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JesterDoobie

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Everything posted by JesterDoobie

  1. Apologies for Necro'ing this thread, but here's my solution, anyone reading this is free to do what they like with it, just rename it and attach it to a run-once empty quest, Scriptname (INSERTNAMEHERE) extends Quest InstanceNamingRules Property MyRules auto InstanceNamingRules Property dn_CommonGun Auto Event OnInit() MyRules.MergeWith(dn_CommonGun) EndEvent ;dn_CommonGun can be anything you like by manually setting the property different than it auto-fills in the CK, so you don't even need to change it. Could be a bunch of lists on either side of the "MergeWith" function using structs and arrays, if you need a hand with such PM me and I'll see what I can do for ya, just don't expect prompt replies, I don't check my mail here very often.
  2. I am unable to RegisterForKey() and have anything happen at all, can someone post a working example of such a script or some snippets to show how exactly to use this function in a script that extends a RefAlias? Also, anyone know the key codes for mousewheel up/down?
  3. Ty very much ser, <tophat> that resolves some of my confusion and might lead me to getting the whole thing workin, much thanks.
  4. I'm having trouble with this one, which object do I need to call it from? I have a workshop object (Rack) that when built adds a perk to the player that uses a quest to override default Rack activation and instead show a menu that has various scripted functions (all called from the QuestScript by the Perk using the menu it shows) that can placeAtNode() another object(WindMill), and then other objects like (Flooring) get placeatNode()-ed into the Windmill's 3d, eventually placing Actors(Modified Turrets) into the resulting creaky mess. It works fine as long as you take it all apart every time using the Menu functions before you do anything to it in Workshop Mode like move it or scrap it but as you might imagine the whole thing is kinda touchy about the base Rack being moved or scrapped if you don't. Meaning stuff just floats there forever. The Rack has a script already, although not the one that injects the "remote" objects so I thought it'd be super-easy to use ItemRef.setlinkedref(Rack, RackLinkKeyword) or Rack.SetLinkedRef(ItemRef,RackLinkKeyword) when I place the objects/actors then Rack.GetLinkedRef(RackLinkKeyword).Disable() and Delete() in the base Rack's working OnWorkshopDestroyed Event as a workaround (at least then there wouldn't be floating turrets and windmills all over and the Injected Objects are free to make so you can just rebuild 'em np was my thought) but it's not so much, been fighting with it for days now. I suspect I might need to linkchain them more like a patrol, the turrets are 3 "steps" from the Rack, not properly attached to the base object and Actors to boot, not attached Activators or MoveableStatics like the other stuff, but any advice appreciated, I'm not having any luck, really, with what I'm trying. As another option to accomplish this, I could possibly also use some help adding registrations for remote OnworkshopDestroyed events in the script that does inject the objects, atm this doesn't seem to be working at all. Is it possible to register a QuestScript for Workshop EVents with the right ObjectReference/Property/command? Anyone wanna reply with a snippet showing me how, with the resulting remote event? I come up with "RegisterForRemoteEvent(akRack, "OnWorkshopObjectDestroyed") in the receiving/Quest script and then "Event ObjectReference.OnWOrkShopObjectDestroyed(ObjectReference akActionRef, ObjectReference akItemRef) which atm don't work for me. And finally, anyone know how to link my Turrets to their Settlement from a script so Their SafetyAV applies properly? Likely solved if you can answer the question in the first line, I could then use Settlement.SetLinkedRef(TurretRef[Count], WorkshopItemKeyword) in the while when I place them initially but again, it's not working quite how I thought, so I might have that backwards. Likely do, as that line exactly don't work in my scripts atm, in fact. But neither did inverting it, so idk what's up there, either, really.
  5. Working with Aliases can be tricky, specially setting them up the first time. I've noticed that if you ever set SOME flags (like reserves reference, but not all of them) it ALWAYS lists it as an applied flag, IE even if you uncheck it in the alias data page it's still gonna show up under the "Flags" when looking at the Alias tab attached to it's quest.
  6. Crashing when testing models = bad models, gotta redo your work from scratch is you think it's all good/can't see the issue. Also, You can test .Nif's without loading the CK directly (or i'd go starkers mad waiting HOURS and HOURS for nothing all day every day), right click your nif, select open with.. and choose the CK, it has a MUCH faster preview window that'll pop-up. Can't do anything to the file, just lookit it, but it's WAY handier than loading the CK manually just to see if it works at all. Looked at your nif, and you just need to add CPA Nodes/Snaps to your terminal. (DO NOT use your version, restart from the ba2-file "archived" copy of the terminal nif) Lookit the PowerConnectorWall nif file, it a has perfect setup that you can just use "copy block" in Nifskope from one nif and paste into another. Then rename you new block to "CPA" (without quotes, of course) and add it to the 0Ninode's ExtraDataList. Then goto the "file" menu in Nifskope, and make sure "Auto-Sanitize on Save" is UN-CHECKED, then under "Spells" Click "sanitize," reorder blocks, save it and you're gtg. Ohh, and the Connect point called "WS-Snap" will likely need to be moved. The line that comes off the circle goes INTO your object, IE the flat side goes against the wall, the dotted line in Nifskope goes INTO your obj. This might NOT work, though. I tried removing the "ground-snap" from an object by making it snap to walls but what I was fighting was the Havok/Collision info, IT said "This object snaps to the ground like flooring does" and there's nothing I could do, I eventually had to redo my obj in 3DS from the ground up. Your object ALREADY IS a wall-object, though, it just don't know how to "stick" to the right surfaces, that's allk, so this shouldn't happen to you, afaik. But mebbe, idk, haven't tried.
  7. Ya working with non-persistent objects ingame like this is a beep, lots of script stuff just doesn't work like it should, returns empty objectreferences or you just can't get a "handle" on the obj to work with it at all. I'm pretty sure your explosions need to come from a projectile of some sort, ideally fired from a weapon to trigger a proper OnHit() event. You might be able to make "fake" grenades with a modded projectile that only has a speed and range of like 1,then use Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, \ bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial) ObjectReference Boom = akTarget.PlaceAtMe(DummyGrenadeMODDED, 1) Boom.Fire() Boom.DisableNoWait() Boom.Delete() akTarget.Delete() EndEvent Weapon Property DummyGrenadeMODDED Auto Cus without a Fire() event there just IS no OnHit() event. (AFAIK, that is)
  8. I can't promise it won't hurt, but I DO promise that I won't use the wire brush OR the glass dust in the sandblaster this time, so it won't be THAT bad. And I've got yummy virtual brownies for after... I'm Working on adding defence/safety capabilities to my Hydroponics Racks mod, and I'm getting something wrong. Anybody Ever modify defence dynamically in a script before? My mod needs a toggleable defence value like it's food and water values to be "perfect" imo(Basic idea is an awesome-looking AIO settlement supplies device, right? kinda needs defence somehow) , and I can make my object worth whatever safety I want on command, and it applies the AV to it's settlement fine, but making it then worth nothing or reducing the value either just don't work at all or breaks it's settlements defence value in unpredictable ways, resulting in settlements showing afaik just a random, +/- Integer from -99,999 to 99,999, while the obj is worth another random # or is totally unchanged and IDK WTF? I'm not modding the Settlement's safety actorvalue directly, BTW, just the Rack's Safety, alpha/beta testing revealed that modding settlement AV's in scripts directly is "touchy", to say the least, musta broken workshopparentscript (and hence my/your settlement) about 20000 times so far. Or if anyone knows a way to make script placed workshop turrets have a functional safety AV or "attach" to their settlement they way they should, and remove the AV from said settlement when they get removed by a script, that'd work, too. ATM I use PlaceatNode() to insert markers into my objects' 3d, then PlaceActorAtme() and MoveTo() to place customed heavy laser/missile turrets at the markers, which works just fine and results in functional workshop turrets (they killed the Queens and baddies i summoned using the console, anyways, I still gotta cause an attack somehow and test 'em "on auto" but since they killed something it looks like I'm all gtg so far, turrets usually either just work or won't fire a shot in my experience) exactly where I want, just they don't apply their safety AV to their respective settlements or to the Rack/Object that Places them, even if I try to RecalculateResources, and as noted above, modding/setting the values in a script is iffy. Food, power and water are treated differently somehow by the engine, I can set them or mod them as needed once I figured out how/when, just safety apparently uses Bethesda-"logic" that results in afaik random things happening and that I can't figure out at all or is more "protected" somehow and I'm stumped. Do I need to add something like TurretRef[count].SetLinkedRef(Settlement, WOrkshopLinkKeyword) or similar to my while loop to cue the workshop? Is there a more formal "WorkshopPlaceAtMe()" function, that'd just add the right sorta workshoplink for me, or an actual Bethesda method/function for such that I missed while scanning the workshopScript(s) somehow? It seems like it, but idk, afaik the game is largely predicated upon either the player adding objects to the world using workshop/build mode or using the CK to place them that way. Placing stuff, specially building complex, interactable compound "objects" ingame using just scripts (fired by pressing a button/throwing a switch ingame, for example) seems to be a bit touchy or weird somehow. I kinda get the feeling Beth is saying " ya the game technically "can" work that way, but we'd really rather you didn't so we're not gonna make it easy." Might just be cuz my technical approach is wrong, that's happened to me before many times, or mebbe I'm skirting a "protected/forced" game function like anims or SWF files/menus again, or just cuz I'm an idiot sometimes and well, sometimes is now. Any ideas?
  9. You can pretty much just look at any of my mod pages and do the exact opposite of them.
  10. AltWindowDrag solves this for me, hold <Alt> and click+drag from anywhere in any window and you can drag it, just like Linux functionality. I can grab the visible bottom/middle of a window and drag it up to see the actual bottom. It runs as a separate tiny notification-area program, and the Exe and such are so tiny and something like Open-Source I doubt there's any malware. Also recommended on the CK reference wiki, although that might be under the Skrim CK pages, and not on the Fallout 4 one yet. But I doubt it's anything bad if it's recommended. <chuckle> Now I installed it for modding, I kinda can't live without it, just grab a window and slide it away easy.
  11. Totally not my area of expertise, I do nothing with playerhomes or worldspace edits, but afaik "script persistence" is gained thru having a script active that holds the object in question in persistent memory, usually with a script property, although variables can work, too, or by an alias attached to your container. If your MasterBoxes have unique aliases, they already have persistence. If not, add them. You're basically duplicating how the workshop container works, check out it's scripts for more help. Suggest adding container filters so you CAN'T put Food in your Weapons box, that's help a LOT with sorting stuff, checkout dlc05WeaponRackScript for an example of the filter setup, they ONLY accept weapons. And don't forget that it ain't exactly stealing to use someone else's methods in YOUR work, >50% of scripting is copy/Paste. If worried, give plentiful credit to whomever you got the method from (or just ask in a PM, most modders are super-easygoing and love helping each other out) and you should be gtg.
  12. I can make models and hack apart nifs to make "new" weapons all day long, make static objects and clubs avec collisions NP, but I would REALLY love to be able to export from 3DS2013 a 92% working gun, just a few tweaks in Nifskope and im gtg. Anyone willing to help me out? Also very interested in learning more about Armors and how to edit bones and paint weights for such, and Papyrus, too of course.
  13. I use GIMP 2 with the built-in .DDS file exporter to export dxt5 files with generated mipmaps for Whatever_diffuse.dds files, then delete the alpha (if any, it's strictly greyscale transparency ) and use the filter==>Map==>Normalmap function, then export as bct (NOT bct+) _normal.dds files, again with mipmaps, works like a charm. _Specular.dds files with mipmaps the same as _n's, after tweaking them to satisfaction as you are familiar with for spec maps, greyscale and desaturate and all that, then export as bct (not bct+) and any alpha is a lost layer, FO4 don't see it for _normal OR _specular files afaik. I remove it from mine entirely before normalmapping susally, and fill any "dead zones" in my files with the generic "blue" of the background if I don't, "black" and "white" do weird things. I use quotes cuz normalmapping an obj also removes the blue layer, nothing is actually blue or black or green. You can also play with some of the layer info before exporting, increasing red increases "metalness", green is something like subsurface, if I understand right. Be careful, as objects like to "break" ingame doing that. Also the Intel thingy isn'y removing the alpha, afaik there literally IS none to remove, that's all. FO4 _n and _s files are both just red and green channels. Afaik, game always seems to throw some exception to a rule at you when modding, and my _specular mappings are kinda cruddy still, but that's just my art skills or lack of same, afaik, not the procedure to make the art. Black areas on your object otherwise colored ok usually means incorrect texture placement, it's showing black cuz there IS black there at the xy of the .dds file it uses. Workaround is to try adding transparency/alpha layer to your .dds file and deleting all the black to make it transparent then exporting as dxt5 and generated mipmaps, but depending on the object nif's shader/alpha settings this might or might not work. If it's at the border and it works on the right object at the border, it'll solve the overlapping issue. You can't really adjust the UVmap of an object (which is what you describe wanting to do) after you bake it into a nif, afaik, there's no texture that does exactly that you can edit in photoshop/dds editing software. That's 3d modelling work, Blender with the right nif plugin or 3DSMAX 2013x64. You CAN tweak the uv offset thru shader controls in Nifskope but that's only if you know exactly how to crunch the #'s to point to your texture's xy and how to setup the shader controllers, which I don't, exactly.
  14. Afaik the info you seek isnt available publicly, and is likely wrapped in so many layers of copyright red tape that it never will be. Hello Games would have to release a LOT of the source for their procedural generation code, and since such is really all theyve got, itll never happen
  15. 2nd and 3rd this request, lack of any sorta mapping is killin me!!! Specially a gd planetary surface map. got Turned around on my starting planet performing the exploring i thought was the point of the game and lost my ship totally, wound up too far from it with not enough supplies or popups explaining how to acquire/create what i needed to survive the trip back. A simple local map of any kind woulda saved my ass, and prevented the whole issue fro. Ever happening. Galatic mapping atm is functionally useless, and 1024% pointless, with pathing to center on it recommends i go 698ly linear but its actually talking me 650ly FURTHER FROM center. As others noted OCD completionism is impossible, WHERE the hell did i come from? Idk, and neihter does my super-futuristic scanner, NOR my analysis visor, NOR the scanner on my ship. Kinda a huge glaring lack imo, but what can you expect? $$ matters, and they already got mine, good luck actually getting what i was led to believe i was purchasing.
  16. I'm trying to make projectiles (or similar point 'n shoot function objects) that DO stuff, like unlock doors/terminals/containers and or make non-organic NPCs do something neato (a random dance animation is my thought) when struck. There is a spell in Skyrim with a forgotten name that makes people dance, if I could port it and apply it as a weapon/object effect somehow, that'd be 1/2 done. Fairly sure I just need to attach a script to the proj I want that generically "activates" scripted stuff, and would prefer if it had a bit of randomness to it, as well, IE it doesn't ALWAYS do what you expect it to, the mod I'm workin on is a bit of erratic fun, wearing a cool bowtie and a fez, if that helps you figure it out any. I'm VERY comfortable modding almost anything FO4, except Papyrus (still much much much to learn there, very "dense" for me, but I'm comfortable enough to eventually muddle my way through it, I'm VERY comfortable with Windows/Android scripting, so it's just the functions/parameters and stuff I'm lacking, mostly. ) so I don't need someone to do the work for me, just some pointers on how to achieve the effect(s) I'm, lookin for, and a vanilla (or mod, with permission) "base" script ref to use as a framework. "I am, and always will be, the eternal optimist, the hoper of far-flung hopes. The dreamer of impossible dreams."
  17. I get the feeling the addition of the settlement mechanic to FO4 has caused most of the bethbugs with this release. ALMOST, IMHO, seems like they got FO4 working something like FNV, then someone came up with "settlements" and everyone got all distracted overlaying/shoehorning their shiny new (horribly broken and flawed) toy onto their seriously lacking, horribly outdated Engine. Which is something like another poster mentioned; creating a dent in the ground by layering 6 pavement tiles on top of each other instead of just deforming the ground surface. They been doin that to their engine, layering patches onto it instead of just rebuilding the ground for way too long. But that's Beth's entire MO, layering patches to mask a problem they know they're creating when they patch something else instead of actually solving root issues. IMO The whole settlement mechanic itself is just another attempt by Beth to make Fallout "everything to everyone." Adds literally nothing to Fallout's lore/gameplay, and it's pointless. MineCrap in Fallout?? WTF, Beth? YAY!!! I can build a castle and scrap grass. How exactly does that help me survive after the bombs fall, when all that happens is Preston runs up with "another settlement is afraid of 3 raiders with pipe rifles. Go deal with it, I'm useless and so is everyone else in the game." When I fast travel there, the settlement's 350+ turretguns light up and take the raiders out before i ever locate them. Why did I have to go there? to turn on the guns? I didn't flip any switches, they just sorta "lit up" when I teleported in.Why couldn't you morons shoot some gd almost-naked raiders, you're all wearing X01 power armor and carrying modded autotargeting gauss rifles/rocket launchers (thanks to my hard work hauling home guns and parts) while you patrol the battlements 24/7 and you live in a literally impregnable Palace surrounded by 2000+ defence worth of supposedly automatic turrets and traps (again, 100% thanks to MY hard work hauling home supplies, NPC's are literally useless beyond scavenging 3 screws and a broken lightbulb a day.) If the bombs launched back in 2077 all fell on my roof at the same instant, I wouldn't even notice the blast inside. Liberty Prime can't get in, I've faced him as a hostile NPC for testing my defences, why are you losers afraid of 3 Raiders with pipe rifles and pool cues ?(LMAO) Let them knock all they want, we've got food growing, clean water and air, music, doobies and children inside, and we've got enough guns and armor to take out the NCR, Caesar's Legion and the entire Brotherhood of Steel if they joined forces and attacked all at once. Surviving the end of the world kinda teaches you a few things about surviving the end of the world, no? Beyond sanctuary and Longfellow's cabin, so I have somewhere to mod armor and weapons and make grenades, i don't even bother with settlements, total waste of time. Just another example of "bread and circuses," IE distract ppl with enough useless shinys and they won't care they didn't actually get what they paid for (an enjoyable, post-apocalypse survival game, in this example.) Beth has no freakin clue wth they're doing with FO4, just throwin fecal matter at vertical planes of wood and picking the smelliest nastiest bits that stick as "gold nuggets."
  18. I'm working on a mod based on the super-flashy Gauss Rifle, learning all about this sorta stuff atm. Hand placement and such can be edited pretty easy I've found out, something to do with the object's pivot(s) (learning exactly that right now today so idk yet) and you can even create custom anims for it, (FINALLY!!!) too, if you like. There's a tutorial/mod up here about creating custom weapon anims, look for it for more info. Googling "create custom weapon Fallout 4" doesn't give any really good, from-scratch tutorials, the ones I've found all use the CK to change damage and stuff, not going from a new scene in 3DS to a working in-game gun. So they're actually all mislabelled, should say "How to duplicate an EXISTING weapon, MOD IT and rename it" not create new. But it's early days for FO4 modding still, such things will hopefully come with time. Or I'll get PO'ed enough to make one of my own. Look for the 1st uploaded weapon mod featuring the modded sideways reload anims for the assault rifle. Unless you've got the right tools, you can't learn from that mod itself or it's nif files, but the forum posts on the first one of them have helped me out a lot learning stuff, and that's likely the "path" you wanna follow, I think. It's what I'm chasing atm, and it's been quite helpful.
  19. Aside from the Material error shown, which can be a headache tracking down, and most likely indicates a shader string index reference in the wrong place, I see no major errors in your screenshot, texture errors shouldn't crash things (but mebbe). Likely just a CK bug, I've found a few of those. Workin on a GaussRifle mod it's fine in FO4Edit/Nifskope, works in-game, but the CK CTD's every time I try to preview the custom'ed GaussRifleMagExtraLarge_1.nif file. So the CK is not a reliable "yardstick" all the time, which sucks. Try putting your obj into the world as a generic workshop_CO_furniture piece like a cardboard box or chair with generic textures and see if that works, then call it a TV and see what happens. Also, Nifskope has a sanitize function called check links, and texture sources, try both of those for info tracking down your material error. And if you're just creating/modding "static" objects like Stimpaks or dressers, FO4Edit is about 200X easier to use than the CK (imho anyways.) CK is largely devoted to worldspace and editing it. I can add a custom mesh version of a desk in ~2 minits with FO4Edit, takes me half hr in the CK, and I STILL gotta "fix" a lot of stuff in FO4Edit anyways which takes me 2X longer than just using FO4Edit from the start, so what's the point? I use the CK to create .ba2 files when needed, preview meshes/collisions and that's about it. FO4Edit also handles overriding vanilla references super easy, no idea how to do that (or even IF you can) in the CK. But personal preference and all that, use the tools you use, man.
  20. 3Ds is the man for 3d meshes, imho. Blender "works" but the game's meshes were all creating using 3DS, so... Thing is, SubIndexTriShapes are totaly Skyrim-era. They might work ingame (never seen one so idk) but a BSTriShape is what you want. Install 3DS2013 X64, then install the Proper Nif plugin in fallout4\tools. Export meshes with blank Slate Material effectLighting node attached, then run them thru Elric with default settings, also in \Tools folder. Resulting BSTriShape (just that block, not the effectshaders or anything) can then be used to "overwrite" the BSTriShape of a vanilla mesh using Nifskope. Copy new block to the bottom of your vanilla.nif, name it the same as the block you are replacing (IE chestpiece:0), adjust the BS props to the same as your reference TriShape. Adjust the translation to perfection, then right-click it, select copy. Goto reference block, and right-click it, select paste over. Delete the loose block you copied to the bottom of your nif. Adjust XYZ translation if needed, paste over moves stuff sometimes, SAVE, THEN open the result in OS and proceed from there, adjusting bone weights and such if needed. I know nothing about that program, not my thing modding at all so I've never used it. Got CBBE and sexy filters in place on Nexus, couldn't care less how big boobs are when there's a Wasteland to survive. NB that you might need to make the block 100% the same, IE TriShape flags should be 14, unknown short 1 below that should be 0 or 8, and the vertex size info might also change. Make VF4,VF5,VF,and VF8 100% the same as your reference block and it should work fine. You can use this method for any nif file, to overwrite existing BSTriShapes, but be warned!! LOW POLYS and LOW VERTS a must, overly complex 3d objects crash the game. Also, collision data will be off if you make major changes. While previewing in CK, press <F4> to show current collision. Minor out of place is ok, but major errors will drive you nutso and affect how you can manipulate the obj ingame, no collision means you can't highlight it in build mode to scrap stuff, stuff hangs in midair, stuff like that.
  21. There's a wonderful tutorial on tesnexus for this (http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_1#Add_a_material), but it uses Blender. I'ma total noob with 3d models and I'm trying to stick to learning 1 proggy at a time (3DS for models, it's what Beth apparently used to MAKE the game, so imo should be the most useful tool to mod it. Plus in/out of a dozen proggys just to make a mesh functional in-game is kinda harsh workflow, drives me nutso. I KNOW 3DS does just about everything I need, and love Nifskope, it's an awesome tool. I do know some stuff, can make a functional static object ingame, now I wanna try my hand at making armor pieces from scratch. Specifcally having a hard time with adding the correct bone info for whatever I make. If I wanna make a Hat/helmet IE, how do I go from the "NiTriShape/basic editable mesh" with bsLightingFX (shaders/textures r easy to apply) to tipping my hat at the ladies ingame? Research tells me I need to add the "helmet/headwear clothing node/bone?" info so it can sit on my head and move correctly, but I can't find how to do this anywhere in a form I can digest and use. Lots of stuff says to "import bones from another object" but how to do this in 3DS? When I import an fbx from the CK, I have no bone info or BSShaderEffects mats or Havok/collision/animation data or anything, just a basic vertex model/editable mesh. So I can't just take apart a DCGuardHat and see how it works to learn to make my own. I AM willing to use Blender if I gotta, but it's gonna take me a lot longer to figure this out if I do, learning 8-9 proggys at once is a trifle confusing and overwhelming. (3ds, Nifskope, Gimp, FO4/xEdit, BAE, Material editor, Blender, LOOT, NMM, The CK, cpl others, I always forget something, it's kinda crazy. And that's just for MESHES, don't count all the stuff I gotta do to create an esp that eventually uses my nif. Not really bitching about that, just trying to optimize my workflow and my time, right? Waste days messing around with something I don't quite understand when it's 3 button clicks in the right proggy (making static objects collideable was REALLY confusing because the most popular google results to "create collision for 3d model in Fallout 4" involve considerable back-and-forth from/to Blender/3DS/nifskope. But it's literally just 3-5 clicks in the correct 3DS menu (rigid body, select shape "mesh" add some force controls, set the material type and hit apply. That took me almost a week to figure out)
  22. add ability to "flag" each mods' changed files. IE If it changes a vanilla texture file,(rather than having it's own or using a vanilla resource) flag/show that file with that mod somehow in NMM. For that matter, just show all of each mods' files (and their paths) with it. extend that to showing conflicts with other installed mods (compare new+existing/cached formid's on mod installation?) add to that a simple-enough script that renumbers the formID's of the conflicting mods then generates and properly applies a patch esp/resource.(mebbe add "advanced/treed list" view to show all those extra views, default to more-or less current for avg users?) Also profiles that store my install choices somehow are a must, imho. Kinda defeats the point of a profile if I gotta re-install everything you do, I (and likely most gamers) want something I can just play my game with, not 10,000 choices to make first. I can already export from NMM and make/share a plugins.txt.zip if I want. Backup/restore as a giant game plugin works, does it include the resources (nif/texture/sound files)? What format, loose/zipped or ba2? How customizable is it (format, includes, location, all such details?) What about conflicts? personal suggestion: Make the tools button/icon in NMM look more "Tool"-y? Looks like another configure folders button I don't wanna mess with atm, and I keep forgetting LOOT and FO4edit are integrated and running them as external proggys after I close NMM. Freely admit both my idiocy and my blindness. But pretty please?
  23. http://trial.autodesk.com/SWDLDDLM/2013/3DSMAX/ESD/Autodesk_3ds_Max_2013_EFGKJS_Win_64bit.exe Official/Legit Link to 3DSMax 2013 for use with "C:\Games\Fallout 4\Tools\NIF_Exporter\BGS_Fallout4Exporter_-_1.2.52.0.exe" VERY useful setup for FO4 3d models. Novices to 3d models (like me) should expect much frustration and many face-palms before they start to get it, but this IS the "official" way to do things. IDK about a license, I'm just using the 30-day trial period, but I did read the TOS/EULA on the AutoDesk site, and IMO the section for "educational use" covers modding a video game you pay for by being a self-directed learning experience, they use VERY broad terms there, covers almost anything not directed at making $$. Didn't ask for credentials/ID numbers/anything "official" when I created an edu acct, I selected "Other" for a location/school name under the "design and manufacturing" edu section, and filled in manually "Victoria, BC" for a location. Nothing told me I don't qualify, but nothing explicitly said I DID, either, and I haven't tried to activate those credentials in-program yet, got 28 days left on the 30 they give atm.
  24. I made a custom collision for a static object I am working on for a mod. Can't claim any credit for this, I'm just modding someone else's work into something else again, kinda a thing of mine (modding mods), and since it was SOOO hard to track down this info,l I thought I'd share what works for me. Here's how: First, I watched https://www.youtube.com/watch?v=K3WV3xukyqU about 13 times, and ANY credit goes to MagicTaric Then I modified his technique as follows: I did NOT generate a convexhull for my object, stop right there in the video. Instead I cloned it, linked the clone as child of the original, reset the xForms of both. I selected the child object I then clicked the "add rigid body" button under Havok Content Tools (way up at the top-right menu bar if you missed it, I did for a bit) This added the modifiers shape and rigidbody. I set shape to mesh, and under rigid body Set the following check boxes, left the values default : Linear Dampening, angular dampening, linear velocity and angular velocity. Now goto utilities, press more, and select CollisionGroup. Once here, I changed the properties to: MetalHollow (my object is made of steel pipes), and the type to Static. Click APPLY. DOn't Forget to click APPLY. Applied a Material as instructed in the reference vid, and export. At this point, if you open you newly-made nif in Nifskope, first off it'll error out about arrays being bad and all kinda stuff, so do NOT save, just for checking, but you should see your object, with proper textures (I selected a vanilla bgsm in 3DS and it worked fine.) highlighted with a green glow. This is VERY promising, ignore the garbage bhkCompressed stuff, atm it's all broken. Run the resulting .nif (from 3DS, not nifskope) thru Elric, with the reference video's settings (default.) The result from Elric is a working nif with custom collision ingame. OOMPA. Now I can beat my head off MY OWN WALLS!!! <eidt:> to add that I left mass 0, as my obj IS a form of wall (as buddy explains in the video) You MUST HAVE 3ds2013 x64 installed, as well as the included-with-FO4 3dsmax plugins installer (C:\Games\Fallout 4\Tools\NIF_Exporter\BGS_Fallout4Exporter_-_1.2.52.0.exe. you CAN install 3ds to a non-default directory, just run the plugin installer, and grab the stuff it places at C:\Program Files\Autodesk\* and copy to YOUR \Autodesk folder.) I have added ALL the plugins under \BSG to my external paths (no idea if it matters or not, something to do with shaders led me there, i think. IDK for sure where that advice came from, been trying many things lately to get working custom collision for my mesh.) Hope this helps y'all out, I was stuck for almost a week on this one. One final note that my object came out in-game (and displayed in 3DS) with a very messed-up transform and rotation, half-in the ground twisted away from center when created. There was a point when I had "orthagonal view:realistic" open in my main viewport in 3DSMax and the "ground" mesh square was invisibly far away on a crazy axis ( 285-ish degrees right from the "North view" by about 20-ish +Z (10:30-11 o'clock high in "flight combat" terms.) Could NOT figure out how to reset it, I finally just changed the secondary NiNode's transform in Nifskope to correct it. Primary NiNode changes looked good in Nifskope but still messed around in-game.
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