to Retsam's topic in Fallout 4's Creation Kit and Modders
In Creation Kit, the form ID of the original vanilla piece is 0100093C, 'WorkshopConcreteWall03'. The mod I found the piece I am using is from 'Concrete Walls with Window Glass'; nexusmods.com/fallout4/mods/18360 In that mod the name of the piece that I started with is 'ConcreteWall_beam.nif'. I'm not using the mod so I don't have a Form Id for it. I did not post the mod name the first time because I did not want to offended the modder with my statement, 'It's messy'. But, even though I have only been learning NifSkope for a few days and have no 3D skills, as a programmer looking at the nif I see empty strings, duplicated and unused objects (connectionpoints), and in general it does not look 'sanitized'. After posting I kept messing with it and realized the source of my problem, but not how to fix it. That original piece from the mod, when I load it in NifSkope one of the things that I felt was wrong was what I call the ground plane. I'm not sure if that is correct name, but I am referring to the grid that shows up. Every vanilla floor piece I looked at has that grid at the top of the model. In the mod, the grid goes through an arbitrary point of the model near the center. I learned how to use transform to move stuff, so I moved the model on the Z axis so the top of the model is inline with the grid, like the other floor pieces. I did Apply transform, and checked every object's values and adjusted everything as required. What I realized is in the game my toon can walk on the piece I changed, but the feet are sunk down in the piece. I realized that height difference is the difference I changed in the Z value. So the conclusion is when I changed the Z value, apparently there is a (collision?) mesh I can not see, thus can't change it, and that is what I broke. That ground plane, as I call it, is still in the wrong place near the center of the model and that is what my toon is walking on instead of the top of the model (floor). I think I will start over. I'll take another copy of the model from the mod, and clean it up but this time leave the transform (Z axis) alone and see what happens. Is there a way I can see that invisible collision mesh? I've watched videos of folks making items and for them the collision shows up in NifSkope, but I've not seen the same for stuff like floors. Not a single vanilla piece I have looked at in NifSkope is showing the red collision mesh so I was assuming things are done differently for stuff like floors. I will still DM you my files because if you are willing I would appreciate feedback on my nif edits. I want to make sure I am doing things correctly (other than breaking the mesh lol) because I have another little personal mod I made also, again just a single static piece. I had to use a vanilla piece for the model since I can't make one, so it does not look exactly like I want but I made the mod itself into something that apparently no one else ever made, at least I could not find one. Other then the appearance not being what I want, that one works in my game. I know the game is out-of-date now, but I still want to play it and for me making the mods is a big part of the experience. :) Thanks for responding.- 12 replies
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I modded back in FO3, but it was always stuff for myself. I was never confident enough to post anything. Almost 15 years later and I finally get around to playing FO4. Yea, it is what it is. Anyway, after playing all of 2 days I decided I wanted a piece that was not in the game. I wanted a Horizontal Concrete Beam. I had seen vertical ones in-game so I figured it would be easy. Nope. BTW, I'm a programmer by day, but have no 3D modeling resources. I'm using NifSkope 2.0 Dev 8. Playing FO4 vanilla with DLCs and minimum mods. The issue I am having is what I assume would be the collision mesh. I'm not certain because I can't see those meshes in NifSkope, and it's a bit out of my knowledge base to even know if I am on the correct track. The symptom is although the floor piece will snap in place, AI won't walk on it and my toon sinks a little into it. I have spent days scouring my nif and comparing it to unpacked files from the game and it looks right. Again, I am assuming something broke in a mesh I do not know how to view/fix. The original nif I had seen was \Data\Meshes\DLC02\SetDressing\Workshop\ConcreteWallsWorkshopConcreteWall03.nif That is the vertical one. I want a horizontal one. And the length has to be adjusted to match the walls. In full disclosure when I was trying to figure out how to change the length without a 3D app, I did find a mod on Nexus that had that piece, horizontal and longer just like I wanted. But that one is not correct either, some messy stuff in the nif and did not work as-is as a floor piece. It works as a wall piece, but not a floor (AI won't use it). So I took that nif since it was the correct size and started cleaning up the blocks/nodes/connectionpoints/etc. in NifSkope. And I am stuck. Everything in NifSkope looks correct (to me at least), but it's no good as a floor. Is there anyone willing to take the nif I have edited and take a quick look in a 3D app to see if the mesh is messed up? Is that even possible since it is not the original model? I'm not allowed to upload the nif so I would also need input on how to share it. TIA
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Fallout 3 1.7.0.3, FOSE 1.2, GECK 1.5 This is such a basic thing I'm sure it has been answered dozens of time- but I can't seem to find it. Simplification of the goal here is to move items from one container to another. Exactly what RemoveItemTarget would do. But I only have FOSE. I'm not new to scripting, but every time I find a function that will do what I want, I see it marked for NVSE, which of course I can't use. Eventually I'll incorporate Form Lists, but in messing with that I still could not figure out how to add a specific item reference (instance). All I could add was the base reference ( GetInventoryObject iIndex ), looping through the container (which drove me nuts too- not being able to do a simple for each loop and having to build a count / label / goto). Of course using the base ID again looses item data like health etc. Bringing it home: Can someone point me to a link that shows how to move items from one container to another, while retaining the stats, and limited to FOSE. Stacked items will need to be addressed as well. Bonus would be how to also add reference of a specific instance of an item, not the base ID, to a form list. Again, limited to FOSE (Again, it looks like NVSE could do it).
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Awesome. The trick of creating the esp worked. Thanks for the reassurance about the error message being minor. As for the random edits, it wasn't happening when I did not have some of the other mods loaded, so it was probably from that. No troubles when it was just my mod and the required masters. I was able to modify the scripts. :smile: Thanks
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- geck
- editing mods
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FO3Edit 3.1.2, launched via FOSE (All files downloaded in past week) Years ago when I messed around with modding apparently this wasn't a problem for me, but this time I can't seem to remember/figure out what I'm doing wrong. Guess I really am getting old :tongue: I'm trying to fix some mistakes in a downloaded mod. Trying to do this by creating my own esp that will load after, and thus overwrite, the errors in original mod. Open relevant data files in GECK, do not make one active. Click save and created new esp when prompted. Re-open data files, making the new esp active. Go to the Object and script I want to fix and make changes. Save. Exit. Check the esp in FO3Edit and the first indication of problem is when looking at my esp, it only shows one column, my esp. It is not showing a second column that should be the mod I was intending to overwrite. Second indication of problem is when I reopen the same files in GECK, it is showing my edit as a duplicate. So I see something like: OriginalQuest OriginalQuestDUPLICATE000 As a side note something else it's doing that driving me batty is when I first open the data files in GECK, I get a stream of error messages coming from other mods or ESMs. I get the prompt yes, no, yes to all. The only thing I can do is yes to all. Selecting No and the program gives me the option to exit?! What I realized that GECK is doing is it is forcing it's own changes, that then get saved into my esp. So in other words when I look at my esp in FO3Edit, it is showing overwrites from random stuff that I never touched, like Wasteland cells. I can even create a new, blank, esp, do nothing at all except make it, look at it in FO3Edit, and it will show several random items overwriting the original ESM. I'm also having trouble just trying to exit GECK. It keeps locking up. Question: Why are my changes to a quest in Object Window being tagged as Duplicate, rather than overwrites? And yes, I've gone through dozens of searches and tuts, just haven't found answer yet and getting annoyed. It's bound to be something simple and stupid I am overlooking. Appreciate the patience and help.
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- geck
- editing mods
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Has this been done already (successfully)? If so, can someone point me towards it... I'm a new player. Got Amy Wong companion (she goes on trade routes for me). Great, it's what I wanted (although has a few issues). Got Dogmeat Leather Armor- Perfect, now he can carry stuff like I want although they could have added a dog toy for pc to drop at "home" and trigger a sandbox for the dog to go lie down and get out of the way!. :) The last thing I really want is one more companion. Essentially the counterpart to Amy. I call him "Scrappy". A skinny, cowardly dude that will follow you around (loosely) and collect all those loose cans, bottles, and vanilla clutter. He's weak, and survives by working for the hero (maybe with a dog for protection). He can have a brahmin that waits outside for him to unload to. A marker or place to dump everything into for you to sort. If combined with Amy's [Trashcan Marker] the two could clean the wasteland and make you a small fortune without intervention. We'll make him dumb (but crafty?) to explain why he can't pick a single lock (to ensure player gets to). Although after the player unlocks something he can grab the loot for ya. Lots of other details can go on and on etc. But that's the main idea. I thought I would try my hand at making a companion, but school is starting back up and I'll be lucky to even get to play much less learn all this. Cheers
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Just in case anyone else has a similar task/question: Tonight I found this: http://www.tesnexus.com/downloads/file.php?id=12248#content (Blender on Elder Scrolls Nexus site) It is an excellent all-in-one-deal. Has all the tools in one zip, excellent installation instructions, and a massive 1500 page manual. Everything that is needed to work with animations. I really didn't know where to begin. Once I knew the "magic app" was Blender, it was an easy search to find this: http://wiki.blender.org/index.php/Doc:2.4/Manual/Lighting/Volumetric_Lights This is what I expected to find. It's already been done. So I guess I spend a few days reading and figuring out the basics, then I'll learn how to make this work in Fallout. :)
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Thanks for the quick reply. I certainly want to avoid any performance impacts. My machine can barely run this game with low details as it is. I found this: (ID) DLCPittSCOLSpotlight (Model) SCOL\SCOLDLCPittSpotlight.NIF (Edit is greyed out) (Object Data) FXGlowSimpFillRndHalf02 Position (1.77, -8311, 4.11) Rotation (2.6, -0.11, 1.32) Scale 0.18 It has 0 on the use info, and it appears as red exclamation in preview and world. Seems like this was an idea that never got used. Not sure if I can learn from this, I'm just way too new to this. (Not entirely true, I modded for Morrowind but that was so long ago I pretty much forgot everything). Currently messing with these: DLCAnchSpotLight01 FXLightBeamBrt01 DLCPittSpotLightKickerCool Does FOV do anything to a Light object? I messed around with it, but saw no changes. I may have to just settle with a light that has a large radius. Rather unrealistic effect... Something just occurred to me. It's a bit more work and would have to be created at each location independently but... Place an ambient light directly in front of the spotlight AND place a light source X distance and in line with the spot light. This would give the illusion of the object being lit from the spotlight when accompanied by the FX at the spotlight itself. The only catch is when I learn how to make this light rotate, that second light is going to be at a fixed distance as it moves. If the radius is large enough and the expected distance doesn't change to much (panning the yard) it should still look fine (although if an actor passes in front of the second light they might get lit from behind instead of front- perhaps a series of tight radius lights in a line-sight configuration- performance hit?)... hmm. Need to go figure out how to make the light move and try this. :)
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My apologies, as I'm sure this has been covered somewhere, I just haven't been able to find it yet. I want to create searchlights. I have the model, and the FX light, the thing that is stumping me is the actual light. Everything I'm doing is based on a spherical light source. I want a bright cone shaped/directional light source as one would expect a searchlight to create. I have not figured out if the shape of the light can be changed. I only know of the light values and radius. Incidentally, I'm wanting to merge the searchlight onto a turret. The idea being to use the already existing AI of the turret to track targets with the light. lol, Ambitious considering I can't even figure out how to make the light yet hehe.
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Just started dabbling with Fallout 3 modding, so I've tried to pinpoint this problem myself but I've been unsuccessful so far. In brief the problem is Amy Wong (mod) and Dogmeat both are unable to "Go Home" if home is Underground Hideout (mod). Obviously we're talking several combined mods. However, I feel the problem has something to do with the obstacles the Hideout poses for them to reach the destination, regardless of the actor/companion. Not so brief: I have tried various combinations of what mod is loaded or not, no consistent change. It helps to be familiar with the Underground Hideout mod to follow this: 1. The exterior door/teleport is a hatch at the bottom of a Personal Shelter. Since the Shelter is an activator, as opposed to an actual door, I thought perhaps this was an issue, perhaps the AI would not recognize it as a requirement to reach the hatch. I tried removing it and still no success. 2. The main interior door that is encountered after going thru the hatch/portal is set to require a key. Using addItem I have given the key to Amy. 99% of the time she will just stand where ever she is when I tell her to go home. I considered perhaps she was recognizing the area in front of the locked door as home as well since it is part of the interior cell, but she keeps her weapon equipped so I don't think so. ..It just occurred to me that perhaps that is exactly what's going on, she sees she is in the correct interior cell but there are no sandbox markers to make her "idle". Of course, we don’t want her to idle here we want her to go inside. I just started learning this actor stuff last night so It's taking me a while to figure out how to find this stuff. A. If we are already in the interior cell (the actual interior of the hideout) and I tell her Go Home she will go into sandbox mode so I know she is recognizing that area as "home". B. If we are just outside of the locked door she will stand there. Except one time- after I added the key to her inventory she did actually open the doors and go inside and entered sandbox mode. But I was unable to get here to repeat that- and no changes. That one really has me stumped. C. Up until tonight, when just outside of the Shelter, when told to go home she would just stand with weapon equipped. One time, when I manually opened the Shelter prior to telling her go home, she actually went through the portal/hatch. When I followed inside I found her standing in front of the locked door- she had a key- weapon was still equipped. The change tonight was after telling her to go home, she had a key and Shelter was open, she ran off a few steps, "searched", and then ran back and said "I can't do that from here". First time I've seen that dialog. The only difference in my mods tonight is I added Dogmeat Leather Armor. (OT - I was actually already trying to learn how to work with Actors because I decided Dogmeat needed a whistle. Their mod goes much further. It's nice.) But that shouldn't affect Amy. As far as Dogmeat goes, I've not been able to get him to go home to Hideout at all under any circumstances. I hope the reader is able to follow all this. It sounds complicated, but I really feel the problem is going to find a simple solution in the form of changing or adding some kind of reference in Hideout. I'm just not familiar enough yet with the AI and how it handles calculating a route and pathing the actor. The inconsistencies is the thing that keeps throwing me... As a sidenote, I already know I need to create a fake key, we'll call it "Spare Hideout Key" that can be used in a barter window so the player can give it to a companion. The original mod has 10 keys in a safe, but they are useless since they are true keys, thus the player cannot give them to a companion. I think I can handle that one, but I need some help with the companion going home stuff. TIA
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I apologize if someone has already made this. I failed to find it in my searching. I'm asking a modeler in the community to assist me. I'm working on a project and need to modify a specific model: ElectricalSwitch using Clutter\GenElecSwitch01.NIF This is a 2 State object. Toggling the states turns on/off red and green light. However there is a 3rd large static orangish light at the bottom. I want this model as a THREE state object. The third state toggling the orange light on or off. So: State 1 = Red On, Green Off, Orange Off State 2 = Red Off, Green On, Orange Off State 3 = Red Off, Green Off, Orange On I have no clue on doing this, being new to FallOut and preferring to script instead. MUCH appreciation in advance. :) Incidentally, if this was made I'm sure many folks could find a use for it (hence my surprise I couldn't find it- thought for sure it was already made somewhere).