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deadbeeftffn

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Everything posted by deadbeeftffn

  1. It defines the position within the build menu. IIRC objects with higer priority are right of objects with lower priority.
  2. There is no easy way, but there is one! To edit an existing Nif: 1. Export the Nif with NifSkope as .obj-file 2. Import the .obj.file with Blender 3. Resize/shrink the model by factor 10 (reccomended) 4. Edit the mesh in Blender to your needs 5. Export the mesh as .obj 6. Import the mesh in Outfit Studio 7. Export the obj as .nif 7.a) In the top right window of OS: select the mesh 7.b) select 'Properties...' 7.c) select the 'Geometry' Tab 7.d) deselect 'Skinned' 7.e) save as Nif 8.) go back into Blender 9.) create a simplified mesh of the object you just have created. 10.) resize this mesh by factor 10 11.) export only this mesh as .obj. 12.) Load the Nif created with OS into NifSkope 13.) Pick "File/Import.../Import Obj as collision" from the menu 14.) select the simplified mesh you exported with Blender 15.) save the Nif. 16.) 'convert' this Nif with Elric et voilá: You have a new model with custom collision. Be careful when creating a simplified mesh, KISS (Keep It Systemfriendly Simple :laugh:) otherwise the model may have some impact on the overall performance. The mesh should not have more than 128 vertices (IIRC). Always keep in mind that FO4 is not particularly fussy about the collision shape. Also, the collision created by NifSkope is missing an optimization which is not implemendet in NifSkope for legal reasons. (And that's why you need to keep the mesh simple :thumbsup: ) Particularly important: Be prepared for the fact that it will take you a relatively long time to learn all of these steps. Sometimes you have to play around with the options before it works. Don't give up! P.S: Don't ask me for further details, it's too long ago that I made a custom mesh. Thanks for your understandig.
  3. You can use umlauts in CK by inserting the correspondig UTF8-Codes "manually". ö -> ö ü -> ü ä -> ä So, instead of "Gelände" you would use "Gelände"
  4. You can see it in the preview window in CK. The animation states are listed there There is one window for NIF-style animations which may be activated with PlayGamebryoAnimation(), and there is a second list of names, which can be played with PlayAnimation()
  5. Maybe you can try to SetMotionType() the MoveableStatics when placed.
  6. NIF is a proprietary format. NIF stands for "NetImmerse File." It is named after NetImmerse, the predecessor to Gamebryo. AFAIK Gamebase was (still is?) the developer. All information is kept under NDA which means, that you have to pay for it. NifSkope is not an official tool and the NifSkope developers never had a license to use NIF. So at least we could be happy to have such an extraordinary tool.
  7. Well, I don't see why you should export / import the binary data. You can simply copy the whole bhkNPCollisionObject node from the source NIF to the target NIF. (Block/Copy Branch - Block/Paste Branch) Otherwise your instructions are correct - of course :smile:
  8. If you have to change the physics it's not a simple task, though, maybe you can ask someone who can do this for you :whistling: But maybe you can try SetMotionType() first.
  9. The clock is realy cool :thumbsup: Will install it, as soon as i have fixed my FO4 installation.
  10. I would love to assist you, though my main problem is time :laugh: Actually, i have the same amount of time as you and everyone else, but it seems to be much less or shorter or whatsoever. :confused: I'm quite good in NifSkope, Blender and Gimp, CK and Papyrus. I know, how to UV-map (at least, to some extent) :teehee: Thus, if you need something, you may contact me, and I'll see if i can help.
  11. The NiNode #19 has an incomplete collision object. The data-entry is empty and body ID is 1. Pretty sure that this will crash your NiF. Furthermore the collision(s) for NiNode #18 do not match the mesh; the collision is too wide and it does also cover the lower part of the door. And then, the type of the collision is wrong. It's a static collision which does not move with the mesh. So even if you open the door you can't pass it, you are still running against a wall. This can't be fixed easily. The aimation itself looks ok so far.
  12. Download it here: http://www.the-final-frontier.net/VltHallResWall01-ext.nif Actually it wasn't that difficult. I've moved all BsTriShape and the bhkNPCollisionObject into a new NiNode. Then i've duplicated the NiNode and rotated it by 180 degree. Just have a look into the structure and you will understand :wink:
  13. You can always hide a selected (active) object by pressing the "1"-key twice. To show hidden objects again, press "CTRL-1" See https://www.creationkit.com/fallout4/index.php?title=Creation_Kit_Keyboard_Mapping for further info.
  14. Well, i've checked the "original" NIF from fallout4 meshes and the collision looks good. Thus, it seems that something goes wrong when you modified the mesh. You may try to delete the bhkNPCollisionObject (the whole branch) from you NIF and replace it with the collision object from the original. If you load you NIF in CK, open the preview window and hit F4. You should see the collision as a red overlay and the stairhelper as a white overlay.
  15. The collision is totally messed up. It consists of a single stairhelper (which shouldn't be) and unfortunately one collision plain points up to the ceilling.
  16. test it: https://we.tl/t-xrY8bKn3aH The main difference is, that BSConnectPoint:Parents is not a child of the main node but extra data. I could successfully load it in ck.
  17. Seems you have messed up the BSLighningShaderProperty. Under normal conditions FO4 will not use the BSShaderTextureSet, thus it is not an error if this child node doesn't exist. The file path to the material file shoul be inserted as the BSLighningShaderProperty name attribute. http://www.the-final-frontier.net/Screenshot00.png Also, make sure that there is a valid empty string assiged to "Wet Material". If this is "none" this will cause a CTD in CK/FO4, though NifSkope does ignore it.
  18. Short answer: Your Nif is broken. Maybe my answer would be a litle bit longer, if you could provide some more details. How did you create your Nif? With what tools? From scratch or did you modify an existing Nif? :unsure: Without further information no one is able to help you. :wink:
  19. Not sure what excactly you want. But you may look here: https://www.creationkit.com/fallout4/index.php?title=AddPerk_-_Actor and also: https://www.creationkit.com/fallout4/index.php?title=OnEffectStart_-_ActiveMagicEffect
  20. The "normal" way is: Import into FO4: Create your stuff in blender -> from blender: export as .obj -> from OutfitStudio: import the .obj -> from OutfitStudio: export nif Export from FO4: from NifSkope (or OutfitStudio): export .obj -> from blender: import .obj There are some threads and tuts around, just search for it
  21. ... I have heard some say that AddOnNodes must be connected to a mesh directly within NifSkope and that seems awfully unusual to me... ... Though it is true. AddOnNodes can only be attached In NifSkope. Not a great thing: https://www.nexusmods.com/fallout4/articles/127/?
  22. Mostly this will not work. A NIF has (most of the time) a 'baked' collision which holds all the collision data for this nif. If you delete a BSTriShape this will only remove the visible part of a NIF but it will not remove (parts of) the collision. Anyway, you may try it but don't be disappointed if it doesn't work.
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