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kalevala17

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Posts posted by kalevala17

  1. I'm making a redux of my Better Randomized Robots mod, and I'm trying to add different armors to the vanilla Automatron robots. I've modified the original BotModQuestScript to allow additional vanilla armors to spawn on robots insead of the three or four that already do, but now bot mods aren't showing up on assaultrons (the only ones I've changed) at all!

    I added the Assaultron_Torso_Armor_Wasteland01_Front_enc armor to the template, but it isn't showing up in game. I even added custom keywords and a new global so that it wouldn't interfere with vanilla functions. Anybody have any idea what's going on here? Tested it on a new character, popped up to level 22 and rescued Ada, built a robot bench and spawned in a bunch of assaultron devils to kill and they don't drop mods at all, just ammo and repair kits.

  2. Heavily modded playthrough, these things keep showing up in areas. They're intangible and I can walk through them without harm. They only show up at certain angles and are only a hair's breadth thick. I've encountered a few that look like they're stretched tree tectures, like they ragdolled two miles long. It also shows up through the power armor HUD, but not the pipboy. Any help would be appreciated.

  3. Fixed the problem. The moral of the story is 'when you change the output directory, remember to also change the install directory.'

    I was 'installing' my new LODGen from the original download location, so I was generating correct LOD, just installing the old broken one over and over again.

  4. According to xLODGen, only the actual .esm files for the vanilla game, SKKFastStart and the high fps physics mod are being loaded when I run it.

    When I disable my LOD mod, there are no distant pink trees, in a new game or an existing one.

    When I enable my LOD mod, there are distant pink trees in new games and existing ones.

    This means that it is something in the LOD generation that is causing pine trees to be detected.

    The only loose files in my Fallout 4 folder are in a seperate folder called Unpacked Hell that I made for making mods.

    The only tree mod that I have (and it isn't 'active') is xVivid Fallout - Trees - 2k, but those are blasted, dead aspens and pines instead of healthy Skyrim-looking trees.

     

    This HAS to be a legact file from BNS or Pine Trees Redone, but I can't find anything anywhere that calls to or references it.

  5. I'm trying to generate LOD for my game, and it worked perfectly at first. I'd added new grass, landscape, building and tree textures so I wanted it to look good from a distance. The problem is, when I got rid of my tree mods (BNS and Pine Trees Redone) and regenerated my LOD, there were still pine trees in the distance, only now they had pink (missing textures) trunks!

    I've tried everything I can think of, disabling all mods in Vortex, starting a new game, changing what plugins are loaded in xLODGen, everything! LOD textures generated with xLODGen STILL give me pink trees in the distance. When I disable my LOD mod the distance looks normal, so I know its something to do with the generation process, I just don't know where it's pulling the data from. Someone PLEASE help me!

  6. I'm working on a mod that allows the player to scrap weapon and armor mods for resources, but in order for it to not destroy the in-game economy too early I want to tie it to the third rank of the Scrapper Perk. I know that scrapping weapons and armor are tied to it to get better returns, but I can't see HOW they did it. I want to ape that so that you can't scrap mods until you have the perk, but I can't figure out how to do it. Any ideas?

  7. Working on a visible weapon mod...mod. Ugh

    Trying to find the mesh file for the flamer compression nozzle, but the .nif file is empty. It has collision data, but no polygons or textures.

     

    In-game, there's a green highlight and it shows up when I craft it (damn you, file size limit)

     

    But when I actually drop the forced item into the world, it has no physical model.

    What gives?

  8. Hello kalevala17,

     

    I wrote a tutorial to create collision volume through use of SCOL a long time ago here :

     

    https://forums.nexusmods.com/index.php?/topic/8002618-how-do-modders-handle-nif-collisions-these-days/&do=findComment&comment=73541303

     

    It's not the official way, but it works fine. You'd probably want to create a static version of an item you can pickup (like one of those junk items), and make an SCOL with your recon scope. The last object you select while creating an SCOL will be the source of the SCOL object origin. Nice thing about using SCOL to steal collision is that you can freely resize, rotate, and combine them in CK.

     

    I'd recommend keeping the collision mesh as simple as possible, since this will affect the game performance. I've used multiple object in the tutorial example, just to make a point about combining objects to get more complex collision, but if this was a real project, I'd just use a simple cube.

     

    If I were you, though, I'd just stick with how Bethesda did it with the mod object box in vanilla game, because that box would be far easier to find and pick up than the tiny object like recon scope.

     

    Good luck with your project.

    Okay, your tutorial has SAVED ME for what I'm doing, this is FANTASTIC!

    ...Buuuut, now I'm trying to find a way to stretch a collision field, i.e. take the asbestos cube and make it longer along the X-axis so that it envelops a rectangular space. I tried putting two boxes next to each other and it just ended up colliding with itself when I put it in the world.

  9.  

    Collisions - the bane of my life too. You certainly can't modify them in nifscope (not even rotate them).

    CK will show them (F4 or option off view menu) when you are looking at the nif, and it does allow you to 'merge' Collision from multiple objects (there are some Youtube tutorials on this) so you can approximate the correct collision shape (then use nifscope to remove all the unwanted objects meshes)

     

    The only real way is with 2003 tool (forgot the name) and plugins (also lots of youtube videos) - which you can still find as 30day trialware (but can't buy a license for)

    I don't want to use 3DSMax - that's what everyone is pointing me towards. It doesn't make sense that I can't rotate the position of a collision in NifSkope. There HAS to be a better, more all-in-one program to use for this kind of stuff. The number of features that NifSkope DOESN'T have far outweighs the features it DOES have.

    What do teams like F4NV or the Capital Wasteland Project use? They've got HUNDREDS of new assets!

     

    So I cracked and actually dug around until I found a direct download link for 3DS Max 2013... yaaaaay

    And now I find out that it's only a 30-day trial and I have to shell out more than 1k to use this 8 year old program that isn't supported anymore. That's NOT going to fly. Any idea where I can... not shell out money for this?

  10. Collisions - the bane of my life too. You certainly can't modify them in nifscope (not even rotate them).

    CK will show them (F4 or option off view menu) when you are looking at the nif, and it does allow you to 'merge' Collision from multiple objects (there are some Youtube tutorials on this) so you can approximate the correct collision shape (then use nifscope to remove all the unwanted objects meshes)

     

    The only real way is with 2003 tool (forgot the name) and plugins (also lots of youtube videos) - which you can still find as 30day trialware (but can't buy a license for)

    I don't want to use 3DSMax - that's what everyone is pointing me towards. It doesn't make sense that I can't rotate the position of a collision in NifSkope. There HAS to be a better, more all-in-one program to use for this kind of stuff. The number of features that NifSkope DOESN'T have far outweighs the features it DOES have.

    What do teams like F4NV or the Capital Wasteland Project use? They've got HUNDREDS of new assets!

  11.  

    Trying to work with a recon scope for the .44 magnum as a 3d object in the world, but for some reason when I drop it out of my inventory or just spawn it near me, its a floating, uninteractable, unscrappable object. I can walk through it, shoot through it, it's as if it isn't even there. Any idea why? The 'box of parts' that it was before worked perfectly fine.

    So I can add collision to an object now with complete success, but how do I shrink the collision box (not change the shape, just trim it down) or rotate the collision of an object without rotating the object itself?

    I really don't want to download and learn ANOTHER program, please tell me I can do it in Nifskope or the CK.

     

    Using this guide https://forums.nexusmods.com/index.php?/topic/4150400-a-quick-and-probably-bad-tutorial-on-copying-collision-to-new-nifs/page-2&do=findComment&comment=99860213 doesn't help, because even though I follow the directions to the (vague) letter, the collision is still off by 90*, turning a cylinder into a...sideways cylinder that still looks frontways.

  12. Has anyone used this tutorial, and more specifically had success with it? I would appreciate knowing if you did! Helps me figure out if the tutorial is even remotely well written or not. Thanks!

    -it says you've been offline for months, so I hope you see this-

    I'm trying to give weapon mods real collision for an upcoming mod, and I know that the best way to do that is to steal the collision from another object. The only object that I could find was the cigar (deliverer extended barrel) but no matter what I do, the collision will NOT rotate! It just won't. The cigar collision is at a 90* angle, so I rotate the remade one in the deliverer model? Nothing. It either crashes the entire CK or the collision (F4) shows and reflects that its still off by 90*

    I am at my wit's end here IT SHOULDN'T BE THIS HARD

  13. Trying to work with a recon scope for the .44 magnum as a 3d object in the world, but for some reason when I drop it out of my inventory or just spawn it near me, its a floating, uninteractable, unscrappable object. I can walk through it, shoot through it, it's as if it isn't even there. Any idea why? The 'box of parts' that it was before worked perfectly fine.

    So I can add collision to an object now with complete success, but how do I shrink the collision box (not change the shape, just trim it down) or rotate the collision of an object without rotating the object itself?

    I really don't want to download and learn ANOTHER program, please tell me I can do it in Nifskope or the CK.

  14. Yeah, I found a way to do it with this guide https://forums.nexusmods.com/index.php?/topic/5209230-replacing-collision-in-nifskope-easy-way/

    But instead of making the node from scratch (because for some reason I can't even see the binaries in my version of Nifskope, let alone export them) I just copy and paste them from this guide https://forums.nexusmods.com/index.php?/topic/8453333-adding-weight-physics-to-a-nif/

    And it works perfectly.

  15. Trying to work with a recon scope for the .44 magnum as a 3d object in the world, but for some reason when I drop it out of my inventory or just spawn it near me, its a floating, uninteractable, unscrappable object. I can walk through it, shoot through it, it's as if it isn't even there. Any idea why? The 'box of parts' that it was before worked perfectly fine.

  16. Trying to make it so that I can display weapon mods on wall-mounted pegboards, like we see in the trailer and opening menu.

    Not very good at scripting. I know it has something to do with attach points on the pegboard and keywords on the items that allow them to be stored, but after that I'm at a loss. Anybody know how to do this?

  17. Make the mod with the new leveled lists a master of the one you want changed. Then you can use the lists from the master in the other one.

    Okay, so I've actually got it working, in no small part thanks to you!

    But while making my changes, I noticed a glaring number of bugs that needed to be corrected (wrong limbs in limb slots, lack of armor or wrong armor, etc.) and I decided to try and 'level' the available OMODs to scale with the player, instead of it being random and encountering an assaultron with stealth blades at level 1. But for some reason whenever I set a level requirement for a mod (like maing the assaultron skull face only appear at level 25+) it never shows up at all on bots, even at level 100. Here's a screenshot.

    If this problem gets fixed, I think that's the lst thing I'll need for this mod!

  18. Make the mod with the new leveled lists a master of the one you want changed. Then you can use the lists from the master in the other one.

    Okay, how do I set it as a 'master'? If you mean just have it loaded, with the other mod listed as the 'active' file, that doesn't work and is how I got a corrup[ted .esp file. Unless you mean to ghave them both loaded in the CK and make a new .esp plugin that uses data from both?

    I'm very new to all of this, and can't find good documentation anywhere online. Seriously, those guys making F4NV or the Capitol Wasteland project... where do they learn this stuff? Besides trial and error I mean.

  19.  

     

    Instead of the OMODs there should be a LIST (?) someplace that the mod chooses from when deciding what to add on. If you delete the plasma entries from there that would get rid of those parts. Well, assuming the mod is written correctly and checks list size instead of hard coding it.

    It occurs to me that you aren't getting 'tagged' when I update this thread. You're the only person who's responded. Any advice?

     

     

    Stop using Merge Plugins. You don't want to merge anything. You want to edit the original mod ESP (make a backup copy first). No one cares if you edit the original, you just can't upload it without the author's permission.

     

    Okay, so without using Merge Plugins (which doesn't really work anyways for what I'm doing) how can I take the new robot levelled lists from one mod and put them as the DeathItem lists in the NPCs from another mod? I want randomized bots with properly randomized loot. I have two perfectly functional mods that I love which I want to make a merge patch for. I know there's a way to do this, I've seen it done with similar things.

  20.  

    Is there some sort of variable or perk that switches this from off to on?

     

    Yes, set these global variables to 1.

     

    Getting back to this, these globals set the ability to craft these mods, I'm looking for a global to unlock the ability to loot these mods.

    Before you meet Ada, even if you go to the Satellite Array, you can't look the mods from destroyed bots. After you meet her, you can. I'm trying to find what changes, and how I can apply it to other robot parts.

  21. Instead of the OMODs there should be a LIST (?) someplace that the mod chooses from when deciding what to add on. If you delete the plasma entries from there that would get rid of those parts. Well, assuming the mod is written correctly and checks list size instead of hard coding it.

    It occurs to me that you aren't getting 'tagged' when I update this thread. You're the only person who's responded. Any advice?

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