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Tilarta

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Everything posted by Tilarta

  1. Well, it's actually a lot more complicated then that. The small screen near the top of the machine and the white panel just below it are separate objects, as is the power connector on the back. I couldn't figure out how to apply the texture files I created to those objects, as there isn't a pre-existing template to work from. This part of the project has two stages. The first part is to replace all the vanilla vending machines with this one. That's probably going to need some script recoding as the container code is quite different from this one. Basically. there's a little box inside the vanilla machine which has 6 visible bottles which randomly change assortments every few days of game time. That code will have to deleted and replaced with code that does the same thing by just changing the contents of this container. The second stage is to make this into a Settlement object, which is why I put the power node on the back. When a wire from the Settlement power grid is connected to that node, I want the screens to light up and the smaller screen to change graphics. I also want any beverages that are placed inside the container when it is powered up to be chilled, as it is technically a functioning refrigerator. Since I'm not an expert modder and haven't solved any of those problems, I decided I needed the input of someone who could finish what I started. Then I can go back to the much simpler task of retexturing the bottles ingame. I'm also planning to use this mod as a template for a new mod I have in mind, so it's important it works as it will be replicated to create the derivative mod. Additionally, this is also preventing me from playing the Nuka World DLC, as I want to see my mod working ingame during gameplay for bug testing purposes.
  2. I have been attempting to make a mod that replaces the Nuka Cola Vending machine with the one from Fallout New Vegas. I've taken the work as far as I can and I need help to finish the NIF file. This is the current stage of my project: http://i.imgur.com/dJGjbCN.png If anyone has the necessary skills/knowledge to finish the object modifications, please respond to this thread. If you wish to be credited as a co-author if/when I release the mod, I will do so.
  3. I am working on customising the Operators faction in NukaWorld. I am up to the point where I want to give them weapons with very specific mods. They already have an existing weapons data entry to give them weapons and I think it would be easiest to change what items this grants them.How do I modify this entry to give them a weapon with specific mods?
  4. I am designing a new outfit for the Operators faction in Nuka World. The next stage is to add the helmet to their inventory template:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/CreationKit/OperatorOutfit01_zpsbnhekwnr.pngDoes anyone know how I can add a new entry in this list to slot the helmet I want them to wear?
  5. I am working on designing a modded inventory set for the Operators faction in Nuka World. Since there are several NPCs listed as Operators, I want to know how I can give them a baseline equipment list.That is, they all have a specific underarmor, armor pieces and weapon. What do I need to edit to make this happen?
  6. As part of a mod for Nuka World, I am redesigning the outfits for certain NPCs. When I tried to change Mackenzie's outfit, I couldn't find out how:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/CreationKit/MBoutfitOptions01_zpsvdlzijrm.pngSierra Petrovitch has an outfit structure similar to this, but she has a separate file that defines what she wears/has equipped.When I edited the file, it changed her outfit automatically. But Mackenzie for some reason does not have the separate file, thus preventing me from editing her outfit settings.This is the outfit I want her to wear:Marine WetsuitHow do I make this happen?
  7. @montky The idea is that when the machine powers up, the monitor will activate to display a NukaCola image and the logo panel will light up. Just so you see that it is connected to the settlement power grid. I did wonder if it might be possible to put the Cappy&Bottle video on the monitor, but I don't know if meshes support animated textures. Or the sound that goes with it. And I'm still a beginner modder, so that is most likely beyond my current skillset at the moment. The primary problem is that I don't know how to make NIFs Fallout 4 compatible. I can tweak the models and make the shapes I need, but whenever I try to import them into Creation Kit, it causes a fatal crash. The modders who helped me fix the last few broken meshes explained that the file tree and collision data not being formatted correctly are the primary causes of incompatibility. And that is specifically the problem here, as I had no object to make a baseline comparison for any of that data, I had to make a rough NIF and then seek advice on how to fix it. When I have a lot of free time, I might have to start going through the object files one by one and see if any existing functions can be redesigned to work with my mod. The main drawback is the modelling software I am using isn't compatible with Fallout 4's NIF format. Unfortunately the one that is compatible is ransomware and I can't afford the hundreds of dollars worth of regular subscription to "rent" the software license. Which is why I usually seek help of someone who knows how to fix the format and then take it from there. It will get more complicated from that point on, as I have to work out how to rescript the game to substitute the FO4 vending machines for my FNV vending machines and make them randomly generate nuka cola batches. If I solve all of the above, then I'll see about the next phase, bringing Sunset Sarspiralla into the game. The vending machine is the key principle that has to be solved, since once I understand it, I'll adapt it to create a Sunset Sarspy vending machine.
  8. Another modder helped me fix this, it turns out if you want a mesh to glow, you need to break it into two parts, one for the glow and one for the part that doesn't. After that is done, it's just a matter of enabling a function in the BGSM linked to the glowing mesh. I'm onto the next stage of the project now, the Nuka Cola Vending machine. And that is going to be a lot more complex!
  9. âI am working on a mod that involves converting the Nuka Cola machines to the New Vegas version. But as I am not good at making NIFs Fallout 4 compatible, I need some help from a more experienced modeller.Especially as the NIF I created has no precendent due to the unique requirements of my project. Here is the current version of my Vending Machine:http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NVNCM01_zps4xjkmxaj.pnghttp://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NVNCM02_zpsubmuo1ci.pngThis is the workshop version of the Vending Machine.When connected to a Settlement's power grid (connector in second picture), I want the logo&monitor to light up/change graphics and for any beverage placed into the container to become cold when it is powered. I haven't managed to get the logo&monitor shape to fit the shape of the main model, so that needs fixing as well.There are 3 separate models, the main machine, the logo&monitor and the power connector on the back. If anyone can get this NIF to work with Fallout 4, it would be greatly appreciated.If you think you can fix it, please send me a private message and I will give you the link to the zip archive.
  10. I tried a new approach, taking the original object and doing a simple mesh swap. The method I tried involves importing the mesh, moving it to the right spot in the tree and then removing the old mesh. I had thought this would allow the structure to remain basically intact. But when I tried it, it made the tree generate extranous data. The random structure isn't my doing apparently, but something that happens when I try to reorder the children nodes by entering text values. So if my analysis is correct, I need to figure out a way to simply organize the tree to stop it randomly generating new data. I think my problem here is that I don't know how to rebuild the tree and keep it concisely organized.
  11. I tried reorganising the node order: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCQtree01_zps8m7jubnx.png But I obviously did something wrong, as it caused the CK to crash when I attempted to use this file. My assumption is that since I didn't know the order of the nodes, I just moved them down a level and put them anywhere. Obviously the order has to be more specific then that, if it didn't work.
  12. I tried making a new NIF where the cap and label are a separate mesh. It didn't go so well! Creation Kit accepts it, it looks like it should, but the game crashes each time I try to interact with the object! Even trying to view it in PipBoy shuts down the game. I'm still studying it to figure out what went wrong. I went back to the earlier version where it was just one singular object and tried the masking approach: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/Textures/NCQtextset01rs_zpsclovc952.png But it did not work either. The cap and label still glow after I made these changes. I think that I am either not formatting the DDS files properly or I am not getting the Color Channels to apply the correct masks.
  13. I am having a problem where a glow effect is applied to the whole object, changing the visual appearance of the label and cap when I did not want it to: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCQnvGlowError01_zps4tnuatly.png t occurred to me a possible simple solution would be to duplicate the mesh, then make the blue texture non-visible, so the second mesh is floating over/around the first mesh, allowing the label and cap of this bottle to remain unaffected by the glow property. I did some research on this and it appears my theory is technically possible, but so far, I have not managed to get it to function. Does anyone know how I can edit the mesh in this manner?
  14. I have successfully imported my new retextured NukaCola bottles into Fallout 4 and so far, the game is accepting the mod: Modded Nuka Cola Bottles But the one on the end there isn't glowing. I made a glow specular, but obviously, I didn't get it right, since it isn't lighting up.http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/Textures/NCnvQglowPrb_zpswqtvy5mx.png How do I make an object glow ingame?
  15. I fine tuned it a little more, but I still don't think it is working. To be honest, I think I should just take the result and move onto the next stage. I don't think it's worth worrying about the label being glossy when I've got bigger problems to come.
  16. It looks like this: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/Textures/NCF_s_zpsr6vf5vzx.png I hope it doesn't have to be that detailed with all the sublayers on the side. That I can just edit the channels and be done with it. Plus, GIMP gave me an error export message I didn't understand, it said it was blocking the export because there were layers, at least that was my interpretation. That is where I am having the difficulty, working out how to isolate the channels for individual editing.
  17. Still working on it, but not sure it had the desired effect: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/Textures/GcolorChannels01_zpsb7dba1bk.png Is this what it's supposed to look like? I inspected the object in Creation Kit and it seemed that the bottlecap was more metallic then the bottle.But the label which I intended to be matt and have no gloss did!The color values used here were 255 for metallic, 127 for glass. I don't think I did it correctly.
  18. I need to apply these effects to an ingame object I have modded: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/Textures/NCBNVkeymap01_zpsjglritz4.png According to the info I have, it is the _s.dds file that controls this aspect of the object. But the tutorial I found was not very specific, it just said "paint it red". Since that doesn't help, I am looking for a more precise guide, one that explains it step by step. I am using GIMP as my DDS editing program.
  19. And it is still crashing the Creation Kit. I am thinking at this point, an expert (or at least, someone with better skills then me!) should inspect the file directly, find out why it keeps crashing Creation Kit and then tell me how to fix it so this doesn't happen again. Send private message for Google Drive link to download the file.
  20. Getting closer I think, based on the instructions: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCbottleNV03ns_zpspysbfurk.png For some reason, it jumped above the grid when I made the change, it should be sitting neatly on it. That has to be corrected. And it's still crashing Creation Kit when I attempt to relink the mesh. I think the n and s maps will need some more work, they're not quite ready yet. Or I broke the s map, the tutorial I was following to make it wasn't clear enough. But I think that's best discussed in a separate topic and also an issue to be tackled after all the primary problems are solved. That is, if the textures aren't connected to the primary problems. Since screenshots can only show so much, if anyone wants to inspect the file directly, send me a private mail message and I'll give you the link to my Google Drive where I am storing the workinprogress Nifs. Now if you'll excuse me, I need to go put ice on my head....... Brain is overloaded again!
  21. I am still tinkering with the file, it's getting close to working: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBottleNVns01_zpsprxbzvje.png My main problem at the moment is getting the new mesh to move to it's correct slot in the file branch structure, so it replaces the old mesh.
  22. I am confused, there is no menu on the left: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/BS/BSnkb01_zpsnex0oncs.png Nor am I able to click on the object to select it. I've pressed all of those buttons above, even tried looking in the drop down menus at time. Still haven't found the file structure you described, at least, not in Outfit Studio. I could see it in NifSkope, for some reason, it had given the human skeleton rig to this bottle, it was a long list of references with arm, leg, torso, etc that had to be deleted one by one. My mod isn't going to be as simple as replacing the bottles, I have to replace the Vending Machines too. And recode them so they replace the animated ones. Then if that works, I have to make a Settlement specific vending machine too. But that will come later, after I solve this initial problem.
  23. I tried to follow the steps in the video, up until this happened: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBmi01_zps2jylih5u.png After this occurred, what was happening in the file didn't match up with the video tutorial. Since I was uncertain how to proceed, I stopped working on it at this point. I am using NukaColaBottleFullPrewar.nif as the baseline file, since this bottle is intended to replace that object. I don't know if collisions apply to static loot objects.
  24. The program I was attempting to use is Blender. Unfortunately, the NIF plugin for Blender doesn't work with FO4 objects. See below: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/BlenderNFSerror01_zpswzyzfuhw.png http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/BlenderNFSerror02_zpsc87mxpta.png I notified the NifSkope team of this and a team member acknowledged the notification, but as of currently, nothing ever developed from that point on. So basically, the only tool I have cannot be used. :wallbash: I've been experimenting with a workaround using Outfit Studio, but haven't gotten it to work yet. More details here. I haven't tried the recommendation about the textures yet. What I'd prefer to do is just to get the mesh that is fully prepared, copy it directly into the NIF, replacing the old mesh and then just save it, letting NifSkope sort out all the file compatibility issues. Not sure if I can do that though. And please don't bring up 3DS Max again, that's all anyone says. Yes, I know it's the only compatible tool, but I can't afford the Ransomware costs and that is the end of the matter.
  25. I've got my first mesh ready to use for my Bottle mod: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/NS/NCBottle01_zpshao9ejlt.png But when I attempted to relink to this NIF in Creation Kit, it came up with an error code. Most likely because this is not a FO4 formatted NIF. So it would probably be simpler if I could just copy all the data from my model into the FO4 NIF it is intended to replace.But I haven't figured out how to do that yet. Does anyone know how I can take all the data from my model and transfer it directly into the FO4 NIF file? Since I will be using this procedure several times during the creation of my mod, it is important to get this right.
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