Jump to content

ShenmueScrolls

Members
  • Posts

    45
  • Joined

  • Last visited

Nexus Mods Profile

About ShenmueScrolls

ShenmueScrolls's Achievements

Contributor

Contributor (5/14)

0

Reputation

  1. Connection Points , got it https://forums.nexusmods.com/index.php?/topic/4130180-tutorial-connection-points-with-nifskope-for-wall-items/ sometimes its hard to know which rabbit hole to go down x
  2. I have a new workshop constructable object and I can build, scrap and store But I cant place it on a wall, Ive looked at paintings and flags trying to figure out what controlls how and where an object is placed ALSO the object Icon doesnt show in the construction menu I think it has something to do with the Transform ID ? Ive tried googling but there is just too much useless information to sift through.
  3. CellToNif (by Yacoby) is a program that converts 'Morrowind' Map Mesh Cell Data into a 3D Nif Format Sources: https://github.com/Yacoby/CellToNif http://www.nexusmods.com/morrowind/mods/20928/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmorrowind%2Fajax%2Fmoddescription%2F%3Fid%3D20928%26preview%3D&pUp=1 Morrowind uses a 64x64 Cell Grid, I am hoping this could be updated to work with Fallout 3, New Vegas, Oblivion, Skyrim Fallout 4. (All of these use a 32x32 Cell Grid) An Importer/Exporter option would be awesome to create terrain in 3DS max rather than the respective Creation Kits (TESxCK+GECK) It could also be used to import Cell Data from one game to the next, for example I started making a map in Skyrim but now want to copy that over to Fallout 4 I tried using the respective xxEdits to copy cell vertex data from one 'esp' to the next but it doesnt really work (I assume this is a basic problem with the file offsets)
  4. CellToNif (by Yacoby) is a program that converts 'Morrowind' Map Mesh Cell Data into a 3D Nif Format Sources: https://github.com/Yacoby/CellToNif http://www.nexusmods.com/morrowind/mods/20928/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmorrowind%2Fajax%2Fmoddescription%2F%3Fid%3D20928%26preview%3D&pUp=1 Morrowind uses a 64x64 Cell Grid, I am hoping this could be updated to work with Fallout 3, New Vegas, Oblivion, Skyrim Fallout 4. (All of these use a 32x32 Cell Grid) An Importer/Exporter option would be awesome to create terrain in 3DS max rather than the respective Creation Kits (TESxCK+GECK) It could also be used to import Cell Data from one game to the next, for example I started making a map in Skyrim but now want to copy that over to Fallout 4 I tried using the respective xxEdits to copy cell vertex data from one 'esp' to the next but it doesnt really work (I assume this is a basic problem with the file offsets)
  5. I cant rename the topic but I'd still like to know if there is a better method than in the video I got collison working by following this tutorial my original mistake was leaving the BSX flag on and not replacing it after the Merge I'm still don't know why the Collision Material isn't working in Chunk Merge, I used 'Name of NiTrishape data' this time which I set as 'SKY_HAV_MAT_HEAVY_METAL' which seemed to make a metal sound when I hit certain parts of the area (but not everytime) also Arrows dissapeared when I shot at it , which makes me think its a problem with the materials, I assume it needs to know if arrows should bounce off or stick in.
  6. Has anyone completed the process Entirely with 3DS Max & Nifskope?, I found another 'speed process' video but again they use 3DS Max & Maya https://www.youtube.com/watch?v=H-wLZM6fAPM EDIT: Found this recent Blender Tutorial Once again they are using an additional 3D Program as well as Max, I havent read it all but all the steps should be possible in Max. It also shows how to use the new Material editor I was worried about that. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_1#Import_into_Blender_all_parts_of_the_body
  7. No, Even when it is selected and hasnt moved it becomes red. It also wont place anywhere on the map even if there is space. A 'place anywhere mod' might work but I would rather learn how to do that via the creation kit. Constructable objects clearly have different properties (what it will and won't pass through) and some sort of Snap to object/grid option.
  8. I thought that if I couldnt find a way to set a 'Repair' option I could at least scrap the broken bridge and build the new. I have expanded the settlement boundary and turned the North Bridge's into contructable objects. http://s32.postimg.org/iegyc4ued/20160501220806_1.jpg http://s32.postimg.org/dbfytadt1/20160501220812_1.jpg But as soon as I select the bridge it wont let me place it down anywhere else within the settlement boundary even in its exact original spot and I have no idea how to make paramiters for it to make contact with whatever it needs to become green ( it needs paramiters like the concrete cube that allow it to be freely placed) http://s32.postimg.org/yjgs88m05/20160501224118_1.jpg But I still think a Non-Movable Bridge with a Repair Option would be the best thing.
  9. I have learned how to turn non scrappable objects in sanctuary into scrappable objects. https://forums.nexusmods.com/index.php?/topic/4062580-changing-settlement-objects-to-scrappable-via-ck/ What I want to do is 'Repair' the North Bridge ingame instead of scrapping it ( I dont want to just change it via model swapping in creation kit) I have changed the Bridge into a Constructable Object but I cant find any references to Repairing Objects (I had a look at things that break like Turrets and Crops) but still cant find any references to help me. Does anyone know?
  10. If you upload it to Bethesda.net (I assume they have to accept it) You wont need to upload it to the Nexus. I assume for Mods that Betheda doesnt accept the Nexus will? I suspect Bethesda might start policing mods and if Bethesda doesnt like something will the Nexus comply with them? On a side note I have read that Bethesda doesnt allow resources to be used in other games, Like porting Objects from Skyrim to Fallout, To me this sounds pretty dumb but It might explain why I cant find a Super Mutant race for Skyrim (I suppose it comes down to licencing bollox)
  11. There is an updated fork of the niftools plugins that works on max 2015/2016: https://github.com/figment/max_nif_plugin/releases/tag/3.8.0 I am asking what the differences are Clearly the Bethesda Nif export HAS to be better than the Unoffical NifTools Plugin for 2015 which I have. Can the Unoffical Plugin be updated to incorperate whatever the Offical plugin does? or Can the Offical Plugin be updated to work with 2015?
  12. I'm having a few issues http://s32.postimg.org/stoshtl1x/popping.jpg I think its called 'popping' . Now I have removed the Hedges, from certain angles the background objects pop in and out. I think this is to do with the LOD, the engine is still trying to render the LOD and is simply backface culling the objects behind it. The same things happens if you try to delete the houses from the Creation Kit I'm not really sure how to deal with this issue, do I need to rebuild the LODs for each cell ?? EDIT: I think I solved this issue by changing the Edit Base from 'Collision Geom' to 'Bounding Box'
×
×
  • Create New...