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Asarjan

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    Fallout 4
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  1. https://disk.yandex.ru/d/HF4CIIBSquklYQSwitch example. Sound can be added to the activator in ck. The activator window has fields for this. Can be added in max. We discussed it here on the forum ~2 months ago. Search old posts. https://disk.yandex.ru/i/Rwd7FqdH4svl3w Thanks but i already solved that problem. :)
  2. Yes I plan to write some kind of tutorial. There are some tutorials on the Internet, but some things that I consider very important are only briefly mentioned. I will also provide files as examples and templates.
  3. Oh damn I just found the problem. In 3ds Max I use PointHelper as nodes, e.g. for snappoints and also for the SoundNodes. When exporting, the PointHelpers then become NiNodes in the Nif file. The problem was a space after "SoundNode". Your picture from your post made me check the nodes more closely. A damn space, so inconspicuous and yet so fatal xD Thanks for your help, now everything works as it should :D yay
  4. The sounds are properly stored in the text keys under NiTextKeyExtraData. In principle, my sequences in the nif's look exactly the same as e.g. in the WorkshopPowerSwitchBox01.nif. So: 1. Text Key Time: 0.000000 Value: start 2. Text Key Time: 0.000010 Value: SoundPlayAt.OBJSwitchPowerAOff.SoundNode Etc. You could say my Nif's are absolutely identical except for the mesh, but mine still don't play any sound in the game when pressed. I have already examined my nifs several times and compared them with original nifs. I don't get why it doesn't work that way.
  5. Thank you for your help. If no one else can help me with this, then I will use your suggested method. I would just like to do this using the Animation Manager Info Tags because it saves me one step. And somehow it has to work, because with many existing objects in the game it also works via the info tags within the respective animation. There must be an error somewhere, but I can't find it.
  6. Hi thanks for the reply. But i dont work here with scripts. Also the 'WorkshopPowerSwitchBox01' that is already in the game isnt using any scripts. The next problem with this script would be that my gate wont be activated directly by the player. The gate i have created open and close only when it is powered or unpowered.
  7. Hi guys, it's me again. After I created doors and power switches for my mod and was able to solve all the problems there with help, unfortunately one problem still remains unsolved. I created animated doors and switches in 3ds Max. The sequences are created using the Gamebryo Animation Manager and the corresponding tags are created under Extra Info Tags. So far everything works except for the sound. For example, I entered 'SoundPlayAt.OBJSwitchPowerAOff.SoundNode' as an extra info tag for the switches, but no sound is played in the game when the switch is pressed. Unfortunately, the Internet does not provide any solutions here. So the question to you is what am I doing wrong? Big thanks in advance for your help. Regards
  8. @South8028 So first of all thanks again for your help. Almost everything is now working as I imagined :) The only problem I have now is that the gate does not make a sound when opening and closing. Even though I created 'SoundPlayAt.DRS... .SoundNode' as an extra info tag in the Animation Manager in 3ds Max. I have the same problem with my power switches. I had taken the 'WorkshopPowerSwitchBox01' in the CK and its NIF-file as an example.
  9. Thanks for the support I appreciate that. Yes, I already know the door tutorial here on nexus, but I wasn't sure about the setup of the sequences because unfortunately there are no tutorials for it. I can see from the screenshot that you created the dome blinds as an activator in the CK. I have the problem that my gate in the game falls apart as soon as I place it in workshop mode. With such nifs, do all collision meshes have to be set as 'anim static'? My gate is a roll-up gate with 'anim static' collision mesh...to the left and right of it are walls with static collision mesh. Could this be the problem causing my gate to fall apart in game?
  10. Yes i have 3ds max 2013, havok content tools 2014 and the nif import/export plugin.
  11. ok i created my doors as an activator... but now they just fall apart. I'm getting the feeling that the Havok physics system is pretty broken.
  12. These dome blinds looks really cool :) Can you explain me how you do this with the sequences? Or do you have some links to tutorials for me?
  13. Ok that sounds what i wanna have and it seems a lot easier than to do it via the havok-animation. Sadly i didnt work that much with scripts. Do you know if that will work with workshop doors? Because all my doors/ gates will be placeable in workshop mode in the game
  14. Hey guys I need some help with my mod. There are doors and a garage door in the game that only open when they are powered. I'd like the same for some of my doors/gates... so I took a look at the garage door that came into the game with one of the workshop DLC's. Unfortunately, I found out that this behavior (open when powered) was created here via Havok animations. I've been watching some Havok animation related tutorials... e.g. FALLOUT 4 ANIMATION KIT. The problem here is that all tutorials are character based and the tools are kinda outdated. Although I manage to convert the hkx files to 32-bit, they simply cannot be converted to fbx format. my question: Is there an easier way to assign this behavior (open when powered/ close when unpowered) to a door? (simple animations for doors are no problem for me) Thank you in advance for your help. Kind regards
  15. Hey people, I wonder if it is possible to change the shape of the "passive power sphere". I know how to change the range, but not how to change the shape from a sphere to a rectangle, for example. Does anyone have an idea? Under certain circumstances, maybe this is possible through FOSE? I searched everywhere for that, but the only thing i could find was about the range :(
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