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Everything posted by zilav
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You didn't copy room bounds.
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CK creates precombined files (and most likely previs too) in a completely different format than what is shipped with the game. Yes, they are using their own version of CK.
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pkKeywords with diferente Value 2 - Int on xEdit
zilav replied to SetArk's topic in Fallout 4's Creation Kit and Modders
Value 2 might not be used depending on Value Type, not all functions require both values. -
Getting Textures to show in game from ba2 file
zilav replied to cocdieselkev's topic in Fallout 4's Discussion
Names of plugin and archives must not match, your plugin should be named simply "mymod.esp" because the game adds " - main", " - textures", etc. siffixes itself when searching for archives. Just check the names of DLC plugins and archives as an example. -
Getting Textures to show in game from ba2 file
zilav replied to cocdieselkev's topic in Fallout 4's Discussion
What's the name of corresponding ESP? It must be "mymod.esp". You can also append it to sResourceIndexFileList in Fallout4.ini to check if BA2 is not loaded due to plugin or the issue is with BA2 itself. -
https://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping
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Check those terrain LOD meshes in NifScope.
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The only way that could work is to atlas precombined meshes (if they have UVs, I don't know), not the original ones.
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1. You can't put tiled textures on atlas (almost all textures are tiled usually on normal non LOD objects). 2. This will break material swaps for those meshes unless you atlas them too, which will further increase VRAM usage.
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A question about navmeshes
zilav replied to kitcat81's topic in Fallout 4's Creation Kit and Modders
I assume that the way the CK works is it places your object in a special hardcoded NavmeshGen cell and runs autogeneration which also creates NAVI record by default, then it copies navmesh data into your STAT record but does not clean up that CELL and NAVI afterwards. Yes you can simply delete them yourself. -
You must NEVER remove, add or change order of master files in TES4 header, this will break plugin.
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For some weird reason Bethesda count not the pairs of mesh and ref, but each one individually. It is a linear list even though xEdit displays it as an array of pairs for convenience.
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While it is possible to make automatic placement with xEdit, I don't recommend doind that. There are several problems you will need to solve. Each cell consists of 32x32 grid of height points (the 33rd point is the copy of previous cell), considering 4096 game units cell size, each point covers 128x128 units area. Mind you the human height is also 128 game units, so that's quite a large area. To accurately place something in between you'll need to perform smoothing calculations between neighboring points. Also each grid point can elevate from -1024 to +1016 so slope detection is also needed. Then you need to adjust the placement using object's collision, probably using object bounds OBND values. This is a lot of work, trials and errors for something that can already be done automatically with CK's Region Generator The only problem is that it places only statics, moveable statics and plants iirc, so if you need to place something else, you'll have to trick it. Make a static record using the nif model you need, place it using region generator, then replace base object record of REFRs with xEdit script which would be a trivial task.
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Bulk placing lights with FO4edit?
zilav replied to Dillenger69's topic in Fallout 4's Creation Kit and Modders
It is unclear what do you want exactly. if to duplicate some existing refs as new records and change their data, then what VIits said would work. If to create a plugin from scratch using spreadsheet data, then you'll need to create new refs and set their fields according to spreadsheet. There are example scripts on how to read csv files saved from Excel or similar apps, as for creating a new ref (was made for Skyrim, but it's the same in FO4) unit userscript; function Initialize: integer; var p, cell, ref: IInterface; begin // KilkreathRuins03 "Kilkreath Catacombs" [CELL:00027D1C] cell := RecordByFormID(FileByIndex(0), $00027D1C, False); p := AddNewFile; // copy cell as override AddRequiredElementMasters(cell, p, False); cell := wbCopyElementToFile(cell, p, False, True); // new temporary ref ref := Add(cell, 'REFR', True); AddMessage(Name(ref)); Result := 1; end; end.