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xoham

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Everything posted by xoham

  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.
  16. I don't know what a BGSM file is. I have the BSA extractor and I imagine I can get the texture files (.dds?) out of there that it references. If that's not what you're talking about then I don't know.
  17. The column does indeed have a doublesided texture (inside and out). You can see it in the creation kit. Does that mean if I new how to UV map, I could remove the map for that surface and light would go through? Thanks.
  18. That mod just turns on the glow from the glowing ghoul that was there before. Tried it. I imported the .obj back to Nifskope to save as .nif. Can Blender save as .nif directly? Also there's the problem of the import of the .nif listing all sorts of errors. Is there an older version of Blender more suited to this task? I don't think I even need to modify the object, just the collision so my light can get through.
  19. I'm trying to take out the central pillar a the top of the Kingsport lighthouse. I used the latest nifskope and Blender. The import to Blender issued several errors and did not show any textures. The import to Nifskope seems to have failed entirely. Can someone point me to documents or videos that explain how to do this kind of work? In this case I am modifying the base game geometry, not making a copy. I need the central pillar gone so I can put in a spinning light (which I have somewhat working).
  20. I figured out how to change the speed of the animation. Extract the thing you want to modify with Bethesda Archive Extractor (find on nexus). Make a copy of it if you don't want to modify the base item for the whole game. Then get Nikskope. Open the file with Nifskope and find "start time" and "stop time" in one of the items probably named somethingController. Write those values down. Set the stop time to the time you want in seconds. However, you will need to find all occurrences of that speed so dig deeper. Go down a bit further and look for more Time entries with the same value that you wrote down. I found them NiControllerSequence under NiTextKeyExtraData. There were entries there with "Time" and the same value as the "stop time" that I found first. If I changed them all it worked. If I only changed "stop time", that only controlled the period the animation ran, not the speed of the animation. Hopefully some future Googler or Duckduckgoer finds this helpful. The hotkey to turn on stuff so you can see your light object in the render windown is M. Working light switch video: https://www.youtube.com/watch?v=wrhoYbbtd08 I think I'll skip the timer part and just leave it on. Placing in the exact same spot will probably involve double clicking on the destination to get the coordinates, writing them down, and copying them in by hand. Useful hotkeys: C Center on objectT TopShift + F Set the focus of the selected object. Might be better than CM Show markers. Important to find a lightF Drop down to first collision objectW Rotation gizmoCTRL+D Create new copies
  21. To answer my own question: I created the directories under "Data" as they are in the game and did not use my own folder. I put my new items in the appropriate directories and it all resolved correctly. I strongly suspect that if you use your own directory, you will need to have that in the path for everything the item references; textures in particular.
  22. I copied a mesh and did some nifskope work. I vaguely recall from years ago that when you do this the directory paths aren't right. I created my own directory in the Data folder and extracted the mesh there, renamed it, and made the change I wanted. When I bring it it the preview panel goes blank. I imagine because it is referencing directories for textures that, starting from my new directory, don't exist. How do I fix this? Do I have to find all the texture files for it in nifskope and change the paths? Should I copy them to the same relative path? Any help or links to tutorials are greatly appreciated, thanks.
  23. My goal is to create a proper Kingsport Lighthouse light that rotates, is super bright, and controlled by a switch and timer. I did a bit of modding a few years back on FO4 and some on FO3 so I know enough to do some of the work. I managed to get this much done: Copy klaxon and lightPlace one in the lighthouseLink the klaxon light to the object so the script can find it (using the same klaxon script that the other objects use)Set it to "on" to start and not to timeoutModify the light to be much brighter, white and longer rangeIt spins and looks pretty good.What I still can't do is Slow down the rotation (tried animationmult property to no effect) Place the light in the exact same location as the klaxon object Select the light in the render window. Once placed I cannot select it Create a packin so #2 is easier Don't know where to start to modify the lighthouse geometry so the center column is deleted Activate it with a switch Have it run on a timer so it is only on during the evening hours (6pm to 6am)Any and all help is appreciated, thanks. If there are tutorials to watch, I'll watch them.
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