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deadbeeftffn

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Everything posted by deadbeeftffn

  1. AttachRef only works, if the objects NIF (the one where other objects should be attached to) has a NiNode labeled REF_ATTACH_NODE. The node may be otherwise blank (e.g. MagRackWorkshop02.nif, Node #28), however it may have child-nodes too (see BldWoodPDoor01.nif, Node #17). Unfortunately this doesn't seem to work always. In some cases the attached object simply disappears... Though, it's your best bet.
  2. You can only add/change a navmesh in creation kit. Fo4Edit doesn't work.
  3. http://www.the-final-frontier.net/Screenshot.png Hope this is sufficient. Otherwise feel free to ask.
  4. As far as i know, the root names do not play a role at all as long as it is a (somewhat) reasonable name. Edit The root name should be "WorkshopConnectPoints". In some cases the name could be left blank, though it doesn't matter if it is named anyway. Also make sure that the name of the node (BSConnectPoint::Parents) is always "CPA". Else the node is not recongnized by the engine. There is a basic set of connect point names, like P-WS-Autoplace, P-WS-Origin, etc. Otherwise you are free to choose the names for connect points as long as this are custom connect points. There are some "snapping rules" though: myName snaps to myName myName snaps to myName-Dif myName does not snap to myName-Dif2 myName-Dif snaps to myName myName-Dif snaps to myName-Dif2 myName-Dif does not snap to myName-Dif myName-Dif2 does only snap to myName-Dif You may replace "myName" with whatever you want and add (or leave out) the appendicies "-Dif" or "-Dif2"
  5. Recommended reading: https://www.creationkit.com/fallout4/index.php?title=Category:Papyrus
  6. AFAIK the objects resource-AV will be copied in a private variable of the attached workshopobjectscript at the time the item is placed. The value can't be changed externally and the variable will not be updated when the AV changes. Edit: Maybe it could be possible to write a script which extends workshopobjectscript and replaces the functions HasMultiResource() and GetMultiResourceValue(). These two functions are used to copy and/or access the ActorValue and the private variable.
  7. Nice finding... but you noticed that this thread is already two years old? :laugh:
  8. It's the last object placed. There exists a very usefull static object named StaticCollectionPivotDummy. If you place this as the last object, you can exactly define the zeropoint of your SCOL. Since it's a marker it's not visible in the final object.
  9. No, it is not fixed :laugh: . You still have to do the switch-limbo... If it is an activator you may try SetOpen(true)/SetOpen(false) which actually is the same as turning a switch off/on.
  10. You should save your NIFs in the game directory -> Fallout 4/Data/meshes/ Create a directore here and save your NIF within.
  11. The blender-plugin does NOT support FO4. It may be good for NV or FO3 (don't know), but it can not emit FO4-compatible NIFs. That's also true for NifSkope. If you export obj-files with NifSkope, they do have a wrong version and they are using data-structures which are not supported by FO4. Instead you may use BodySlide to convert obj to nif. That's a well known and established method to create FO4 compatible NIFs.
  12. Every placed item has it's own virtual machine, they do not share a single script or any variables. Each one is forking a seperate instance. OnInit() is called only once for every instance (Except if the item has a damage model - in that case OnInit() will be called when the item gets repaired) Actually, i'm using OnWorkshopObjectPlaced(), OnWorkshopObjectMoved(), OnWorkshopObjectGrabbed() etc. a lot. So i can assure you that this functions are working fine.
  13. Simply open the preview window in CK. In the lower left corner is a box labeled "Gamebryo Anim". It shows the animations which can be played with PlayGamebryoAnimation() Lower mid right is a box labeled "Animation Notes". If this is not empty, the NIF has a BSBehaviourGraphExtraData. Sometimes these are animations available to PlayAnimation(). These behaviour-thingies can be edited, but hey - don't ask me how to do that. :laugh: I don't know either...
  14. You can use SetOpen() on doors which have a NiControllerManager with the NiControllerSequence(s) "Open" and "Close". This is true for the DiamondCity door. Actually SetOpen() relies on this two animation nodes. If the NIF doen't have open/close you can still play animations with PlayGamebryoAnimation() (True for the Valt door).
  15. There's a Keyword "FurnitureScaleActorToOne" attached, which normally is responsible for resizing the player when she/he enters the PA-frame. You may give it a try and remove the keyword.
  16. Good to see! Anyway, Havok does not mean that a NIF is Havok animated. It simply says, that this NIF has a Havok collision object :wink: Actually i didn't know, that it also influences gamebryo anims, strange but bethesda :laugh:
  17. - Make sure you have set "Bit 0: Animated" in the BSXFlags of your NIF. - Also, I think, it would be a good idea to set the second parameter of PlayGamebryoAnimation() to TRUE, otherwise it could happen that the animation is only played once. - The furniture object in CK should have (at least) the following keywords: WorkshopCanBePowered WorkshopPowerConnectionDUPLICATE000 - You have omitted the Properties in your code snippet, isn't it? :-) Otherwise your code wouldn't even compile.
  18. Look for PlayAnimation() for havoc-based anims and PlayGamebryoAnimation() for the older (nif-internal) animations. https://www.creationkit.com/fallout4/index.php?title=PlayAnimation_-_ObjectReference https://www.creationkit.com/fallout4/index.php?title=PlayGamebryoAnimation_-_ObjectReference
  19. There are flags in a BSXFlags-node and there are flags in a BSValueNode. This are two different sets of flags. So, don't confuse them. Check the flags in the node labeled "BSXFlags" of your base-nif (In most cases this is ID 1 or 2). The flag "Bit 4: Addon (16)" must be checked. (+ 2: Havok, +3: Complex, and maybe +7: Articulated) Furthermore: Create a BSValueNode for the AddOn (not a NiNode!) and yes, Bit 0 of the flags must be cleared. (A value of 14 would be ok)
  20. You may recrete a nif from your SCOL. Then load the nif into NifSkope and add a BSValueNode with the appropriate Value for an AddonNode
  21. No sure what topics do you mean. In quests you may add conditions to a player dialogue. Double click on the text in the info-window and add a condition "HasKeyword".... Just a guess
  22. Well, i think it's a relative value: 1.0 -> keep the current size 0.5 -> half the current size 2.0 -> double the current size not sure though :-)
  23. No, the version doesn't matter. One more Step: 8.) Open the exported nif in NifSkope again and fix it. Outfit Studio saves/exports the nif as outfit (really? :laugh:) and most often this is not really what you want...
  24. Oh, i remeber. That was exactly that what i wanted - a somehow smooth rotation, and it was the reason to use TranslateTo() instead of SetAngle() Anyway, in the OP case, SetAngle() seams to be the better solution.
  25. You can get the actual absolute rotation angle for your object with: myObject.GetAngleZ() Then add the desired angle to that value and use myObject.TranslateTo(myObject.GetPositionX(), myObject.GetPositionY(), myObject.GetPositionZ(), 0.0, 0.0, newZValue, 1.0)
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