-
Posts
89 -
Joined
-
Last visited
Everything posted by StuykGaming
-
disabling objects in a list
StuykGaming replied to silhouett's topic in Fallout 4's Creation Kit and Modders
Someone else might have an answer for this part. What exactly is being stored in this Formlist? Also are these objects already enabled somewhere? -
How to end a quest when timer expires?
StuykGaming replied to Nutulator's topic in Fallout 4's Creation Kit and Modders
You could just use Utility.Wait since it's such a minor amount of time. ; Do Some Stuff Utility.Wait(10) kmyQuest.Stop() debug.Trace("Quest Stopped") -
Force Power Armor Exit
StuykGaming replied to DOTwarpunk's topic in Fallout 4's Creation Kit and Modders
Hey. I believe this is what you're looking for: http://www.creationkit.com/fallout4/index.php?title=SwitchToPowerArmor_-_Actor ; Get the dude out of his armor TheDude.SwitchToPowerArmor(None) -
disabling objects in a list
StuykGaming replied to silhouett's topic in Fallout 4's Creation Kit and Modders
Hi, I've been doing something similar but with Arrays but I still think I can help you with this. Source: Int index = 0 While (index < COB_Removals.GetSize()) ObjectReference MyObjReference = COB_Removals.GetAt(index) as ObjectReference MyObjReference.Disable() Debug.Trace("Successfully Removed") index += 1 EndWhile Code Breakdown: #1: Int index = 0Sets your integer to zero before you run it through the loop and add to it. #2 While (index < COB_Removals.GetSize())Starts the loop. It will run until 'index' is larger than the Formlist size for COB_Removals. #3 ObjectReference MyObjReference = COB_Removals.GetAt(index) as ObjectReferenceSets anything in the FormList to an ObjectReference. Uses the index as a number to pull the object from. Because we're using GetSize index is going to start at 0 then go to 1, 2, 3, 4, etc. #4 Debug.Trace("Successfully Removed")Because why not add a trace in your loop to make sure it's working right? #5 index +=1For every time index is not larger than COB_Removals we're going to add 1 to it until it is. After it adds one the entire loop starts over. #6 EndWhileLeaves the loop when index is higher than COB_Removals -
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. Follow this article step by step through 2013 and export a model. http://stuyk.com/article.php?p=17 I have exported at least 200 models at this point with zero issues. Yes it used 3ds Max 2013, and yes this is the only method to get collision working with any type of modeling for Fallout 4.
-
Need a little help with snap points for model.
StuykGaming replied to itachi1019's topic in Fallout 4's Discussion
What type of Collision are you using? Have you tried using a Mesh Collision type? Have you tried adding spacing between your connect points, don't make them exact make them skewed to the left or the right or up. -
Is it possible or am I totally tripping. So let's say I spawn an object from a form. Static MyObject = StructureList.GetAt(iIndex) as Static Grid001.PlaceAtMe(MyObject)Okay so now I have this object and it's there and it's being awesome. Now how the f do I get this object and add it to my lovely Array. Just so I can disable it along with everything else all at once. so it'd be something like... Static MyObject = StructureList.GetAt(iIndex) as Static Grid001.PlaceAtMe(MyObject) SpawnedObjectsArray.Add(MyObject).PAPYRUS DOES NOT LIKE THIS Anyway, if someone has a little guidance. I'd appreciate it.
-
Any good tutorials for custom static meshes?
StuykGaming replied to itachi1019's topic in Fallout 4's Discussion
Pssshhhhhh -
Let me explain why the Navmesh is like this, after looking into it for quite some time trying to get my own functioning stuff for Simply Modular Housing. On the regular open world cells you have a lot of open areas and they are Navmeshed quite well because the pieces are all interlocked and NPCs visibly move across them without a problem. HOWEVER. When it comes to Settlements we're using Legos with a half baked navmesh system in place. Here's an example of what the object's navmesh looks like in the CK. (Mocked with Photoshop since I don't want to spend 10 minutes opening the CK.) http://i.imgur.com/f5NNl3R.png Now what's interesting about this is that the Navmesh has room for walls, but what happens if the NPC needs to go to the next piece? The NPC simply doesn't. It's the strangest thing really and I've tried several different Navmesh methods to try and fix what Bethesda has produced. I don't think I can though, it has to be something they need to fix on their end or provide a series of nodes or trails that NPCs can follow. (Hint to anyone who wants to make a complicated but necessary invisible but snapping Navmesh mod.) Anyway maybe that will give you some insight on the subject.
-
-nvm-
-
Fallout 4 Texture System
StuykGaming replied to ajhakra's topic in Fallout 4's Creation Kit and Modders
Sift through this: http://niftools.sourceforge.net/forum/viewtopic.php?f=31&t=6316 -
I got you.
- 21 replies
-
AdvertsPosters in the CK...
StuykGaming replied to Deleted4363562User's topic in Fallout 4's Creation Kit and Modders
Here you go, take a look at the .nif in this resource poster I just made. http://www.stuyk.com/downloads/40x80_poster_resource.zip -
Hi, I've been working on writing articles over on my website. Here's a few you can add to the main page. Texture Exporting / Compression for Fallout 4 Repeatable Textures Made Easy 3DS Max to Fallout 4 Export .nif Format List of Tools
- 72 replies
-
- fallout 4 modding tutorials
- fallout 4 modding
- (and 1 more)
-
Better compression format of DDS files?
StuykGaming replied to Nutulator's topic in Fallout 4's Discussion
I know you use gimp but I've written an article over on my website about it. However it uses Photoshop. It may be of use to you if you can decipher back into the gimp dds tools. -
Need help with materials/meshes
StuykGaming replied to 50451's topic in Fallout 4's Creation Kit and Modders
In 3DS Max there's something called UnWrap UVW. Here's a tutorial for GTA SA Models, the principle is still the same. -
I'm currently in the process of making a very dynamic housing system. You can find a link in my signature bar. I am on the lookout for anyone who is willing to contribute reworks of modern Bethesda textures. Basically upscale so that they look proper on smaller pieces. Here's an example of a reworked texture and something that would work with the SMH system. Here's an example of a default bethesda texture that would not work with the SMH system If you think you can do this sort of work, I'm really looking for a right-hand man that can help churn out textures for users. Hit me up if you'd like to contribute. Preferably on the discord linked on SMH home page or through steam.
-
Hey dude, might have an answer for you actually! There's two cases on the placement of objects in preview modes. Case 1: Transform (Most Likely This) When an object is assigned a transform that determines how it is previewed in the window. Basically make a new Transform, assign it to the object and see how it turns out. Case 2: CPA (Probably Not This) This is defined as a BS:Connect:Parent thingy in Nifskope. Usually pertains to object snapping and what not. P-WS-Origin & P-WS-Rotation
-
Thank you for doing the heavy lifting. I've reached out to a few writers to see if they can cover what is going on.
-
Basically, this.
-
As soon as they sort out their feud with AMD.
-
No justice for hard work. Stolen mods, assets, and shady practices. Bad communication. All I'm saying. Nvidia may not have chose wrong, but how they chose is something the public wants to know. The public would also like to know who these 'expert judges' are or if there was even more than one 'judge'.
-
Just stop it. Don't make it sound like you got screwed over. You risked time and effort at a shot to get major $. And you did not win, that is called opportunity cost. I think what you don't realize is that there was the potential for modders who have bad computers, or good computers to get an upgrade to further their hobby or passion. A lot of users were actually screwed over and Nvidia is violating its own Terms of Agreement. When you know what actually goes into a majority of the mods that have been placed up for the grand prize, there's only two or three that actually deserve to be there. The entire contest looks as if minimal effort was used to determine who got added, when Nvidia stated they would use their time to both Play, Review, and test each individual mod. You can see why people are salty when their mod was never even looked at and albums they posted have 0 views. There was no confirmation if mods were successfully received and eligible, no emails, nothing. Many people don't even know if their mods actually made it into the entry list. Because there was no confirmation. Thievery of content, thievery of mods, thievery of assets, and thievery to fallout's modding community. You're being ignorant and ignoring blatant evidence supporting bad practices for a big company.
-
I've emailed a handful of companies to help bring this to the light so we can have some justice as modders. I hope someone writes an article about it because I know that a lot of people are salty. It's really upsetting for anyone that put away days, hours, and weeks getting their entries in. Especially when you know what goes into modding, what it takes, and how long it takes to do something specific. Looking at you PEW Weapons. https://twitter.com/stuykgaming/status/752723344852590593 https://twitter.com/TheInternBrian/status/752631604313481216
-
https://youtu.be/q1PHISLskQs Working on something new.