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radiumskull

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Everything posted by radiumskull

  1. If anyone's still wondering about the content of the OP mod idea, look no further than the tag, which is 'limberry knights'. I looked that up, and it's a Final Fantasy thing. So there's that.
  2. Did the mod work in game before you changed it? Did you remember to alter the Fallout4Custom.ini file?
  3. The best way to carefully fine tune a reference's rotation is to double-click on it and use the '3D' tab, where it shows the exact XYZ location and rotation. The number fields there have little arrows you can click to get exact one-degree rotations. After you turn off rotation snap, of course. Also, if you have a fourth button on your mouse (?) you can apparently use that: http://www.creationkit.com/fallout4/index.php?title=New_Editor_Features#Ultra_Slow_Move.2FRotate_Mode
  4. For objects that are basically the same mesh with texture swaps, like hats, there's only ever one GO.nif for all of them. All of that business is set up in the Armor entry, so that's the part of CK that needs to know. I don't think CK pays attention to the materials header you see in NifSkope. @Xeropthalmia, congrats! @RaffTheSweetling, just do what he did.
  5. The OP is tagged 'Limberry Knights', which looks to be a Final Fantasy reference. That breaks my FO4 immersion. :sick:
  6. @wanderingwanda, are you launching the Bethesda Material Editor from the little mutlicolor circles button in the CK? It's the sixth button from the left along the top bar. It's a weirdo animal because it's a local browser page, not an executable.
  7. Also need to mention about 'Plugs' and 'Sockets'. The reason why I asked, what 'kit' you're using. The Utility and Industrial sets in particular use a scheme where the wall piece with the 'door hole' is just that, a hole. Usually the piece is named with something like 'Skt' in the name. In the same set of parts, you'll find something with 'plug' in the name, which means it fits into that specific type of hole. These are usually the metal doorframes that go inside the 'door hole'. The doors are made to snap to those 'plugs', not the 'door holes' themselves. Try loading up interior cells like the Corvega Factory, and examine the parts therein. You'll see what I mean.
  8. Most of the building pieces are oriented around an origin point that makes it pretty easy to align them. If they don't look right, chances are that either the pieces aren't meant to work together, or you don't have them aligned correctly. When I say '8,16,32', I'm referring to the Snap to Grid settings (seen here set to 32), located in the Preferences (fifth button from the left across the top bar). Grid Snap is going to make your whole life in CK easier, believe me. http://www.creationkit.com/images/6/6c/MovementTab01.jpg This tutorial is for Skyrim, but most all of it still applies: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Layout_Part_1 It's not a bad idea to go through all those tutorials, just to see what the FO4 CK is based on.
  9. You don't have to shout. We can hear you. Question is, do YOU have experience at modding? And if so, please provide links.
  10. On the CK entry for the Armor object, click the 'Edit' button under the World Model. There's a menu there that lets you select a Material Swap. This situation also applies to outfits like the PreWar Dress (Denim Dress, Laundered Rose Dress), so you can look at the different versions of that for reference.
  11. First off, make sure you've got your grid snap on, at a setting of 8, 16, even 32. Sometimes the doors don't snap to the place you think they will. It also depends on the doors and doorframes. Which ones are you trying? Are they from the same 'kit'?
  12. Yes, as I mentioned in that other thread, even creating and applying fresh BSLightingFX materials yields zero geometry in an exported NIF. For me, anyway. Meanwhile, the newer NifTools plugin works exactly as you describe.
  13. If the new mesh is a different size, then collision is probably exactly what's going on. Here's a place to start: https://www.youtube.com/watch?v=-oPvOx2KH4s
  14. I know it's official, but for some reason it simply isn't working for me. I haven't been able to figure out why it did before, and now doesn't work.
  15. I'm not sure how, but this guy Seddon4494 seems to know pretty much everything about character dialogue: https://www.youtube.com/playlist?list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k You'll have to watch quite a few of his videos, but they go through everything step by step. You'll grow to appreciate his Mancunian accent, and the way he starts every single video by clearing his throat.
  16. Looks very much like a collision problem. Is your new bottlecap mesh in the same position as the old one, relative to its collision geometry?
  17. As an answer to my own question, it looks like the NIF plugin that shows up with FO4 Creation Kit is different from the current NifTools plugin. I went ahead and installed this version. I'm not sure if it affects importing, but there's a definite difference on export. Distinguishing features of the 'old' plugin are that its Export Options window title is in Mandarin (?!?), and it includes a menu for selecting output scripts. I know that this is probably the one BGS was using for production, but AFAIK it's been deprecated by the NifTools version v3.8.0, linked above. (Because hey, I like it when my NIF files have geometry in them. Just my thing.) When exporting, I have two choices in the file type menu: 'Gamebryo', which shows up just under the default FBX, and 'Netimmerse/Gamebryo', which appears further down the list. The former has a long list of file extensions, and the latter has just one, '.NIF'. That's the more modern one, and the one that solved my 'empty NIF' problem. All of this makes me love Blender even more, because its plugin management system is so much more... existent. You can easily tell which plugins are active or inactive, with visible data about where they came from. And, the import/export menus both show entries for each, that let you choose how you're bringing in data, and how you're sending it out. Hopefully, this will help anyone who comes looking for info, and not leave a thread where a question 'just like yours' goes unanswered.
  18. If you have Auto Save turned on in Creation Kit, it will back your files up for you. But it doesn't have that turned on by default. I still keep copies of my mod file in another location.
  19. So now I suspect I may have screwed up my export options. Let me know if this looks right or wrong for a character mesh output. http://i.imgur.com/BcatUmC.png
  20. They're official tools, sure, but a lot of people use different ones. Since the information is so scattershot, I was asking to confirm if Max 2013 and its NIF plugin will still work well for FO4. Because they're not really working for me, and I don't know why.
  21. Currently I'm using 3DS Max 2013 and the NIF plugin that accompanies Fallout 4 (BGS_Fallout4Exporter_1.2.52.0.exe). Are these still valid tools? My empty NIF exports suggest they're not.
  22. Okay, so I used a new instance in the Material Picker, made it an FO4 Material and assigned it the appropriate BGSM files. Select All > Export to NIF, process through Elrich.exe. Still no geometry exported.
  23. Replacing the vanilla assets really just comes down to swapping out files. With the understanding that the pipe guns are probably the most elaborately modded weapons, so you'd have to anticipate what effect that would have on the game as a whole.
  24. Call me crazy, but I just did the following: 1. Start 3DS Max 2013 2. Import 'Gen2Mech.nif' from the vanilla Meshes 3. Launch the Material Browser 4. Use the 'Pick Material from Object' eyedropper to select one of the NIF objects Notice that it shows up as a 'Fallout 4 Shader' with all the info there. I didn't set any of that up, it came in with the NIF import. http://i.imgur.com/kqdwUaT.png @Ethreon, are you meaning I should build new Fallout 4 Shaders from scratch and not base them on the NIF info? That seems tedious.
  25. The one I'm wrestling with is based on an FO4 vanilla NIF, so it already has a BSLighting FX shader applied.
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