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RolazLaguna

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  1. Thanks for the tip. I did just that.
  2. Thank you for sharing your findings! It is really an elegant solution and opens plenty of possibilities. I would just add that the dummyon and off boxes are unnecessary, although it is implicit in your edit, and that linkcustom1 is the physical circuitbreaker and linkcustom2 the enablemarker. Finally, just for the record, the only thing initially disabled is the enablemarker. Did you do it the same way?
  3. I am making a mod for FOLON. Anywhere I place a decal, it shows in CK perfectly. When going to the game, it appears just the first time I enter the cell. It doesn't matter if it is an interior or an exterior cell. After coming back to the cell, the decals are gone. I have tried to use primitive (in project decal tab) and/or to generate precombines and previs. I have also tried to place them on different surfaces, placing the arrow at different distances and angles from the surfaces. I have tested this with both original FO4 decals and FOLON decals. Also combining several decals on the same surface. The result is always the same: all decals just disappear after returning to the cell. I could not find a solution to that after searching for quite long (even watched the very long and instructive video of Neeher). Is it somehow related to any visual settings or something else? Observation: decals placed by the FOLON devs suffer the same defect; I went to Candem, checked a couple of decals in Albert House, went to a nearby interior, returned and the decals were gone (specifically among them Folon_Decal_106, but not only).
  4. I have been looking for some hints about the use of decals for few days to no avail. My problem is that the decals I place in CK disappear in game after leaving the cell and returning. I observed this behaviour also in decals placed there by the devs of FOLON. I am experimenting with then in a mod for FOLON, so it should in principle be the same as for FO4. Do you have any idea how to solve this?
  5. I am making a mod for FOLON. Anywhere I place a decal, it shows in CK perfectly. When going to the game, it appears just the first time I enter the cell. It doesn't matter if it is an interior or an exterior cell. After coming back to the cell, the decals are gone. I have tried to use primitive (in project decal tab) and/or to generate precombines and previs. I have also tried to place them on different surfaces, placing the arrow at different distances and angles from the surfaces. I have tested this with both original FO4 decals and FOLON decals. Also combining several decals on the same surface. The result is always the same: all decals just disappear after returning to the cell. I could not find a solution to that after searching for quite long (even watched the very long and instructive video of Neeher). Is it somehow related to any visual settings or something else?
  6. Thanks worm82705. The guide you mention is exactly the same I refered to in my question, and in that I cannot read any mention to partial world LOD generation. In fact no options in the screenshot of xlodgen seem to refer to specific cells. Correct me if I am wrong. No, I do not use the platform extended. Thanks for the tip, I'll give it a try. EDIT: I just installed the CKPE. From the few things I saw, it has very nice features and corrects some important things in CK. However, I get the same result with World LOD: CK crashes after few second. Now, I can tell that the set of cells I have edited consists of 154 cells (the cell of xy 00 gets also loaded, which I don't understand) comprising a region in the range x=-54 to -37 and y=1 to 12 (not all in this square are touched though). Most likely I am doing something wrong with the LOD generation. If someone can explain to me how to navigate the options, I will appreciate it much. I refer to this:
  7. Thanks to mods like the borders of the world (https://www.nexusmods.com/fallout4/mods/72600) we have access to very interesting places that invite for deep intervention, so I started editing some areas beyond borders in creation kit. Lately, I went as far as modyfing the terrain of a 7x7 cell area west of Nuka World station in the commonwealth. I even created an esp with a settlement there. There is a problem seemingly related to the LOD: the edits I have done cannot be seen in the distance unless you increase the uGridsToLoad to 7, which with my not so good computer produces CTDs in downtown Boston. Therefore, the solution, as far as I can reason (I am new in active modding) would be to re-generate the LOD for this particular area at least. Most of the tutorials I have seen for FO4 are devoted to new world spaces. I found this for skyrim, which answers exactly the question: https://tesalliance.org/forums/index.php?/topic/7864-sky-changing-tamriel-landscape-and-regenerating-lods/. The issue is that when trying to use the function Wold LOD, CK crashes seconds after starting the process. It could be again an issue with my limited computing resources. The other option would be to follow this guide (https://www.nexusmods.com/fallout4/mods/49362) but it seems to me that this is intended to regenerate the entire world's LOD, which is not my intention. Does anyone know how to deal with this in a relatively simple way? In other words: is there a relatively simple way to generate LOD in particular groups of cells?
  8. I have been looking for quite some time for a mod that would allow to track the evolution of settlements over time. In other words, the capability of seeing how the number of settlers, happiness and other parameters of each settlement change from day to day on the pip-boy. I can imagine that this is not an easy task in view how buggy these stats can be (the known mismatch remidiated by some mods between the pip-boy figures and the actual ones retrieved once in the settlement). If such a capability already exists in a mod, I would appreciate being pointed to it.
  9. Several existing mods add craftable water or ponds and water animations to the workshop (BYOP, SOE Pack, Snappy, Woody's Wasteland Stuff). However, I could not find a way to create decorative fountains. Usually, the cascades added are too large, even the smaller ones, as to be used in a fountain the size of the Manneken Pis. I wonder if it would be possible, using for example the water animations in vanilla drinking fountains, to create a mod allowing to place the streams to create fountains with other workshop objects like statues. This would allow players to recreate Alhambra in the Commonwealth!
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