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xoham

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  1. I have a mod I am slowly making that modifies Kingsport Lighthouse. It will add a rotating light and a power connection to the tower. Should I go through the trouble of making a quest or whatever to move my new items into the cell or should I not worry that I've modified the cell in the CK? This could mean that anyone that already has a settlement may have to clear all the trash again and/or re-import their settlement blueprint or even remake it. If players are using a mod that let's them add lighthouses, would it be possible to add a light and power connector dynamically? That is, somehow have a power connector a distance and rotation relative to whatever the player chose for the orientation of their lighthouse? Maybe this is way too much trouble. I know that the bobblehead display case must somehow be able to do that sort of thing since you can put it anywhere at any angle. I would have to be able to search a settlement for it, get the orientation, then ... Is there any documentation on best practices for packaging a mod?Thanks.
  2. I thought I read something about a workshop mod that would allow you to select an existing asset, and it would then select that asset for you so you could make more of them. it might even tell you which mod it comes from. Is there such a thing?
  3. If that's the case, and I barely understand what you mean, what could I do about it? I understand precombines to be a combined set of static objects treated as one. I'm not sure it would be a precombine given that most of it is in one .nif.
  4. I'm stuck. I searched for all local copies of the lighthouse01.nif and deleted them, so it should only reference the built-in one. I deleted any mods that affected the lighthouse; fully deleted; no just uninstalled. However, when I use the TCL console command ingame, I can plainly see that the material is still two sided. I created a material swap, gave it a name, and applied it to the base item. You can see it becomes one-sided in the CK. I don't know how to proceed and I think I have to give up. If someone can point me to mesh editing, like what tools do you use, I can maybe try that route.
  5. Here's a discrepancy I can't explain. In the CK, the pillar has no interior texture, as expected, but ingame if I use the tcl command to go through objects, it does. So how do I get the changes made to the lighthouse to appear in game? The mod is on because the light is there and it spins. But the material swap change is not there. What gives?
  6. Also note that the center of the pillar is now transparent, which proves that I did the material swap correctly.
  7. The lens flare part gets through, but the beam does not. Does the glass around the pillar maybe attenuate the light? And maybe if it does it twice it is extreme? I can try changing that too I suppose.
  8. The pulldown says "Custom material swap" and the "only valid" checkbox is checked.
  9. The stairs all look normal to me. I selected: Architecture\Unique\Lighthouse\Lighthouse01.nif ... from the render map, edited it, edited the base, and swapped the material. My material has a different name so it's obvious. Is that right?
  10. They didn't for me. Maybe my change didn't take effect. I'll try again.
  11. I used LighthouseDetails01.bgsm. Copied it, modified it for one side, and swapped it in CK.
  12. Assuming you are using Nifskope to look at it, you can set the bit 0 flag to zero for LighthouseGeometry:4 and the glass will be hidden.
  13. Nope but close. That's the glass around the column and around the room, all in one piece. It's lighthousegeometry:2-L1_LighthouseMain:2[13] That whole block has the pillar in the middle included in it. I changed the material for that in the CK.
  14. C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\meshes\Architecture\Unique\Lighthouse Lighthouse01.nif
  15. Ok I did all that. I can see the result of turning off two-sided and it looks like it should work. However, the light will not go through (or come out) in game. In the CK, it looks like it does, and before the change to the material, it did not. If I move the light outside the pillar, it is visible. If it is inside, nothing comes out. Any other material modifiers you think I should check or is the next step modifying the geometry? After writing this, I looked again in the CK and there is another central pillar inside the first one. It is connected to the rest of the lighthouse. It's the spike at the top of the roof. It should have the same material as the rest but light is not getting out of it. Thanks again for all the help.
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