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JuJooGuppy

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Everything posted by JuJooGuppy

  1. Yeah, I am running a GTX 980. Well, I got it sorted, as I was going over the pathways, I noted I left a textures/ in the material... I hate that the material files don't require the texture portion (And use / instead of \), and the nif's do require either the texture\ or material\ Silly mistake on my part, sigh. I apologize for the waste of time, thanks for the reply. If a mod sees this, they could just delete it, since it is an epic fail on my part. Apologies.
  2. Suppose its also worth noting that a texture saved with those settings will not properly display in nifskope, either, but again going to the 'lower' compression options, it will show up. I've been told by a few people to save my diffuse using the above DC7 settings, yet it never works for me, so I am lost.
  3. Well, I am still running into one issue that I cannot seem to figure out, in regards to my diffuse maps. Basically, using these settings: http://i76.photobucket.com/albums/j11/TDGaming-JuJooGuppy/DDSSettings_zpsuw8bmfh5.jpg results in a texture that, when used in game, doesn't load properly (Gives me the default "no texture" purple color.) I know its my diffuse, because its the only texture I changed, and, if I set it to the very basic BC1 settings, the texture shows up in game fine. So that begs the question, whats the issue here? It seems like any DX11 textures I use refuse to show up in game, any idea why...? I mean, I can just use the BC1 settings to get it to show in game, but as far as I am aware, thats not the 'proper' format, and it certainly isnt a DX11 compression, either, so I am trying to figure out why my game seems to refuse to load DX11 textures. I also checked dxdiag on my PC just to verify I have DX11 installed, as silly as that may sound.. and I do. So why is FO4 giving me fits here...?
  4. His problem isnt that he doesnt know where the meshes are, or that he cant edit the meshes.. the problem is, figuring out a way to get the meshes to line up EXACTLY with the in-game boundaries. So far as I can see, that will be a complete pain in the ass at present. I wonder if you posted on the Beth CK feedback forums, asking about this and how they suggest you generate them to line up, if they would give you any kind of insight to what they did, or whether they would even consider including some form of helper for this in the CK.
  5. Thats what I thought, so I was confused why people are mentioning it in regards to collision creation. Though, custom collision is listed as something they intend to add, which is very good news..
  6. Aside from missing values / fields that cannot be fully edited via nifskope at the moment, I am more than happy with it.. I just want the ability to create collision, lol. When I saw the export tools for the CK, I was under the impression it was a tool for taking an objects model (or group of models?) in the CK, and exporting them to a non-nif for editing. I didn't think it had the ability to import though? We have had the ability to deal with NIF's already, so I am curious if there are any advantages to the CK exporter? At the moment it sound slike its not very functional anyway?
  7. For those looking for comment on it from Bethesda, "We'll add this issue to our backlog. The problem is if you have not generated precombined geometry then precombined visibility for a new worldspace, sprinting is getting disabled inadvertently. Definitely a bug." So, they definitely are aware of the sprint issue. They didn't mention the Cell Reset bug, but hopefully since they are intertwined that is somewhat implied?
  8. :( That is NOT good at all. Would be a huge hassle going forward.
  9. I kinda figured itd be an external plugin since I know its actually made in the modeler itself (in this case 3ds max.) Just was curious if they had included anything for it or not, which as you pointed out looks like something they plan to add. But Ethreon makes it sound like its already implemented? If so, mind pointing me in the right direction? Once I know where the tools are to do it, I can figure it out, just don't know where they are. Surprised that newer versions wouldn't still work as long as they were 2013+, hmm. Don't have 2013 here, either. ​Anyway, thanks for the replies. If it isn't implemented yet, hopefully it will soon..
  10. I have yet to play with armor and such that are skinned meshes, as they have another layer of stuff to deal with.. but to get an Apply, you need to be adjusting a NiNode itself typically. I would have to look at the army helmet mesh, but you may be able to adjust the main NiNode (0), and then apply to that.. but I am not sure if that will screw with the skin / bones or not, I feel like it would.. Depending on where the pivot point is, when you scale something, it may shift up / down / side to side, too, which could really mess it up.
  11. Yikes, cell reset bug even with the CK is a sad / not good thing at all. I had assumed it would clear up with the CK myself.. That makes things a pain in the ass really, or so it seems to me. Say you add in a new settlement, since you will likely edit the cell, that settlement is going to fall victim to this no matter what you do? So, basically any new settlements will be unsafe to store unbought power armors..? Seems to me this is something they should have addressed :( Anyone know the best way to report this issue in the hopes of having it addressed?
  12. Hey all, Just curious if there is a means to create custom collision now with the CK being out? I am rather unfamiliar with the CK, so I apologize. Just dead tired of making half-assed collision via various objects, and would love to be able to finally create real collision. I have no idea if this is something the CK typically addressed in the past, or whether its been addressed here, or if its something that will have to wait for updates by the nif plugin team (Jon) Appreciate your time reading and any replies!
  13. While this may be true, there is ALWAYS new faces to the modding scene :) (Looks in the mirror) Hey look, there's one of them now! :P Again thanks for this! Much appreciated. Any and all useful general info is appreciated.
  14. I understand what you are asking, unfortunately I have no experience with the CK at this point to be able to accurately answer that. Bethesda may very well have had an easy means of creating them, but not sure if we do or not. If you do discover a quick means of getting new nifs to quickly line up with the settlement dimension, whether thats just a conversion rate of the boundry units to nif units or some such, I would be curious to know what you did, it could save me (and others) a ton of time. So please do share anything you discover.
  15. For settlement objects, I never had any luck changing priorities, it never changed anything. In order to get objects to appear at the start, I simply added 000 in front, as it sorted alphabetically. I haven't messed with weapon mods and such, so not sure how relevant it is, but settlement objects always seem to stick to alphabetical, so when I am testing new things, I add 000 and they always appear at the front. *shrug*
  16. Well, once I figured out everything I had to do, it wasn't too bad. I don't know how feasible / if it currently works properly to manually add in the controller structure for lights turning off / on properly into a brand new mesh, so I stick to the tried and true of pasting my mesh into an original mesh, and then tweaking the code from there. Getting your own mesh bulbs to do the light on / off effect is actually pretty simple, I went through and fixed a fair bit of Homemakers lights and have custom ones as well (Including this guy, which is the one I wanted more lights for) http://i76.photobucket.com/albums/j11/TDGaming-JuJooGuppy/GutsyChandyPreview01_zps5zh63trv.jpg If you're looking to give it a go, I can try to help ya, and show you what it will take. Adding in another light (Actual light, not the bulb glow) isn't too bad. I may post an explanation regardless of whether you want it, just for future use, just gotta write it up. This guy is part of my Automatron Raider / Rust Devil workshop add-on, itll be coming in the next update to it (I need to make some adjustments still.)
  17. YAY!!! Don't you over cook the damn thing on me, or I will tell you how horrible of a modder you are!
  18. For the record, it is completely possible to have not only multiple light nodes, but multiple triggered via power. Though, it is time consuming to add additional, its do-able. For a good reference point, the hanging fan light actually has 2 lights on it, so gives a good base code to learn / work with.
  19. God, I hate my memory some times. I actually talked to the guy bout this, I completely freakin forgot. My bad.
  20. EDIT: I think I actually found what I was looking for, didnt realize addon nodes can support more than just effects. Though, I wonder if the lights will trigger via power properly like the P-AttachLight does.. hmm.
  21. Heh, I was so used to cutting things in I hadnt noticed. My issue has been that, when you increase the array size (add more connect point slots), they stay greyed out till you do some cleanup, not a huge deal but didn't do it before. At least he is aware.
  22. Still not as bad as the time I left a single blank space on the end of one of my texture pathways... that single space caused me hours of grief.
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