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Everything posted by ryanfss
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How to create and export attach nodes from 3DS Max
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
Found the answer I needed. For anybody trying to do the same; create a dummy and name it whatever you need. Then right click, object properties, user defined - type sgoKeep = 1. Thanks to Etheron for the tip. -
I have a custom mesh created in Max that is meant to be a display. I added the nodes in NifSkope and made them children of the main objects node, but the problem is the display is animated and when the animation is played the nodes stay stationary. I'm guessing that if I add bones in Max that will work or at least that is what I have read in the past, But I can't seem to figure out how to export them. Found a bunch of topics saying to create bones for nodes, but none saying how to name and export them. Can anyone shed some light on this?
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I'm adding SMM (settlement menu manager) to my mods, but for the life of me cannot figure out why its not working. I unpacked SMM scripts Added a new quest to my mod Added the SMM installer script Edited the properties with no issues Created the archive for my mod Loaded game but no dice When I open the BA2 file with the extractor, the scripts are there. I've loaded another mod that uses SMM (Woody's Wasteland Stuff) and the setup is identical and his loads in game just fine. Everything in FO4Edit looks right. I used an install script with my mods before this and haven't changed the formlists or keywords. The script shows to be compiled and in use by my install quest....I swear I don't know where else to look or what to do. I don't know if the SMM author is actively supporting it or not, but I haven't had any luck contacting him. If anyone has run into this, has any ideas or a solution I would be forever in your debt.
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Absolutely. PM me where to send it and I'll shoot it right over. Thanks
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I have tried there as well.
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I Can't seem to make it work. I've renamed the block in NifSkope before importing, tried renaming in Max with Rename objects tool, renamed the material assigned to the object, assigned new material...still the same issue. Thought about just assigning texture in nifskope, but if I understand correctly,1) you shouldn't as textures are applied based on the material, and 2) I can't figure out how to get multiple BSShaderTextureSet blocks after exporting. Is there a lot of alcohol abuse in the modding world? Gotta be.
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Well, I see what you are saying. I converted the block to BSMeshLODTrishape to a BSTrishape and changed the name removing The particle L you're talking about - I think. (For instance wall3:6 - L2_wall3:6{2} was renamed to wall3:6) and it passed through elrich just fine and all objects were separated. However, when I assign the corgyellow material, that object becomes invisible still. I went through the niftools forums and some others but could find no info on particles or particle _L as it relates to a static. Any idea where to look?
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Just wondering if anyone has experienced this and if there is a fix. I imported a warehouse wall, comprised of 3 objects, into 3ds max. After assigning collision, exporting, and running through Elrich - I open it up in Nifskope and the 3 objects are now one BSMeshLODtriShape. If I assign one material to it it disappears, and obviously can't assign 3 seperate ones. Only had this problem with the warehouse wall so is it a texture problem or am I missing something?
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Testing mods before upload/ Best Practices
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
Good advice, thanks! -
Testing mods before upload/ Best Practices
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
The testers are usually people who asked me to make something specific for them, But I do have a couple people who like testing different stuff I'm working on, show what they had problems with, toss in suggestions to improve them, etc. which is nice, Its more like they recruited me then me recruiting them heh. But having a couple people who are willing to help you test stuff and not leak it to the world before your anywhere near done is nice to have :smile: i.e. like this one I'm working on, 3 months of work, and its still no where near done, its still in alpha state and needs a lot of construct/scrap recipes made, as well as more testing on functionality. Sometimes finding a bug can be difficult, and asking for help is about all you can do because you overlook / can't see your mistake (Just made a post before this asking for help with a terminal issue). Well, you want to give this one for a spin? It's really a very small mod compared to most - single build menu with some sub menus. Really not much to test aside from the Navmesh with settlers and such. But I also thought I had it nailed down the first time and it didn't go so well. This is my first mod so it spooked me a little. If not interested, np. But thanks again for taking the time to respond. -
Testing mods before upload/ Best Practices
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
Good Stuff, thanks. I assume these testers are people you know or recruited to help? That would have been the thing to do. Good info, thanks again! Also, I did state that wrong - the pex files were the one I removed -
Just looking for tips or maybe even land mines to avoid when uploading a new mod. Also whats the best process for testing? Reason for asking is what I thought should be a simple process for a seemingly working mod. When i say tested I archived the files, removed them from data folders after compressing them, open up and create new game, save, quit. Then I made sure the scripts were removed for the scripts folder (user) Then I extracted the files back into my game and installed then uninstalled successfully. The files I uploaded were the same ones I extracted back into my game so they were untouched. I've uploaded 4 times now and it never works. I've rewritten the scripts, etc. but to no avail. I've scrapped it altoghether and am starting over with a fresh install of the CK. Kinda discouraging really to put that much effort into something and not be able to get it on the Nexus. Should I be testing on my machine? Virtual server? Sending to someone to test first? Any and all tips/pointers would be great. I'm afraid if I go through the process again with the same results, I might end up in Maryland looking to punch the first person I see in a lab coat and Bethesda Nametag.
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Question on uploading a new mod
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
Perfect, Thanks! -
I uploaded a mod with a custom menu and the install scripts were saved and compiled in the data\scripts\user folder. I've uploaded, deleted everything from my data folders (scripts, ba2 files, plugin, etc) Downloaded the mod from NMM, reinstalled, and ran with no problems. A user sent me a screenshot after he tried to install. He opened the install quest from the CK and the install script is prefixed with a namespace, i.e. RCBS:RCCategoriesInstaller. The scripts have never been in my namespace folder and nothing in either script is prefixed by it either. I extracted the BA2 file and no namespace folder there either. I assume it has something to do with me creating a new quest rather than copying one, but I'm really not sure. Everytime I test on my machine it runs fine and it appears only a handful have the problem;at least that I'm aware of, out of around 300 downloads. So the question is two part. 1. I know this is all probably rookie mistakes, but can someone point me in a direction that has some current support so I can try to learn some more? I've googled and searched forums and it seems nothing past 2015 comes up. Maybe my search skills suck as well... 2.Is the correct way to fix the issue to delete quest and scripts and start from scratch or is it a little simpler? Thanks
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I've got a dumb question? When I create an archive for a mod, do I need to pack in the psc script files as well as the pex files?
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Got it, thanks for the info!
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OK, As an example, with the roof you would separate the tin from the wood, link it all to a created shape of some kind, assign separate collisions to the pieces, put it all back together and export? I'm not sure I followed that right. What is the purpose of the misc shape?
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I'm a little unclear on the end process for collision meshes generated in 3DS MAX. I'm working on a roof. Said roof has 4 objects in Max. I've selected all, cloned, did the collision, exported, and passed through Elric which gave one object of the four w/ collision. 2nd way I did it was to reset x form, collapse to single item, and on through the rest of process. So should I be doing it the first way piece by piece and trying to assemble in nifskope or the second way and taking that collision and copying it into the original Nif? I may be on the wrong track altogether but every tutorial I can find is on a sphere or some single object like it. Sorry for the "clear as concrete" post, but any pointers/links/help is greatly appreciated.
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Static door to constructable door?
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
BarnMainDoorLargeL02 and R02. ID 1003a65 and 1003a66 respectively. Thanks! -
Static door to constructable door?
ryanfss replied to ryanfss's topic in Fallout 4's Creation Kit and Modders
Big Barn door with a doorway inside. Can't seem to get picture loaded. Measures 320 units tall. Was wanting to make it a sliding door but sounds like it's a little above my pay scale. Thanks for the reply! -
I am trying to make a static door constructable except that is a large barn door not used in the workshop, so I can't copy. I've looked online and in forums and can't figure out how to make it active (open,close) in game. The only thing I could find was in NifSkope, ControllerManager, attached to the workshop doors. So, How is it done? From what I gathered Copying and pasting the branch in NifSkope won't work because of the coordinates so I'm Stumped. Any help is much appreciated.