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Asarjan

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Everything posted by Asarjan

  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 :(
  16. Hi RoNin1971, don't worry, nothing will change my hobbies that quickly. I already have all the necessary programs ... including 3ds Max 2013 (full version). My first set is around 75% ready after a week with around 50 parts. I've been working with 3ds Max and Photoshop for many years, so creating the models (which I create from scratch) and textures doesn't take that long. I know you just want me to know how much effort it takes to create new workshop objects. I am well aware of this :)
  17. If someone else is having the problem with missing CollisionGroup materials .. this here: https://forums.nexusmods.com/index.php?/topic/9910028-3ds-max-2013-missing-collisiongroup-materials/?p=93347853&do=findComment&comment=93347853 could solve the problem
  18. So i found the problem. If someone else have the problem with missing CollisionGroup materials... Navigate to: C:\Users\"your username"\AppData\Local\3dsMax\2013 - 64bit\ENU\en-US\plugcfg there is a file called "BSToolSeetings.ini" Open it and look at the path under [Config] The path should be: C:\Users\"your username"\AppData\Local\3dsMax\2013 - 64bit\ENU\en-US\plugcfg\BGS\Configs\ In my case the problem was a wrong path: C:\Users\username\AppData\Local/3dsMax/2013 - 64bit/ENU/en-US/plugcfg//BGS/Configs/ As you can see after 'Local' it switches to forward slashes ... and a double forward slash after 'plugcfg' o.O Its important that only backslashes are used in the path.
  19. Yes you need 3ds Max 2013 because the nif-exporter that comes with the ck only works with max 2013 .. as far as i know
  20. As far as i know ... there are several markers at an settlement for example a trader arrival marker. Take a look into some settlements in the ck you will see some blue and red semi transparent boxes ... the blue ones are markers for player fast travel. Maybe these are also used for npc arrival.
  21. Hey people, I really need some help. When i add havok collision to objects in 3ds max the default materials rollout and the object type rollout under the CollisionGroup tab are completly empty. I've installed havok content tools 2014, BGS_Fallout4Exporter 1.2.52.0 and the niftools-max-plugin. I've also added the path to the bgs shaders under userpaths in 3ds max. I edited the system environment variables and added the path to the BGS/Lip directory ... and still nothing. Can someone help me here? Thanks ppl
  22. Yeah i know :/ The author was last active 15. feb this year. I hope he will read my mail soon. I also took a look again in the bunker parts and the shutter. I guess these are the shutters that open and close vertical right? So the navmeshes of the bunker parts are only a lil bit screwed at the door frames. I guess this problem and the fact that these shutters handled as doors are causing ur problem.
  23. Hey People, I'm planing to create my own building mod with new foundations, walls, ceilings and many more. The difference to most other mods will be the modular walls, so you can combine different outer walls with inner walls. I want to create several different building sets. With this in mind, you can make suggestions for sets here. I can't promise to consider every suggestion, but I'll try to fit a lot of them into my mod. Greetings
  24. Ok thats strange ... i'll take a look again into the parts with windows. But what kind of shutters do you use? I use a lot of building mods and i'm not sure if i've ever seen shutters for the bunker parts. The problem about the snap points in the industrial parts ... i cant do much about that because as far as i know, the snap points are set in the model file itself. I would need the raw files to change or add more snap points :/ Im stil waiting for the permission by the author of the snap'n build mod. EDIT: Take a look here. Maybe this can be a solution for you. The only problem would be that you have to replace the SnB parts with my parts. https://forums.nexusmods.com/index.php?/topic/9894333-build-and-construction-mod/&do=findComment&comment=93187928
  25. I took a look into the navmeshes of the bunker parts. The parts without doorframes are good. Only those with doorframes in it are a lil bit screwed. So ur only problem is that ur settler dont want to walk through these doorframes right?
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