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skubblebubble

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Everything posted by skubblebubble

  1. No, they're separate models. The stove is meshes/setdressing/PlayerHouse_Ruin_KitchenStove01.nif it just fits neatly inside a space left in the L shaped kitchen setup. hmm, there's a thought. The players original house, you can't scrap the rest of the counters, just the stove. So you have a gap. I'll take a look at that later today. This will be a good project on how to add something to the workbench with CK for me. (I could easily just change one of the buildable cooking stations, but don't want to do it that way. I need to be able to add stuff for my main project I want to do.) But yeah, I think I can do that. (and now that you mention it, I want it) :smile: Edit: got the stove working, but it's too big to go back into the gap where you scrapped the one in the players house. Working on that. Getting a stove that looks like a prewar one though, took about 20 min. :)
  2. check archive invalidation, and make sure the esps are being loaded. also, doublecheck that the paths for the loose files are there if needed. (I mean in the .ini files) CBBE works fine for me.
  3. ok, I hope quoting doesn't mess up the spoilers. :) your first one won't work. plugins.txt needs a * at the start of the line for .esp you want to use, and it cannot be read only. many other threads/posts about it. No idea what the new NMM is doing, but putting the =1 would be bad.
  4. I have no idea what they will release other than the CK. If they are using 3rd party tools to make the meshes etc, then they can't release those, you have to get them. eg: maya, havok . In those cases, as long as we know the formats used to import into CK, that's fine with me.
  5. That is weird. You should have them in your My Games\Fallout4 folder. That you don't even have the folder is odd. Have you tried validating your local files for the game via steam?
  6. Try the new NMM, if that doesn't do it, then you're back to plan B. See the UFO4P first post for the details. (you have to edit your plugins.txt file, make it NOT read only, and put a * in front of the mods you want to use. No need to reinstall the mods)
  7. Rain I don't mind, it's taking shelter from the radstorms. I hate those things. Right now it's either get into another cell (interior), or hop into my PA. No fun taking a nap, then waking up and not needing to turn the lights on because I'm providing my own. :P
  8. Once the official patch comes out, it updates with the live version is all. You don't have to do a thing. As for going to beta and NMM, even if NMM turns off your mods, don't worry. You can load up NMM, set your mods and the order, then exit NMM and then manually go and re-enable them for the game. See the UFO4P first post for the details. It isn't hard and only takes a minute. (haven't tried the new NMM yet, still waking up and having first cup of coffee) :)
  9. Or just wait a bit longer for the CK. :) I really need to upload my 2 weaps I made/modified. Later today.
  10. The 1.5 beta that is available now, is merging the survival beta the the mods beta into one tree. The mods beta is what CK beta testers were using, and it had the survival beta in it all along. (which was a bit of a surprise) The CK is separate. 1.5 beta (which you still have to opt in to in steam), now has the menus for getting and managing mods. The getting mods part doesn't work, because you cannot make the account/login yet to beths mod site. Yet. You don't HAVE to get mods directly from Beth on a PC, consoles are a different story I believe. As above, you don't need CK to actually use the mods, just to make them. The mods part that you can't get to yet is still being worked on, hence it still being in closed beta. Soon young padawan, soon. :)
  11. Well initially it was because I am not familiar with the program , but I decided to give it a go and sure enough it was a complete balls-up but In a way it lead me to the correct answer for 3DS max The first issue with these Maya Tutorials is that Nvidia drivers above 361.75 will mess up the FBX export .. which BOGGLES my mind how or why a display driver would do such a thing. Secondly although he does explain the basics of Maya Navigation because I am so used to navigating and creating things with 3DS max moving to Maya (much like using Blender) its like someone decided to pointlessly remap all of the key and mouse commands, its maddening Like playing FarCry 3 for hours and then switching to Fallout 4 and you keep pressing different buttons for run. I originally began Modeling with Rhino3D and was greatly annoyed at 3DSmax for not having a draw quad function which I see Maya does have so im sure it has its uses. I just wish there was an industry standard that all modeling programs conformed to and when it comes down to Effort Vs Reward, I am simply not invested enough to learn Maya Fortunately I dont have to because I know now that Maya2016 isnt required at all , the bone script for maya is obsolete in 3DS max with the new Niftools plugin. What I had completely forgotten was SkinWrap (or Bind in Maya) anyway I have now copied the skin weights from the original mesh and my model looks pretty good but having been through all that I cant test it ingame because I am running beta 1.5 and Bethesda have changed a bunch of stuff for the upcoming CK modding support and it seems that all existings mods are disabled For now I think I will go back to Skyrim and work on creating some new races and wait for the Fallout 4 Creation Kit (July is my guess) Multiple threads about getting mods working in 1.5 and take a look at the first post. :)
  12. Sigh. NMM needs to be fixed. 1) stop setting plugins.txt to readonly. 2) put an * in front of the active mods. That's it. Until then, Go into your user folder eg: c:\users\username\appdata\local\fallout4 set plugins.txt to NOT readonly. This will let the game keep your active modlist and sort order. put an * in front of what you want to actually use. Alternatively, load the game, select mods, and toggle what you want. The game will sort mods on its own if you let it. So use NMM etc, to get the order (or do it yourself) then edit plugins.txt It will use what's in plugins first, then any other esm/esp it sees. That should fix things for now. (or at least get them working) :) edit: the latest beta is also merging with the mods/CK beta. You don't get the CK (unless already in), nor access to beth's modsite, although the menu does pop up. (that's coming) I don't know if you have opted out if you get any of that, but, if mods stop working suddenly, try the above.
  13. https://community.bethesda.net/thread/7221 Just went up this morning. So if you want to try for an early peek, head over there.
  14. toggled reset archive invalidation a couple times and it now loads. I'd get just the launcher, click play, and black screen with spinny circle, but no game. so try archive bit.
  15. Howard said Bethesda is aiming to release the Creation Kit for PC between the first two DLC add-ons, which are coming in March and April http://www.polygon.com/2016/2/23/11101636/fallout-4s-creation-kit-planned-for-pc-around-april-consoles-a-month http://steamcommunity.com/app/377160/discussions/0/412447613581619312/ there's more places. I know I want it between 1 and 2, not 2 and 3. :cool:
  16. Take a look in the Automatron files? That is a settlement now, so the answer should be in there somewhere. (I'm still waiting on GECK, as I intend the same thing for a Red Rocket)
  17. Trying to tweak other mods is frustrating, but a good learning time. Seeing how dialogue and quests work. Changing appearance of NPC . <- grabbed nifskope as it's needed to change some things Modifying cells and items in it. <- trying to find why something won't show up in game, but does in geck. something is modifying it, but I can't find out what How new NPC are made and put into the game. Haven't got to how to make new cells yet, beyond the geck tutorial. I'll tackle that when geck for FO4 comes out. I'm just fiddling with a few mods on FO3/FNV/TTW that have a few things that irk me, or just aren't showing up. Oh, found how to add voice to the dialogue more by accident. Sometimes just poking about leads to "oh, so that's how it's done" I've watched some videos on modding, but more on how the tools are used. I do the RTFM, then try, when stuck on something in particular, then look for help online. You remember better when you figure things out for yourself.
  18. I'm glad you're doing a sequel to the first 2 parts. Loved them. (the Vault L wtf turning into an oh! type surprise was genius) Hate it that I saw this survey first thing in the morning. Trying to decide what to pick for all those ladies on just one measly cup of coffee. :tongue: edit: never did play the covenant part yet, missed that in all my playthroughs, so guessed on them, didn't realize diamond city had so many women. Really need an adult club/brothel in that town) heh.
  19. You can also get your toes wet by looking into mods already done, and modding them. I did that with a few for Skyrim and FONV. Doing that while reading some of the tutorials made the tutorials make more sense. (they were pretty barebones) Changing what armor is used, what models, skins and a few other things. Wound up with some pretty hilarious combos, but gives a start. I too am waiting for GECK as I do want to make my own mod(s) from scratch this time. Automatron has the feel of a tutorial for doing mods. Couple of quests, a few new chars, weapons, new workshop, add new cell to area already in use (mechanist lair) etc. I'm gonna rip that sucker apart to see what they did, how they did it. It's not all that big except for the artwork (which I'm NOT going to get into) I want the scripts. My artistic endeavors leave a lot to be desired. (translated: they suck) lol. Going through Tale of Two Wastelands and converting mods to work with it also gives a bit of help on what various things do inside mods. (dependencies, masters etc) So if you have any of those games, poke about in them while waiting. Basic framework is very similar and will give a headstart (I hope) for FO4
  20. I'd side with the Minutemen, bring a bit of sanity to the Railroad. The BoS is toast though. Once you start on the "for your own good" kinda thing, my hackles rise. Institute..... all that tech and med facilities could be put to good use. Have to pound some sense into them too. If that fails, well, then they get the boot as well. Save as much as possible to use in rebuilding. After that, just take care of the pure badguys. Ferals, mutants, raiders, gunners, and bugs. (I would of course encourage a red light district though. Have to have a place to go to unwind and relax after a hard day) :P
  21. Voice mods stopped working in the beta. Was getting long load times, but getting the regular voices not the overlays. Disabled those and the load times came back. Haven't tried taking them out completely and reinstalling, that's next. Still getting crapton of quests from Preston though. Was hoping that was fixed. oh well. They did change some of his dialog though, same with the settlers. So we'll see. Going to try a new game once I finish off this one to see how it goes. That's the single most annoying thing in the game. You could wind up doing nothing *but* Minuteman quests. Keymapping changed too. Used to have the F key to rotate items in workshop, now it's the mouse buttons. I didn't change anything. It also tagged a buncha stuff as favorite, which I suspect is from me trying to use the F key to rotate things. Other than the voices, patch isn't causing me any issues. Have about 40 mods running. Even trying out the new graphics goodies for NV cards. Maxed about everything except godrays, and all is well. Even my monstrous settlements. :)
  22. It is a vram issue, but an odd one. Civ5 would do the same thing, but with black instead of blue. Exit, restart would go away for a while, but eventually come back. As if memory was slowly being eaten away. In civ, as you went around the map, you could see it draw in each hex, but some would be black for the terrain. zoom in, wait a bit, and it would draw the tile. Zoom out, and it comes back in other areas. That's a memory issue. Since the blue clears up as you get closer and the game redraws the terrain (zoom in scope doesn't look like it's redrawing, just zooming in on what's already there) Just like the black face bug in SLI. sometimes full black, sometime partial mesh draw. not much you can do about it, update drivers etc. Has to be fixed game side/driver side. (fixed my sli issues by just getting a newer vid card though) :) If you have mods that add meshes/textures, try taking those out and see if that helps, turn down settings, yada yada. standard stuff. If this is happening in pure vanilla, I'd post it to the bethesda forums.
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