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langnao

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Everything posted by langnao

  1. Import your mesh. Click bones on the middle tab, Look for those "CLOTH_", select all of them, right click and select delete ...
  2. As mentioned by others, it should be pretty straightforward if u do it thru outfit studio. Just import ur obj mesh and copy the bone weight. Since ur object is so close or infact on the body, its even easier with the weight painting. I did something similar but my object was quite far away from the body but it has to move accordingly to the body. That took me a while to paint things manually and check thing in-game...
  3. Since you have installed it, which means u have copied everything under the scripts folder of F4SE to default Fallout 4 scripts folder, you are good to go. On second look, is there a "WornCoversBipedSlot" function? The closest I see is "GetWornItem". But "GetWornItem" returns a struct so u can't just compared like what you did. You can check out creationkit wiki page (https://www.creationkit.com/fallout4/index.php?title=GetWornItem_-_Actor) to see how it is used. Maybe something along the line of wornItem.Item.GetName() to get a string and compare if it is the item u wanna check. BTW, if u r using F4SE it means u can't port your mod to the console ...
  4. You can create a dummy quest and under OnQuestInit() add what you wanna do. Loop it and add wait function to trigger repeated notification. 'WornCoversBipedSlot' is script extender functions so u need setup F4SE if u wanna use it.
  5. I install this version of HCT, "HavokContentTools_2014-1-0_20140830_64Bit_PcXs.exe". Its in the link u provided ... Coupled with BGS_Fallout4Exporter_=_1.2.5.2.0.exe, u should have a BGS folder under 3ds max plugins and all those BSxxx dlm files and the CollisionGroup.dlu (should be added by HCT) ...
  6. Did u install 'NIF_Exporter' from Fallout 4 tools folder?
  7. Check the diffuse map whether it covers properly esp at the seam area. I normally has it slightly larger than the uv map just to make sure the seam cover nicely...
  8. What do u mean attach hands to outfit? U mean create gloves?
  9. U have to load the ghoul body and import ur cup and paint respective body weight on the cup.
  10. Use the Outfit Studio workflow. Import ur model (obj, fbx) and do whatever you need to do (weight painting, etc) and output your nif. Then touch up whatever u need to do with nifskope.
  11. Did u check out ShadeAnimator "Fallout 4 Animation Kit"? There is a 2013 version.
  12. Editing the alpha of the material file will give transparency but if u look closer, the effect is created by many small pixel of the color u chose ("dot matrix" effect). To make the effect less obvious, u can increase the polygon count of your mesh. There is another method that is using BGEM file instead of BGSM. Doing so u will not have the "dot matrix" effect but this is more for "glass type" transparency. If what u working on is not "glass type", the effect will not be nice/good if u using the BGEM method. As for making a certain part of texture invisible, add a "NiAlphaProperty" to your mesh (nif) and using transparency at your diffuse texture map. There is another method of doing this by using "Vertex Color".
  13. If u look at the nif, its not using material file but directly pointing to those texture files. U can edit the nif to point to a material file ...
  14. Yes, duplicate your BSTriShape model for your pipe model, point to the proper material file, add the NiAlpaProperty, Flags, etc. Basically you can check say the default Shishkebab and see how its done.
  15. I did a quick test. Just replace with "Anims2hmWeapon" (thru object mods) you can get your character holding it with 2 hands. If its your own model, take note of the hilt length. As u can see, my own model (katana) was created just for 1 handed so just changing it to 2 handed and u will see the other hand holding the blade... Just my 2 cents what I have learnt. When u create a melee weapon, the origin point is where the player will hold the weapon so at ur 3D software, adjust accordingly. After u added collision and run it thru "Elric", if the weapon is not visible, check your model using nifskope and make sure under “BSTriShape” of the weapon Flags is “14” Vertex Desc is “Vertex|UVs|Normals|Tangents”If the weapon does not appear on your hand but on the floor when u equip, Under main “NiNode”, Attach Extra Data->NiStringExtraData Name Prn String Data WEAPON If you r not happy with the 2 handed weapon holding position, u may have to modify the animations.
  16. They use different animation. Not sure if just replacing the animation keyword will work.You have to test it out ...
  17. What do u wamna mod? Based on what you said, it seems like u wanna create new assets? U listed Blender, yes u need a 3D program to create your asset and then its just bringing into the game. Since its your first mod, u probably want to start simple or small.
  18. Read the health actor value? The base and current value to determine how much was lost?
  19. You probably have to overwrite/separate your default idle pose thru animation Subgraphs (https://www.creationkit.com/fallout4/index.php?title=Subgraphs) with a different animation keywords for each of your idle poses. Use script to add the different keyword to your player/npc (actor.addkeyword) and then reload the animation subgraphs (AttemptAnimationSetSwitch()) . There is a catch. For player, after reload the animation subgraph, you need to enter/exit pipboy or fast travel for the new animation to take effect ... Another way you can probably add all the animations as idle animations thru CK -> Gameplay -> Animations , under LOOSE. You can call these animations thru script. This works for NPC. It should work for player character too.
  20. I think you mess up the environmental map texture path, "Shared/Cubemaps/Emerald Cubemap_e.DDS". You cannot have a "blank" space. Use an underscore or something ... Other than that things look okay. Same result as @ehtyeci, a darker/black diffuse if u want a more shiny chrome result. Black diffuse: The default diffuse map:
  21. Seems like the Envirnoment mapping is not applied even though it is checked under the material file. Check your nif and make sure it did point to the material file, also the shader type and shader flags has environment map selected (this shouldn't matter if it already points to a material file as that takes precedence).
  22. Open the nif with nifskope and check the BSSkin::instance. Some version of Outfit Studio output nif with the BSSkin points to none instead of the root parent and this can cause your CK or Elrich to crash when u import the nif ...
  23. For the nif, check the BSSKin::Instance, the skeleton root points to the root parent instead of None ..
  24. 1) Skyrim and FO4 uses different skeleton bones and probably its better for u to reanimate things from scratch in FO4. 2) Once you got all the animations and its all about replacing default weapon fire, reload, etc. You can do that using animation subgraph. 3) I m not sure if there is any animation keyword under those behavior file where u can hide the weapon when you fire. If there isn't, u can use texturing to "hide" the weapon so when u fire, u play the casting animation with your weapon invisible. Basically, I think that's how I will do it ... Note: For part 1, MaikCG mentioned that you can use XPMSE_Biped to import animations from Skyrim to biped and then load back to the biped in FO4 ...
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