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zilav

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Everything posted by zilav

  1. Remove entries from leveled list either by right clicking on the "Leveled List Entry" row of a plugin and selecting Delete or press Del.
  2. 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.
  3. You need to create the missing LOD meshes yourself, CK doesn't create them itself.
  4. Value 2 might not be used depending on Value Type, not all functions require both values.
  5. 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.
  6. 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.
  7. https://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping
  8. The only way that could work is to atlas precombined meshes (if they have UVs, I don't know), not the original ones.
  9. 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.
  10. https://gamedev.stackexchange.com/questions/26187/why-are-textures-always-square-powers-of-two-what-if-they-arent
  11. 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.
  12. You must NEVER remove, add or change order of master files in TES4 header, this will break plugin.
  13. Wait, a pipboy map? It is a fixed texture defined in worldspace properties, it has nothing to do with LOD and OScape.
  14. It in uncler where the error happens: when creating meshes or textures. Try to create meshes first without textures, then textures only.
  15. 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.
  16. 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.
  17. http://en.uesp.net/wiki/Tes5Mod:Mod_File_Format/LAND Turn of Simple Records in xEdit's options (realod required) to access decoded LAND data.
  18. fMeshLODLevel1FadeDist and fMeshLODLevel2FadeDist iirc.Check other settings just in case, maybe there are more ways to tweak LOD fading https://hastebin.com/raw/olezeqimag
  19. BSLODTriShape hides parts of geometry depending on distance, but you'll need editing in 3dsmax and later tweaking with NifSkope to make it work. Not the easiest task.
  20. 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.
  21. Where should the .hkx file be placed? I've tried putting it in the ESP's voice folders and in the root animation folder without any much success. In the same folder as the voice file. Check http://www.nexusmods.com/fallout4/mods/7273 it has a column with custom hkx files (filter in Excel).
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