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About Crash180
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I modified an existing cabin in Fallout 4 and I am separtaing elements of it in Outfit Studio to make the collisions in Nifskope. When I select havoc in Nifskope a couple of the elements are producing hulls with 0 vertices and normals. I have to reduce the round off error to .2 or .1 to get it to make the collision mesh. I am new to this so I'm not sure if this is okay or not.
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I am new to this so I started off copying an existing collision into my model and did the sanitize->reorder blocks before putting it through Elric. All was good and worked in game. Made my collision and it didn't work so I went back and redid my test and that wasn't working anymore. It won't reorder the blocks anymore and Elric fails it. What am I missing?
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So I spent a chunk of time today reading, watching and experimenting with collisions. It seems like what people have come up with are: Find a similar existing collision and copy/paste the branch into your existing model and hope for the best. Get a copy of 3ds max 2013. Use this Nifskope resource posted by pepperman35. Simple collision made in Nifskope for Fallout 4 / NifSkope Collision Tutorial - Fallout 4 and Skyrim. So I tried the OBJ import method in #3 using Eckserah’s Nifskope but Windows saw it as a threat. Is it really a threat? Is one dev version of Nifskope better than the other or more mainstream? Would it be as straightforward as exporting your Blender model as OBJ and importing into Nifskope?
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I am editing the Sunshine cabin as a way to learn Blender. The last bit is to change out the glass window panes. I have copied in a glass object from another model (which also copied its origin point) and appended just the material I want. In both cases the nif looks good but the previous iteration of the cabin disappears in game as well as the icon in the build menu. I am taking the glass material from one of the warehouse doorframes. Any idea where the problem lies?
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So I have been using the Sunshine cabin to learn Blender and have started messing with textures and hit a snag. I replaced a texture under the base color drop down in the material properties pallette but when I export it to a nif the old texture is used instead. Also tried it with Blender's default cube and I got a nif of a gray cube. Don't know what I am missing or if it is a plug in export issue.
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So I have been chasing something that doesn't exist. I was thinking some of the problems I was having was because I hadn't found the right combination of software or just operator error. Blender 3.5 and Pynifly 4.2 it is. I just need to learn what is missing or changed from the existing models and then fix them. Add it to the learning curve. Thank you for your help and patience.
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So is there a software combination where the output matches the input or is this the norm in having to know what to fix afterwards? If I could find 3DS Max would that work properly? The cabin has around a dozen layers and would suck to have to make these changes each time I wanted to tweak something.
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I switched to Blender 3.5 and Pynifly 4.2 and was able to export a Nif that did not crash the CK. The problem layer matched the original except it switched out the wet material texture. All layers are using this. The two NiNodes for collision and RampHelper are gone but the BSXFlags are there. I compared the BGSM file to the Nif and they match.
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That's a fair point. Just because I am using their files doesn't guarantee they are squared away. I'll check them over and look at the export settings again. Maybe try another version of Pynifly. I originally thought learning Blender was going to cause me the most trouble.
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I saw several differences in that branch so I replaced the entire branch and now it does not crash the CK. Brought it in game and noticed the collision was boogered as I was able to walk through walls. Replaced that block as well and all is mostly well. My character stops momentarily as I go across the top of the stairs. BTW. I did figure out how to get the original missing nodes to export so the file now has collision and BSXFlags blocks in the Nif. In the attached image the original is on the left and export on the right. So, do you know what might be causing those block differences? I'm even willing to admit to operator error.
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So I learned how to reshape an object without stretching the texture by selecting 'Correct Face Attributes'. When trying to close the gap by merging / snapping vertices or edges using this it still stretches. How do I fill in the gap in the roof and make it look continuous without any stretching of the existing texture?
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It appears my problem might be a material file? The plywood roof to be specific (WoodyPlywood01.BGSM / resroofplywood01_d.dds). I exported each layer separately and then linked each one until it crashed the CK. I then replaced the material in that layer with another one used in the file and no crash. Took it a step further and tested swapping back in the WoodPlywood01 in both Nifskope and the CK resulting in no crashes. So why would the default Nif using the same material file work but cause the exported Nif to crash the CK?
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So I did the whole process with another file, ShackWallFlat05, which is a default constructible in the game and was able to successfully bring it into the game albeit with pink connection spheres. The cabin I can bring into the game only from the default file. Once it goes through blender we know how that goes.
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That didn't work either. Installed Blender 3.5 and and installed the earliest Pynifly version that didn't warn me about Blender v4.0 which was v13. Failed to import. Went to v14 and it exported with all the blocks as the original in the same order but it crashed the CK. It was Elric approved. Went to v15 and it stripped the BSXFlags and Cabin01NoFence NiNode. Oddities observed was that I could not remove the Pynifly addons because of Python script errors. Had to reinstall Blender each time. Also had a command prompt icon appear in the task bar each time I launched Blender. Because I apparently am a glutton for punishment I played with exporting it as an fbx and then as a Nif through Bodyslide. No textures appeared and for S&G's I tried linking it to the CK and it crashed.
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I wondered if going to the latest version was wise. I had tried 3.18 that was already installed for Niftools and had issues. I'll try 3.5 tomorrow and give it a go.