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RuneDasRune

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Everything posted by RuneDasRune

  1. Hmm well this seems to work, but workshop contraptions still don't behave properly. I'm trying to create a puzzle adventure mod with workshop contraptions, where the player will just walk into a room and the contraptions are already set, the player must activate them in right order etc to solve puzzle. I believe that some combination of your advice and kinggarth's might eventually get me where i'm planning on going with this. I'll probably just completely overhaul contraptions scripts, use some xmarkers, enable/disable, onActivate, and OnInit the heck out of this mother. Why does Bethseda have to make things so complicated? Oh well they give us a heck of a developer kit and free use of tons of resources, better than any other gaming company, cant complain too much.
  2. Now I know why I didn't see it before! I haven't updated FO4Edit since last year :facepalm: Just upgraded. Power Grid wasn't in old FO4Edit
  3. You are a hero. Thank you so much I've been trying for weeks to figure this stuff out. I never thought to look at the workbench in FO4Edit, I've been looking at the splines and connectors all this time!
  4. Can you give a very basic explanation of how to make power connections in xEdit? Do i just set up my splines in CK and do something to those splines in xEdit? This could help me soooo much. I'll play around with it and see what i can find out by tinkering.
  5. Well I guess that confirms the hypothesis that powered state is defined in gamebryo animation. I remember reading that papyrus can "lose track" of boolean values and this quote from creation kit wiki could be a good clue as to why they made the decision to let animation determine power state: "This event can be received out of order with OnTriggerLeave, so it's better to keep a count instead of a simple true/false value for when things are inside the trigger. Note, however, that because of the way Papyrus event handling and threading works, at any given moment, your count may be inaccurate, and there is a risk of the count becoming 'stuck' over time if events are not processed correctly. If your script requires precise accuracy, use the trigger's Interaction Conditions to restrict it to just the references you care about (eg. the player), then use GetTriggerObjectCount to verify that the reference is actually in the trigger at the time it matters."Papyrus can also lose count of integers. This is a huge flaw that Bethseda may want to look into fixing in the next 200 TES or FO releases. Keeping track of boolean and and integer values is important stuff. All that time creating the masterpieces known as Operation Anchorage and NukaWorld could have been invested in other ways, just sayin. -whining complete Again thank you for your posts that is priceless information for the modding community.
  6. Dear silverlock, please bring me a AddPower() function in skse for christmas, and a red rider BB gun! I've tried every keyword associated with power, I've tried replicating Home Plate (it has workshop light and conduits that are powered by default), ive tried replicating Zimonja station. I cannot get objects to power up by keywords or scripts, I think the hasPower keyword or property has to be inside the gambryo animation file or maybe inside a havok physics file. Or it could be something that's generated inside of a player save game (probably not as a coc_DmndPlayerHouse01 from opening menu has lights powered up). Or there is a hidden script that has some OnInit() function for assigning power. Im going to try duplicating objects like you suggested to see what kind of results I get. Im working on a puzzle based adventure mod and having power by script is ESSENTIAL for my plans. The chances are power was handled by some third party software Bethseda used but cannot distribute in creation kit. They use Havok, Gambryo, and some other software for terrain building and heighmaps in skyrim so its rights belong to another company. I really wish this could be solved our only hope for now is silverlock adding functions for f4se.
  7. This seems like a very practical solution, I will give this a try.
  8. Are you sure I'ts not the other way around? I'm getting very confused.
  9. I've looked under shader flags 1 and shader flags 2, but I can not find any flags for normals. To be specifc im changing the texture on the vanilla archery target, and I've tried using the nifscope setting from the original, but it is waaaay too shiny. I've never experienced anything like this before. I'm going to try to uninstall and reinstall gimp 2.8 because it has been crashing alot on export. This may all just be some glitch.
  10. Hello everyone I am very to new to Skyrim/Bethseda modding, and I have been having some concerns and problems making textures for Skyrim. preface: I am new to Skyrim modding but I have some years experience in modding for racing sims golf games. I am familiar how textures work in general and understand the following: diffuse, normal (bump mapping back in my day), specular, occlusion, alpha channel, dtx compression and so on. The question: Do I have to sacrifice normal map detail and quality just to make a texture that doesnt shine like crazy? The only way i can stop my objects from shining is to increase transparency on the normal so much that I lose almost all detail. Is there any way to make a seperate specular map so that I do not have to use the alpha from my normal as a specular map? Is there something im doing wrong? The best solution I've had is to use nifscope to drop specular power and glossiness way down, but I'm still not getting satisfactory results. I am also getting creation kit warning about hdr on ps3 will have problems is specular is set at 0 (even though i had it set at .1 perhaps it uses only whole numbers?)
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