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ShenmueScrolls

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  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'
  13. Has anyone used the Bethesda 'BGS Fallout 4 NIF Export Plugin Toolset' that comes with the Creation Kit? Apparently it only works with 3DS Max 2013 and I'd rather not have to download and install yet again another version of Max. But If its worth it I will . Is it Better than the current updated version of Max Nif Tools ? Combined with the 'Creation Kit Web Material Editor' does it finally get rid of the need for Nifskope or at the very least get rid of the need to copy and paste BSLightingShaderProperties Branhces? And can the creator of NIf Tools update either of the plugins to work with 3D Max 2015? (and whatever else version) The Readme **********REQUIREMENTS********** 1. The BGS Fallout 4 NIF Export Plugin Toolset only supports 3ds Max 2013 x64. 2. To use this installer, 3ds Max 2013 x64 must be installed in the primary drive's "Program Files" directory, or the plugins will not be copied properly. **********REQUIREMENTS********** Installation Steps: 1. Close 3dsMax 2013 if it's open (the installer detects this). 2. Double click "BGS_Fallout4Exporter_1.2.52.0.exe" in this folder. 3. You may need to restart your computer due to an environment variable change. Additional Setup: 1. Load 3ds Max 2013. If there are any errors regarding MaxPlugin.dle, or any of the other BGS plugins, the installation was not successful. -Make sure you are following the requirements listed above. 2. Select the 'Customize' -> 'Configure User Paths' menu options. -Under 'External Files' tab, you need to add the new directory "C:\Program Files\Autodesk\3ds Max 2013\plugins\BGS\Shaders\", or equivalent. 3. Configuring texture remapping -- This allows multiple users to share source/dds files, regardless of the file locations. -Open the material editor. -Create a BSLightingFX material (select the 'Standard' button and choose it from the material type list). -Select the 'Settings' button (will likely be in the center of the UI). -Select the 'Data:' button. Navigate to a directory named "Data" you want to use for DDS textures. -NOTE: This directory must have a folder named "Textures" immediately below it. (i.e. "Data\Textures\Clutter\ClutterTexture.dds") -Select the 'Source:' button. Navigate to a root directory you want to use to store TGA source files. -NOTE: This directory must have a folder named "TGATextures" immediately below it. (i.e. "C:\Source\TGATextures\Clutter\ClutterTexture.tga") Exporting: 1. Select a single scene object, then select File -> Export -> Export Selected to open the export dialog. -Only one export root is fully supported at the moment. If you need to export multiple geometries together, create a dummy parent and export that. 2. The "PE Static Art", "PE Skinned Geometry", and "PE Anim" are the most commonly used export scripts. -On export, the script name is added to each NIF's header. When creating new NIFs, it may be useful to view a similar existing NIF's header so you can use the same export script. 3. Export scripts are ordered lists of processing plugins with custom processing options. -It is recommended not to modify these scripts, as there are unspecified order requirements for various processes. -If necessary, the scripts can be modified in the export dialog, or in their text files. Important Notes: 1. There is a LOT of deprecated functionality in the toolset. We don't use most of the gamebryo-specific scripts/plugins anymore, so it is recommended not to use them as they have no function. 2. Due to 3dsMax performance issues, workflow for larger assets or kits preferred use of the 'BSBlinn' material type as opposed to the typical BSLightingFX material. -This references either a scene BSLightingFX material or a BGSM (preferred), and will export normally when applied. 3. 3dsMax 2013 does not support DX11 texture formats, so we preferred texture mapping of source TGA. -This path is saved as *.dds so it is important to keep an identical hierarchy between source/dds directories. 4. Fallout 4 now supports the use of BGSM/BGEM files. These are JSON representations of shader/material data. -After nailing down UVs, it is preferred to edit materials using our Material Browser webpage (colored bubbles button in the Creation Kit toolbar). -Our custom 3dsMax lighting shaders have visual issues compared to using the Material Browser to edit materials in realtime in the Creation Kit. -Any BGSM/BGEM changes can be refreshed in 3dsMax using the material file buttons at the top of our scripted material UIs. -Our custom BGSM files also hook into perforce, if you prefer to use it. -Select the 'Settings' button, then type in the name of your P4 workspace in the "Workspace" text field.
  14. Its not really about turning a static object into an animating one , its about changing the animations of the player into new animations Two bases from the main game to work from is 1) The vertibird, the player climbs into it and it moves, albeit in a set path, could that be changed? However if I was going to attempt something like this I would go with the 2) Power Armor Player climbs in and it moves, this seems to be the best basis for altering all animation movements, I think it would work better as an animal or horse rather than a mechnical vehicle, mainly due to motion physics probabally wouldnt work well. I also suspect that to avoid replacing the power armor you may need some sort of script extender but I have no idea how sophisticated Fallout 4 programming is Good Luck
  15. I always thought that fast travel should only be possible once you get access to the teleporter
  16. I'm pretty sure that graphical issue is due to LODs still being loaded when the house has been deleted , its just using a backface culling method because it thinks the house is still there
  17. It would be interesting to see if it was possible to export the horse "Data" from Skyrim and make a mountable "Vehicle/Deathclaw"
  18. Who fired the Gardener? http://s32.postimg.org/4bzmu3784/greatgrizzlyaddams.jpg Edit the base of the Original Item and give it a display name that will show up when you select the item ingame Creating a 'New' workshop_co item or you can duplicate and edit a similar item (don't edit an existing item ) In the dropdown box you should be able to select the display name. Ok & Save your esp EDIT: Originally I thought that If I made a 'workshop_co_ScrapPrivetHedgePreWar01' file then it would work for all of them automatically , but you actually need to go into each cell where the Hedge appears and simply click edit and ok to confirm changes in that cell (perhaps there is a button or command to connect to all Privet01Heges?)
  19. I like to know what functions the creation kit has in regards to NIFs & Materials
  20. I would wait for a new version This is how you can set non scrappable items to scrappable in the creation kit https://forums.nexusmods.com/index.php?/topic/4062580-changing-settlement-objects-to-scrappable-via-ck/
  21. I'm wondering if Betheda will release other offical tools to help people make their own textured models and stuff instead of us using Nifskope and messing around with BullShtLighting Shader Branches or do they 'technically' not want you to use anything other than their original model objects for use with the Creation Kit?
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